David Wright
Robert Morris University
Professor Rodgers
COSK1221
April 8, 2013
Many people praise technological advancements because of the benefits that it has to society. Some technology can serve as a positive influence on a child such as computer games, which are known to enhance a child’s ability to read and visualize objects on a screen. Despite the benefits that technology brings to society, over exposure to technology will have a negative impact on a child. The negative effects that can be found present in young children as a result of too much exposure to certain forms of technology include harming their physical and social development, resulting in various ways such as being …show more content…
a factor of obesity or influencing violent behaviors. The impact of technology on children not only occurs because of the media that they are exposed to, but also because of the amount of time that a child spends engaged in technological activity. Technology has always adapted itself in ways that make work easier for all types of people. The problem is that the desire for things to be easier can sometimes feel like a necessity. It is important that the future people of society have a strong work ethic and are able to get things done independently. As journalist Matthew Staffier stated, “It’s [technology] growth should not breed reliance on our part, nor should it detract from the moral fabric of our society.” He also states later in the same article that, “We are only in danger of being controlled by technology insofar as we allow ourselves to fall behind it morally and intellectually (Staffier, 2001).” It is important to recognize the real use of technology, rather than to stray towards the idea that technology is a necessity. As technology increasingly becomes a larger part of modern society, several issues regarding technology usage have become more important in the eyes of parents, teachers, and guardians of children. One of the main focuses of this group of people has been to limit the amount of time that a child spends exposed to a screen such as a television screen or a computer screen. For the remainder of this research, the exposure to any type of screen will be referred to as screen time. Many people are unaware of the dangerous effects that too much screen time has on a child. In fact, the American Academy of Pediatrics (AAP) has provided valid information on how much screen time a child can withstand without being harmed physically or mentally. The information provided by the AAP may be surprising for some adults. According to the AAP, screen time is completely discouraged for children under the age of two. Also, screen time for children ages two and up should be limited to a maximum of two hours per day (Graves, 2012). Although it is hard to adhere to these rules on a daily basis because of the needs and wants of children, parents and guardians should respectively follow these rules in order to maintain a healthy functioning child. The average child watches 19 hours and 40 minutes of television every week. This adds up to over a thousand hours of television in just a year (Ruskin, 2003). The issues with extensive screen time in a developing child can often be overlooked unless the person is educated on the subject at hand. There are various consequences of too much exposure to a television, computer, or handheld technology. The most common effect associated with too much screen time is obesity. As a result of limited physical activity, due to the increase in screen time, a child can experience weight gain. This weight gain is usually due to the combination of technology, such as television, with junk foods. The reason why junk foods are often associated with technology like television is because many people want something quick to eat that will fill them up, without having to move away from the screen. This combination of overindulgence, unhealthy food, and the lack of physical activity is a factor for why 25% of children in the United States are obese. Evidence also suggests that one of the main factors of obesity is excessive screen time (Subrahmanyam, 2000). Along with the previously mentioned factors of obesity, television commercials containing unhealthy foods are constantly advertised in between children’s shows. Not only are the children exposed to the advertisements, but they are the main target audience when it comes to advertising junk foods (Straker, 2009). Obesity is not the only physical setback that can be brought on by excessive technology use. In addition to obesity, sleep disturbances and language delays can also form as a result of passive screen time. Staring at a screen for a long period of time can sometimes result in sleep disturbances. The reason for this is because the brain has so many different images flickering through a person’s head as they try to fall asleep. The lack of ability to concentrate while lying down contributes to the lack of sleep that a person receives at night (Graves, 2012). As time progresses, children have become less physically active and more interested in technology use. Since video games have increasingly become a popular activity to engage in for young children, several negative effects have become more visible to researchers. Children who play video games have been known to be at risk for physical problems such as seizures, hand injuries, and changes in heart rate. Many video games contain “flicker frequencies,” which are quickly flashing images, which have been known to put children and adults at risk for seizures. Although most of the seizures occur in patients who are diagnosed with photosensitive epilepsy, there have been reported cases of seizures in those who are not epileptic. Several precautions have been known to decrease the likelihood of these seizures including buying a television with twice the resolution as a standard one and also more common solutions such as sitting further away from the television (Subrahmanyam, 2000). Due to the rapid movement of the hands during video game play, many children have been known to experience hand injuries. Many children that experience hand injuries suffer from a form of tendinitis that is referred to as Nintenditis, which is caused by the rapid movement of the hands during game play and the repetition of pressing buttons associated with the game. For this reason, children are advised to take precautions that are given to adult game players such as taking frequent breaks and positioning equipment in a proper manner (Subrahmanyam, 2000). In addition to the precautions that deal with excessive game play, video game users need to take responsibility for the amount of time that they consume playing games on a daily basis. Video games have been a very controversial subject when it comes to children. The reason for this is because there are many games that can be educational, while most others are purely for entertainment. The main problem with video games that are meant to entertain is the fact that they provide the wrong types of entertainment for the targeted audience. Concerns about the negative impact of inappropriate media have been around since television was first broadcasted in 1946. By 1972, there was solid evidence proving that violence does have a negative impact on some members of society (Anderson, 2002). Although it has been proven that violence in the media can affect certain people, this fact is constantly undermined by the public. A common assumption among society is that violence in the media only has a negative effect on children. Not only does violence play a large role in a child’s life, but also in an adult’s life. Childhood aggression has been strongly correlated with violence later on in life. This aggression has been known to come almost directly from a child’s television habits. Children who watch violent forms of media tend have a less pro-social behavior, which means that they are less likely to commit friendly acts such as donating to charity (Subrahmanyam, 2000). Studies suggest that about 60% of television programs contain violence (Anderson, 2002). This means that over half the time a child is watching a show, there is some form of violence present in the program. Violence in television shows is not the only form of media violence that children encounter. Popular video games are often filled with violence, sexual content, and inappropriate language. As games like Call of Duty become more popular among the general public, children have also taken more interest in such games. Although these games are sometimes aimed towards a younger audience, game developers never cease to include violence in the games. In an analysis of popular Nintendo and Sega Genesis, research found that almost 80% of the games had aggression or violence as the objective. Children who excessively play violent games are known to behave more aggressively in certain situations. Along with problematic aggression, violent video games have also been known to desensitize children to violence. Studies also suggest that playing violent games can increase a child’s aggression while playing, and can lead to aggressive and violent thoughts (Subrahmanyam, 2000). In order to try to control the types of games that children play, steps have been taken to try to decrease the likelihood of children playing violent games. In 1994, a new system of rating video games was created by the Entertainment Software Ratings Board, better known as the ESRB (Subrahmanyam, 2000). The ESRB rates games according to the content that is displayed within the game. Ratings for Mature (M) games often include warnings that indicate what type of inappropriate content is in the game. For example, on the back of the new Call of Duty Black Ops 2 it says that the game contains the following: Blood and gore, intense violence, strong language, suggestive themes, and use of drugs. In addition to the content warning, gaming merchandisers will refuse to sell someone a rated M game unless they have proof that they are over the age of 17. The problem with this is the fact that parents and guardians buy the games for the children, despite the fact that they are supposed to be 17 to play. Children are not only interested in violent games, but are often encouraged to take part in the action. Video games deliberately put specific objectives in games that will be entertaining for children younger than the appropriate age. According to author Craig Anderson, there are two different approaches towards lessening a child’s violence and aggression. The first approach is to reduce the amount of exposure to violent media. This is the most common method of reducing the aggression in children that is caused by violent media. The other approach is to change a child’s attitude toward media violence, which is known to take relatively longer than the first approach (Anderson, 2002). Reducing a child’s aggression and violent behaviors can be a difficult task, but by trying both approaches it is very likely that a child will show successful results. As technology advances along with society, many issues have arisen regarding the health of children who are exposed to large amounts of screen time. Not only do watching television, playing video games, and playing computer games have negative effects on children, but also the overall advancements in technology have made children become more reliable on technology. Due to the lack of awareness of the negative issues that children face regarding technology, many parents, guardians, and teachers have indirectly contributed to the negative impact that technology has on children. In order to assist children in their physical and social development, society needs to recognize the real problems with technology and also take steps toward preventing these negative effects.
References
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