Technology has been evolving since the days of the cavemen and has become an integral component of our everyday life. Technology has been integrated in education, media, the workplace, and our world runs around the evolution and ever developing fast pace of technology. Modern technology especially effects the youth of today’s day and age, because they have grown up with extremely advanced technology and are completely engrossed by it. The primary concern people have concerning children and technology is the negative effects video games have on their developing mind. Video games may potentially affect children’s attention span, motor skills, computer literacy, and possible cases of violent behavior being linked to violent games. There are negative effects that are related to video games including a possible shortening of children’s attention spans and violent behavior in schools such as bullying or even something drastic like a shooting linked to violent behavior from video games. Positive effects connected to video games include improved hand eye coordination and a much stronger ability when it comes to computers which helps advance their mind’s capabilities when it comes to using technology. Video game technology has evolved along with the rest of technology. Starting with the Magnavox Odyssey, the first video game console, famous for its game pong, and now the PlayStation 3, Xbox 360, Wii, and computer games which are in high definition and have games playable with motion sensing controllers. The games have become more real and lifelike and it is very easy to become engrossed with a video game and think it is reality, and is an example of how the world runs, but really it is only meant as an entertainment device and nothing more. With violent first person shooter and fighting games, kids get introduced to these violent images from a young age which although can’t be proven as a direct link to violent behavior, just the
Bibliography: Bailey, Kira. "High Volume Video Gamers Have More Difficulty Staying Attentive." Science Daily. Iowa State University, 2009. Web. 14 May 2012. <http://www.sciencedaily.com/releases/2009/10/091013162748.htm>. Bushman, Brad, and Gibson, Bryan. "Violent videogames increase aggressive behavior long after the game is turned off." Science Daily. Science Daily, 2010. Web. 14 May 2012. Cummings, Hope. "Study examines video game play among adolescents." Science daily. JAMA and Archives Journals, 2007. Web. 14 May 2012. <http://www.sciencedaily.com/releases/2007/07 Hogan, Dan. "Could violent video games reduce rather than increase violence?." Science Daily. International Journal of Liability and Scientific Enquiry, 2008. Web. 14 May 2012. <http://www.sciencedaily.com/releases/2008/05/080514213432.htm>. Heffernan, Virginia. "The Attention-Span Myth." The New York Times. The New York Times Company, 2010. Web. 14 May 2012. <http://www.nytimes.com/2010/11/21/magazine Jackson, Linda. Video game playing tied to creativity, research shows. ScienceDaily LLC, 2011. Web. 14 May 2012. <http://www.sciencedaily.com/releases/2011/11/111102125355.htm>. Klein , Sarah. "Study: Too Many Video Games May Sap Attention Span." Cable news network. Cable News Network, 2010. Web. 14 May 2012. <http://www.cnn.com/2010/HEALTH/07/05 Mathews, Vincent. "Violent Video Games Leave Teenagers Emotionally Aroused." science daily. Radiological Society of North America, 2006. Web. 14 May 2012. <http://www.sciencedaily.com/releases/2006/11/061128140804.htm>. Moynihan, Carolyn. "How video games affect attention spans." mercatornet.com. N.p., 2012. Web. 14 May 2012. <http://www.mercatornet.com/family_edge/view/10355>. Perry, Bruce. "Using Technology in The Classroom." Early childhood teaching today. Scholastic Inc, 2011. Web. 14 May 2012. <http://teacher.scholastic.com/professional/bruceperry/using_technology.htm>. Sergio, Lauren Subramanian, Courtney. "New studies finds ipads in the classroom boost test scores." TIME - Techland. TIME, 2012. Web. 14 May 2012. <http://techland.time.com/2012/02/22/new-study-