The most widely used "positive" impact video games are said to have on children is that they may improve a player's manual dexterity and computer literacy. Ever-improving technology also provides players with better graphics that give a more "realistic" virtual playing experience.
This quality makes the video game industry a powerful force in many adolescent lives. However, numerous studies show that video games, especially ones with violent content, adversely affect a teen's aggressive behavior.
Part of the increase in aggressive behavior is linked to the amount of time children are allowed to play video games. In one study by Walsh (2000), a majority of teens admitted that their parents do not impose a time limit on the number of hours they are allowed to play video games. The study also showed that most parents are unaware of the content or the Entertainment Software Rating Board (ESRB) rating (see below) of the video games their children play.
In another study conducted by Gentile, Lynch, Linder & Walsh (2004, p.6) "adolescent girls played video games for an average of 5 hours a week whereas boys averaged 13 hours a week". The authors also stated that teens who play violent video games for extended periods of time show the following behaviors:
Tend to be more aggressive
Are more prone to confrontation with their teachers
May engage in fights with their peers
See a decline in school achievements. (Gentile et al, 2004).
Another negative impact is that players are rewarded for their violent acts. The interactive quality of video games differs from passively viewing television or movies because it allows players to become active participants in the game's script. Players benefit from engaging in acts of violence and are then able to move to the game's next