Difference between revisions of "Computer games and health issues"

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==Enablers:==
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1. Individualization <br>
 
2. Lack of physical activity <br>
 
3. Junkfood <br>
 
4. Addictiveness <br>
 
5. Violence in society <br>
 
  
 
==Inhibitors:==
 
==Inhibitors:==

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Inhibitors:

1. Media
2. Parental control
3. Outdoor activities (with friends)
2. In-game information
3. Healty games with more hand-eye coordination

Paradigms:

Reported cases relating to injuries caused by the overuse of playing computer games has resulted in the "tendonitis phenomenon", or in other words ‘Nintendinitis’. The increase in popularity of game consoles has led to an increase in locomotor problems in the tissues of the hand. While once computer games were considered harmless and even favourable, because it kept kids from hanging on streets, it is now considered as an increasing problem factor. Not only has it caused health problems, but in many cases increased aggresive behavior and has decreased the social behavior.

Experts:

Dorman, Steve (1997) Video and computer games: Effect on children and implications for health education.

Goldstein, J. (2001) Does Playing Violent Games Cause Aggressive Behaviour?

Timing:

Young people are spending a lot of time playing computer games. Seventy-nine percent of American children play computer games on a regular basis. On a daily basis, children who own computer games spend on average 1.5 hours playing them. On average, young people between the ages of 7 and 17 play video or computer games eight hours a week. It is expected that this rate will increase with the upcoming new consoles by Sony and Microsoft.

Web Resources:

http://www.knowledge.hut.fi/projects/games/gamelinks.html
http://www.psychology.iastate.edu/faculty/caa/Video_Game_FAQs.html
http://news.uns.purdue.edu/html4ever/9906.Sherry.video.html