Category - teen
4 teens are divided on whether they spend too much or too little time playing video games. A quarter of teens (26) believe they spend too much time playing video games, while a similar share (22) feels they spend too little time doing so. Most video game research has been conducted with teenagers or young adults as participants, but one large-scale study conducted by columbia universitys mailman school of mental health examined. Positive effects of video games on teenagers negative effects of video games tips for managing teen media consumption symptoms of video game addiction measures to address video game addiction teens and video games go hand-in-hand today. In fact, 97 of teens and kids in the us play video games at least for one hour every day. Video games 8 and gameplay are pervasive in the lives of most american teens and for boys in particular, video games serve as a major venue for the creation and maintenance of friendships. Fully 72 of all teens play video games on a computer, game console or portable device like a cellphone, and 81 of teens have or have access to a game console. Research shows that the great majority of video gamers, including those who are heavily immersed in games and spend large amounts of time at them, are at least as healthy psychologically, socially. The role that video games play in the lives of teenagers has grown dramatically and without pause for the past generation or two. Between computers, smart phones, and dedicated game consoles, not only are individual adolescents spending more of their days playing video games, but the percentage of teens whose daily lives include video games is quickly approaching universality. Video games can help the brain in a number of ways, such as enhanced visual perception, improved ability to switch between tasks, and better information processing. In a way, the video game model is brilliant, says judy willis, m. , neurologist, educator, and american academy of neurology (aan) member based in santa barbara, ca. (photo by shutterstock) previous studies show that violent video games increase adolescent aggressiveness, but new dartmouth research finds for the first time that teenagers who play mature-rated, risk-glorifying video games are more likely subsequently to engage in a wide range of behaviors beyond aggression, including alcohol use, smoking cigarettes, delinquency, and risky sex. The population of children who play video games is growing, and has been boosted in large part by kids between the ages of 2 and 5.