There's a negative correlation between the hours a kid spends gaming and how well he does in school, very likely in direct ra tio to time stolen from studies. When 3,034 Singaporean children and adolescents were followed for two years, those who became extreme garners showed increases in anxiety, depression, and social phobia, and a drop in grades. But if they stopped their gaming habit, all those problems decreased.
Then there's the downside of playing countless hours of games that fine-tune the brain for a rapid, violent response.7 Some dangers here, the expert panel says, have been exaggerated in the popular press: violent games may increase low-level aggression, but such games in themselves are not going to turn a well-raised kid into a violent one. Yet when the games are played by children who, for example, have been the victim of physical abuse at home (and so are more prone to violence themselves), there might be a dangerous synergism-though no one can as yet predict with any certainty in which child this toxic chemistry will occur.
Still, hours spent battling hordes intent on killing you under standably encourage "hostile attribution bias," the instant assump tion that the kid who bumped you in the hallway has a grudge. Just as troubling, violent garners show lessened concern when witness ing people being mean, as in bullying.
Given that the paranoid vigilance such games encourage can occasionally mix tragically with the agitation and confusion of the mentally disturbed, do we want to be feeding our young from this mental menu?
The recent generations raised on games and otherwise glued to video screens, one neuroscientist told me, amount to an unprecdented experiment: "a massive difference in how their brains are plastically engaged in life" compared with previous generations. The long-term question is what such games will do to their neural wiring, and so to the social fabric-and how this might either de velop new strengths or warp healthy development.
There's a negative correlation between the hours a kid spends gaming and how well he does in school, very likely in direct ra tio to time stolen from studies. When 3,034 Singaporean children and adolescents were followed for two years, those who became extreme garners showed increases in anxiety, depression, and social phobia, and a drop in grades. But if they stopped their gaming habit, all those problems decreased.
Then there's the downside of playing countless hours of games that fine-tune the brain for a rapid, violent response.7 Some dangers here, the expert panel says, have been exaggerated in the popular press: violent games may increase low-level aggression, but such games in themselves are not going to turn a well-raised kid into a violent one. Yet when the games are played by children who, for example, have been the victim of physical abuse at home (and so are more prone to violence themselves), there might be a dangerous synergism-though no one can as yet predict with any certainty in which child this toxic chemistry will occur.
Still, hours spent battling hordes intent on killing you under standably encourage "hostile attribution bias," the instant assump tion that the kid who bumped you in the hallway has a grudge. Just as troubling, violent garners show lessened concern when witness ing people being mean, as in bullying.
Given that the paranoid vigilance such games encourage can occasionally mix tragically with the agitation and confusion of the mentally disturbed, do we want to be feeding our young from this mental menu?
The recent generations raised on games and otherwise glued to video screens, one neuroscientist told me, amount to an unprecdented experiment: "a massive difference in how their brains are plastically engaged in life" compared with previous generations. The long-term question is what such games will do to their neural wiring, and so to the social fabric-and how this might either de velop new strengths or warp healthy development.
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There's a negative correlation between the hours a kid spends gaming and how well he does in school, very likely in direct ra tio to time stolen from studies. When 3,034 Singaporean children and adolescents were followed for two years, those who became extreme garners showed increases in anxiety, depression, and social phobia, and a drop in grades. But if they stopped their gaming habit, all those problems decreased.
Then there's the downside of playing countless hours of games that fine-tune the brain for a rapid, violent response.7 Some dangers here, the expert panel says, have been exaggerated in the popular press: violent games may increase low-level aggression, but such games in themselves are not going to turn a well-raised kid into a violent one. Yet when the games are played by children who, for example, have been the victim of physical abuse at home (and so are more prone to violence themselves), there might be a dangerous synergism-though no one can as yet predict with any certainty in which child this toxic chemistry will occur.
Still, hours spent battling hordes intent on killing you under standably encourage "hostile attribution bias," the instant assump tion that the kid who bumped you in the hallway has a grudge. Just as troubling, violent garners show lessened concern when witness ing people being mean, as in bullying.
Given that the paranoid vigilance such games encourage can occasionally mix tragically with the agitation and confusion of the mentally disturbed, do we want to be feeding our young from this mental menu?
The recent generations raised on games and otherwise glued to video screens, one neuroscientist told me, amount to an unprecdented experiment: "a massive difference in how their brains are plastically engaged in life" compared with previous generations. The long-term question is what such games will do to their neural wiring, and so to the social fabric-and how this might either de velop new strengths or warp healthy development.
การแปล กรุณารอสักครู่..
