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澳洲留学作业:电子游戏成瘾效应 Video Game Addiction Effects [2]

论文作者:www.51lunwen.org论文属性:作业 Assignment登出时间:2017-08-16编辑:cinq点击率:9710

论文字数:论文编号:org201708022139139623语种:中文 Chinese地区:澳大利亚价格:免费论文

关键词:澳洲作业电子游戏留学生作业

摘要:本文是澳洲留学作业范文,主要内容是讲述在当今日常生活中使用科技,电子游戏的出现对青少年所产生的影响及原因分析。

e Video Game industry. 

There are some possible causes that are related to this addiction. The first possible cause is that in the hypothetical world created by such games, gamers become confident and gain satisfaction which they cannot get in the real world. Second, many video games satisfy the basic psychological needs like rewards, freedom and connection with other players and lastly, video games are becoming increasingly complex, detailed and compelling to a growing international audience of players. And since the problem is a relatively new phenomenon, the exact cause of game addiction is unknown. However, this addiction appears to be most common among younger male players. It may also have a cultural component. 'In South Korea, video games were recently blamed for the deaths of four young men. One died after playing Star craft for 50 hours with few breaks. A four-month old baby also died after her parents left her unattended to play World of War craft'. 

There are also some negative effects. First is that it displaces physical activity and the time spent upon studies, with friends and even with family. Psychiatrists are concerned about the wellbeing of children who spend much of their time with video games that they may not develop friendships, get some outdoor exercise or suffer in their schoolwork. For sure that a child who spends most of his time playing video games may be prone to violence and may be at risk for behavioral and other health problems. Second is an increase in physical, emotional and behavioral disorder. Among mental health professionals, there are those who maintain that in playing video games, certain children can develop a sense of proficiency which they might not otherwise achieve. However, other authorities speculate that performing violent actions in video games may be more conducive to children's aggression than passively watching violent acts on television. According to this view, the more children practice violence acts, the more likely they are to perform violent acts (Clark, 1993). Some educational professionals, while allowing that video games permit children to engage in a somewhat creative dialogue, maintain that this engagement is highly constrained compared to other activities, such as creative writing (Provenzo, 1992) 'A problem shared by those who rate violence in television and video games is that the definition of violence is necessarily subjective. Given this subjectivity, raters have attempted to assess antisocial violence more accurately by ranking violent acts according to severity, noting the context in which violent acts occur, and considering the overall message as pro- or anti- violence. However, the factor of context is typically missing in video games. There are no grey areas in the behavior of game characters, and players are rarely required to reflect or make contextual judgments' (Provenzo, 1992).'Among mental health professionals, there are those who maintain that in playing video games, certain children can develop a sense of proficiency which they might not otherwise achieve. Ratings of video game violence have developed as an extension of ratings of television violence. Among those organizations that have attempted to rate television violence, the National Coalition on Television Violence (NCTV) has also developed a system to rate the violent content of video games. The NCTV system contains ratings that range from XUnfit and XV (hi论文英语论文网提供整理,提供论文代写英语论文代写代写论文代写英语论文代写留学生论文代写英文论文留学生论文代写相关核心关键词搜索。
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