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论文作者:www.51lunwen.org论文属性:学期论文 termpaper登出时间:2015-07-05编辑:Cinderella点击率:6971
论文字数:2424论文编号:org201507012214088187语种:英语 English地区:加拿大价格:免费论文
摘要:本文主要研究的问题,是电子游戏对青少年的负面影响。作者对青少年沉迷于游戏的原因和后果作了深入分析。
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 develop本论文由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。