Kid vs Video Games
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Kids and Video Games
Dr. Kevin Mercado, DC, CSCS, NSCA-CPT
www.drkevinmercado.com
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QUESTION
On average how much
time would you say
your child watches TV
or plays video games/day?
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What is the most
common methods of
media play?
Cell Phones
Facebook
TV
Ipads
DSI
Computers
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Attention Deficit Hyperactivity
Disorder Inattention or the criteria for
hyperactivity/impulsivity must bemet.
Inattention: At least 6 of the 9symptoms of inattention listed belowmust have persisted for at least 6months to a degree that is
maladaptive and inconsistent withthe patient's developmental level. Often fails to give close attention to
details or makes careless mistakes inschoolwork, work, or other activities
Often has difficulty sustaining attentionin tasks or play activities
Often does not seem to listen whenspoken to directly
Often does not follow through withinstructions and often fails to finishschoolwork, chores, or duties in theworkplace (not due to oppositionalbehavior or failure to understandinstructions)
Often has difficulty organizing tasks
and activities Often avoids, dislikes, or is reluctant
to engage in tasks that requiresustained mental effort (eg,schoolwork, homework); often losesthings necessary for tasks oractivities (eg, school assignments,pencils, books, tools, toys)
Often is easily distracted byextraneous stimuli (eg, toys, schoolassignments, pencils, books, tools)
Often is forgetful in daily activities
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Attention Span
Television and Video Game Exposure and the
Development of Attention Problems
Conclusions: Viewing television and playing
video games each are associated with
increased subsequent attention problems in
childhood.
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The Study
Sample 1: 1323 middle childhood participants 3rd grade (430) 4th grade (446) 5th grade (423)
Mean age: 9.6 years old
2 midwestern states; 10 schools
13-month period follow up Reports collected @ 4 time points
Compliance: Parent 70% /child 86%/teacher 88% reports television and videogame exposure as well as teacher-reported attention problems.
Teachers were asked 3 Qs on a 5 point scale: 1)This child has difficultystaying on task; 2)has difficulty paying attention 3) often interrupts other
childrens work. Answered Almost always true to never true Another sample of 210 late adolescent/early adult participants
provided self-reports of television exposure, video game exposure,and attention problems
Copyright 2010 by the American Academy of Pediatrics
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Study Contd
Computed Correlation coefficients:
Weekly television exposure
Weekly video game exposure
Weekly total screen media exposure (ie, combined
weekly television and video game exposure)
Attention problems within the middle
childhood and late adolescent/early adultsamples.
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Study Findings
Small to moderate correlations with concurrent attention
problems in both samples.
Those who exceeded the AAP-recommended amount of daily
television and video game exposure were more likely to be
above average in attention problems.
American Academy of Pediatrics: Recommends no more than
2 hours per day of combined TV and VG
Comparisons relating to attention problems
Males more likely
Younger ages
Video games more of a robust predictor of attention problems
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Neurology
Neural Basis of Superior Performance of Action
Videogame Players in an Attention-Demanding
Task
The Journal of Neuroscience, 19 January 2011, 31(3): 992-
998;doi:10.1523/ JNEUROSCI.4834-10.2011
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Improved Neural Circuits
Video Game Players (VGP) vs Non VGP
Superior visual performance on a variety of
attention demanding tasks such as:
Spacial Target Localization
Rapid Target Identification
Multi Object Tracking
Require attention to visual displays that present high
loads of information or dividing attention between
multiple sources.
However, at present, little is known about the brain mechanisms that
underlie these enhanced attention capabilities of action game trainees.
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Aspects of visual attention:
1) Ability to distribute visual attention across the fieldto search for a target
2) Time required for attention to recover from beingdirected towards a target
3) Number of objects to which attention can besimultaneously allocated
Differential development of visual attention skills in school-
age children. Dye MW, Bavelier D.
Source
Department of Speech and Hearing Science, University of Illinois atUrbana-Champaign, Champaign, IL 61820-6206, USA. [email protected]
http://www.ncbi.nlm.nih.gov/pubmed?term=%22Dye%20MW%22[Author]http://www.ncbi.nlm.nih.gov/pubmed?term=%22Bavelier%20D%22[Author]http://www.ncbi.nlm.nih.gov/pubmed?term=%22Bavelier%20D%22[Author]http://www.ncbi.nlm.nih.gov/pubmed?term=%22Bavelier%20D%22[Author]http://www.ncbi.nlm.nih.gov/pubmed?term=%22Bavelier%20D%22[Author]http://www.ncbi.nlm.nih.gov/pubmed?term=%22Dye%20MW%22[Author] -
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Neural Circuits contd
Action video gamers tend to be more attune
to their surroundings
Performing tasks like driving down a residential street,
where they may be more likely to pick out a child runningafter a ball than a non-video gamer.
The research also suggests that action game playing might
be a useful tool to rehabilitate visually impaired patients or
to train soldiers for combat.
National Geographic News: May 28, 2003
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Amount of Time w/ Media A 2010 Kaiser Family Foundation survey of
more than 2000 8- to 18-year-olds revealed:
>7hrs/day w/ various types of media
2/3 of children are watching TV >1.5 hrs/day
>70% of American teens have a TV in bedroom
50% dvd player
50% video game console
33% internet access
Policy Statement on Media
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Time spent with media often displaces
involvement in creative, active, or social
activities.
AAP: recommends no more than 2 hours of
media time per day.
DOI: 10.1542/peds.2010-1636; Pediatrics 2010;126;1012;
originally published online September 27, 2010;Council on
Communications and Media
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Interaction
Think of a time where you noticed lack of
media time (youve removed it) resulted in
positive creative thinking in your child!
Take a few minutes to sum your thoughts
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Discussion
TV and Guitar Example
Kids and Ball Example lastnight
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Interaction
Parents ?
What is 1 reason (multiple reasons) we allowour kids to watch TV more than they should?
GO
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Violence Association
Study:ISU study proves conclusively that violentvideo game play makes more aggressive kids
Iowa State Distinguished Professor of psychologyCraig Anderson who co-authored a previous bookon violent video games' effects with ISUresearchers, is lead author on a study that
provides comprehensive analysis of previousliterature about the effects of playing violentvideo games.
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Study:Analyzed 130 research reports on morethan 130,000 subjects worldwide
proved conclusively: exposure to violent video
games makes more aggressive, less caring kidsregardless of their age, sex or culture.
March 2010 issue of the Psychological Bulletin, anAmerican Psychological Association journal.
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The study team:
eight researchers,
ISU psychology graduate students Edward Swing and Muniba
Saleem; Brad Bushman, a former Iowa State psychology professor
who now is on the faculty at the University of Michigan.
Top video game researchers from Japan - Akiko Shibuya from
Keio University and Nobuko Ihori from Ochanomizu
University
Hannah Rothstein, a noted scholar on meta-analytic review
from the City University of New York.
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Myths vs Facts
Fact: Violent video games are significantlyassociated with:
1. Increased aggressive behavior
2. Increased thoughts 3. Increased affect
4. Increased physiological arousal
5. Decreased prosocial (helping) behavior. Average
effect sizes for experimental studies (which helpestablish causality) and correlational studies (whichallow examination of serious violent behavior) appearcomparable (Anderson & Bushman, 2001).
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Facts: Specific examinations of such issues in theaggression domain have consistently found
evidence of high external validity. For example,
variables known to influence real world aggression
and violence have the same effects on laboratorymeasures of aggression (Anderson & Bushman,
1997).
Myths vs Facts
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Myth . There are no studies linking violent
video game play to serious aggression.
Fact: High levels of violent video game
exposure have been linked to delinquency,fighting at school and during free play periods,
and violent criminal behavior (e.g., self-
reported assault, robbery).
Myths vs Facts
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Myth 7. Violent video games affect only a
small fraction of players.
Myth 8. Unrealistic video game violence is
completely safe for adolescents and older
youths.
Myth 9. The effects of violent video games are
trivially small.
Myths vs Facts
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Immediately after exposure to media violence, there is an
increase in aggressive behavior tendencies because of
several factors.
1. Aggressive thoughts increase
. 2 Aggressive affect increases. 3.
General arousal (e.g., heart rate) increases, which tends to
increase the dominant behavioral tendency.
4. Direct imitation of recently observed aggressive
behaviors sometimes occurs.
Myths vs Facts
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Video Games Proven to Lead To:
Poor social skills
Time away from family time, school-work, and
other hobbies
Lower grades and Reading less
Exercising less and becoming overweight
Aggressive thoughts and behaviors
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Entertainment Software Rating Board
They were established in 1994 bythe Entertainment Software Association (formerlyInteractive Digital Software Association), due toviolent content found in videogames such
as Night Trap, MortalKombat, Lethal Enforcers,and Doom, and other controversial videogames portraying overly violent or intense sexualsituations and assigns ratings to games based on
their content, similar to the motion picture ratingsystems used in many countries.
Citation: Wikipedia
http://en.wikipedia.org/wiki/Entertainment_Software_Associationhttp://en.wikipedia.org/wiki/Entertainment_Software_Associationhttp://en.wikipedia.org/wiki/Night_Traphttp://en.wikipedia.org/wiki/Mortal_Kombat_(video_game)http://en.wikipedia.org/wiki/Lethal_Enforcershttp://en.wikipedia.org/wiki/Night_Traphttp://en.wikipedia.org/wiki/Doom_(video_game)http://en.wikipedia.org/wiki/Night_Traphttp://en.wikipedia.org/wiki/Mortal_Kombat_(video_game)http://en.wikipedia.org/wiki/Video_game_controversyhttp://en.wikipedia.org/wiki/Video_game_controversyhttp://en.wikipedia.org/wiki/Video_game_controversyhttp://en.wikipedia.org/wiki/Lethal_Enforcershttp://en.wikipedia.org/wiki/Video_game_controversyhttp://en.wikipedia.org/wiki/Video_game_controversyhttp://en.wikipedia.org/wiki/Doom_(video_game)http://en.wikipedia.org/wiki/Video_game_controversyhttp://en.wikipedia.org/wiki/Violencehttp://en.wikipedia.org/wiki/Video_game_controversyhttp://en.wikipedia.org/wiki/Sexual_intercoursehttp://en.wikipedia.org/wiki/Sexual_intercoursehttp://en.wikipedia.org/wiki/Violencehttp://en.wikipedia.org/wiki/Sexual_intercoursehttp://en.wikipedia.org/wiki/Sexual_intercoursehttp://en.wikipedia.org/wiki/Motion_picture_rating_systemhttp://en.wikipedia.org/wiki/Motion_picture_rating_systemhttp://en.wikipedia.org/wiki/Motion_picture_rating_systemhttp://en.wikipedia.org/wiki/Motion_picture_rating_systemhttp://en.wikipedia.org/wiki/Motion_picture_rating_systemhttp://en.wikipedia.org/wiki/Sexual_intercoursehttp://en.wikipedia.org/wiki/Sexual_intercoursehttp://en.wikipedia.org/wiki/Violencehttp://en.wikipedia.org/wiki/Video_game_controversyhttp://en.wikipedia.org/wiki/Video_game_controversyhttp://en.wikipedia.org/wiki/Doom_(video_game)http://en.wikipedia.org/wiki/Lethal_Enforcershttp://en.wikipedia.org/wiki/Mortal_Kombat_(video_game)http://en.wikipedia.org/wiki/Mortal_Kombat_(video_game)http://en.wikipedia.org/wiki/Night_Traphttp://en.wikipedia.org/wiki/Entertainment_Software_Association -
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Ratings
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Sit n Play vs Run n Play
Benefits of Exercise
Weight
Bones N Muscles
Diseases Bloodflow
Detoxification
Brain
Mental Health Improved sleep
Injury Prevention
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Children & Exercise
American Heart Association
Recommends 60 minutes of exercise per day for
children over 2 that are developmentally
appropriate.
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CDC on childhood Obesity
17 % obese
Since 1980 it has tripled
Hispanic Boys & non hispanic black girls
1 of 7 low income preschool aged
12 states with an obesity prevalence of 30% or
more in 2010
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Defining It
Overweight is defined as a BMI at or above
the 85th percentile and lower than the 95th
percentile for children of the same age and
sex.
Obesity is defined as a BMI at or above the
95th percentile for children of the same age
and sex.
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Body Mass Index:BMI
Calculated utilizing weight & height
Does not factor in body fat percentage
http://www.cdc.gov/obesity/childhood/solutions.html
http://www.cdc.gov/obesity/childhood/solutions.htmlhttp://www.cdc.gov/obesity/childhood/solutions.htmlhttp://www.cdc.gov/obesity/childhood/solutions.htmlhttp://www.cdc.gov/obesity/childhood/solutions.html -
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Tips For Parents checking the Entertainment Software Rating Board (ESRB) ratings to learn
about the games content.
selecting appropriate gamesboth in content and level of development.
playing videogames with their children to experience the games content.
setting clear rules about game content and playing time, both in and
outside of your home.
strongly warning children about potential serious dangers of Internet
contacts and relationships while playing games online.
talking with other parents about your familys video game rules. remembering that you are a role model for your children including video
games you play as an adult.
American Academy of Child and Adolescent Psychiatry www.aacap.org
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Attention relationship
Violence relationship
Neurology
More exercise
Less TV time
More creative thinking
Video games in moderation
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