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Anthony Orwa Frankenstein Speech. Behavioral aspects Change of perception? Think its okay to partake in these actions. Affects health mentally and physically.

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Presentation on theme: "Anthony Orwa Frankenstein Speech. Behavioral aspects Change of perception? Think its okay to partake in these actions. Affects health mentally and physically."— Presentation transcript:

1 Anthony Orwa Frankenstein Speech

2 Behavioral aspects Change of perception? Think its okay to partake in these actions. Affects health mentally and physically. -social -School -family Exposure causing more aggression.

3 Statistics 42% of children play for at least one hour per day, with 22% reporting they play for two or more.(This is on top of the three hours a day the average child spends in front of the television) 15% of children state that they spend too much time playing video games. 26% say they play too little, suggesting what a large role games now play in young peoples lives. One in ten (9%) admit they play so much that it sometimes affects their homework. This finding is particularly surprising, because third-fourth- and fifth-graders do not typically have a lot of homework

4 Video games and terrorism. Are video Game too realistic? Marketing video Games. -Too easy for children acquire vulgar video Games.

5 Works Cited Anderson, Craig A. "Violent Video Games Promote Teen Aggression and Violence." Teens at Risk. Ed. Stephen P. Thompson. Detroit: Greenhaven Press, 2013. Opposing Viewpoints. Rpt. from "FAQs on Violent Video Games and Other Media Violence." www.education.com. 2009. Opposing Viewpoints in Context. Web. 20 Mar. 2014. Bennett, Nat, Et Al. "Video Games Cause Aggressive and Violent Behavior in Youths." School Violence. Ed. Lucinda Almond. Detroit: Greenhaven Press, 2008. Current Controversies. Rpt. from "11th Annual Media Wise Video Game Report Card." www.mediafamily.org. 2006. Opposing Viewpoints in Context. Web. 24 Mar. 2014. Schaffer, Amanda. "Violent Video Games Are Linked to Real-World Violence." Popular Culture. Ed. David Haugen and Susan Musser. Detroit: Greenhaven Press, 2011. Opposing Viewpoints. Rpt. from "Don't Shoot: Why Video Games Really Are Linked to Violence." Slate. 2007. Opposing Viewpoints in Context. Web. 21 Mar. 2014. "Video Games." Current Issues : Macmillan Social Science Library. Detroit: Gale, 2010. Opposing Viewpoints in Context. Web. 20 Mar. 2014. "Video Games May Improve Mental Skills." UWIRE Text 4 Dec. 2013: 1. Gale Power Search. Web. 20 Mar. 2014.


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