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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