The following articles look into the negative aspects of video gaming and the issues children can pick up from them. All three articles have been summarised so their main points are highlighted.
The Negative effects of video game addiction.
Drea Christopher
Negative potential of video games.
Russell A. Sabella, PHD
http://www.education.com/reference/article/negative-potential-video-games/
This article explores what excessive usage can do during and harmful effects that can occur later in life. In Particular, violent, sexual or gruesome games can have a negative short term affect rather than long term as the child is fully engaged at that time. The portrayal of women and children is a concern of Sabella's as he is concerned with the content of a games and how a player is reward for playing out offensive crimes, such as more lives or better weapons, that could be degrading towards certain character stereotypes. The writer describes the negative characteristics one could gain from inappropriate games such as social isolation, the gaming causing confusion between reality and fantasy e.g. violent hitting or degrading others, this may be acceptable in the game but not in everyday situations, aggressive behaviour. Negative potentials, according to Russell, can be split into three categories: Violence and desensitisation, gaming addiction and other problems with overindulgent video game play. These put children with serous addiction issues into a set group. Sabella talks from opinion and links back to a few academic sources so he is mainly opinion based in his article therefore not being academic himself.
Negative effects of violent video games may build over time.
Rick Nauert, PHD
http://psychcentral.com/news/2012/12/11/negative-effects-of-violent-video-games-may-build-over-time/48918.html
Rick Nauert explains the long term effects of violent video games and the relationship between aggressive behaviour and the violent content in the games. A small study is talked about, comparing the behaviour of people who played a violent game and a non-violent game over three days. The experimenters predicted that over a long period of time it can have great effects, he compared this to smoking cigarettes. The group of participants were 70 French university students, testing the outcome of playing the games by allowing the
winner of the games to play unpleasant noises into their opponents headphones for as long and as pound as they liked. Over the course of the study the students who were playing the violent game increasing played the noises longer and louder to cause the other play to feel uncomfortable. Although the theory was proven that violent games cause violent behaviour, Bushman, the leader of the experiment admitted the effects would be short term and eventually over time these behaviour traits would wear off. 
Gaming for good has emerged as a movement that harnesses the immense reach and influence of video games to raise awareness, promote empathy, and support charitable causes."
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