How Do Computers Affect the Social Behavior of Children?
Research into the social effects of the computers on children -- researchers include teens in this group -- is in its infancy. There are certain positive effects, especially for young children, from computer use, mostly concerning effects on cognitive skills such as hand-eye coordination, decision-making and strategy. However, the social effects of computers are not so positive. Major amounts of time spent playing video games, often suffused with violence, appear to have the same negative effects as too much time watching TV 1. Recent results of MRI brain scans on a number of college-age Internet users who spent large amounts of time online indicated signs of atrophy. This has implications for both the cognitive and social development of children who get hooked on their computers.
Role Reversal
According to the journal "The Future of Children," kids are more likely to teach their parents how to use computers than parents are to teach their kids. In theory, this role reversal with computers may weaken parental authority and lead teens to disrespect their "ignorant" parents. However, it also might foster more communication, shared experiences and bonding between parents and children.
Effects of Moderate Use
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A moderate amount of computer use and game playing doesn't seem to affect social development. The social behavior of moderate computer users and nonusers was roughly the same in terms of sociability and relationships with friends and family. However, heavy computer users tended to believe they had less control over their lives than their classmates, a possible indication of inadequate socialization.
Increased Hostility and Aggression
After the massacre at Columbine High School in 1999, researchers and educators paid more attention to violent video games such as Doom, the daily game of choice for one of the two teenage killers. Many studies show that violent TV shows increase aggression and hostility in both children and adults. It appears the same is true of computer games. The key variable appears to be a preference for violent games, rather than the amount of time a child plays such games. Even playing Mortal Kombat for a short time increases a teen's hostility and aggression. Violent computer games can desensitize children of all ages, who show less empathy and willingness to help others, according to research cited in "The Future of Children."
- After the massacre at Columbine High School in 1999, researchers and educators paid more attention to violent video games such as Doom, the daily game of choice for one of the two teenage killers.
- The key variable appears to be a preference for violent games, rather than the amount of time a child plays such games.
Brain Drain
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The scans also found abnormalities in the white matter of the brain, which coordinate communication between different areas of the mind. On Mail Online, Dr. Aric Sigman of the Royal Society of Medicine called the July 2011 report a "wake-up call."
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References
- Raise Smart Kid: The Good and Bad Effects of Video Games
- Mail Online; Too Much Internet Use 'Can Damage Teenagers' Brains'; Sarah Harris, July 2011
- Hasan Y, Bègue L, Bushman BJ. Violent video games stress people out and make them more aggressive. Aggress Behav. 2013;39(1):64-70. doi:10.1002/ab.21454
- Ferguson CJ, Trigani B, Pilato S, Miller S, Foley K, Barr H. Violent Video Games Don't Increase Hostility in Teens, but They Do Stress Girls Out. Psychiatr Q. 2016;87(1):49-56. doi:10.1007/s11126-015-9361-7
- Roy A, Ferguson CJ. Competitively versus cooperatively? An analysis of the effect of game play on levels of stress. Computers in Human Behavior. 2016;56:14-20. doi:10.1016/j.chb.2015.11.020
- Reinecke, L. (2009). Games and Recovery: the Use of Video and Computer Games to Recuperate From Stress and Strain. Journal of Media Psychology: Theories, Methods, and Applications, Vol 21(3), pp. 126-142. doi:10.1027/1864-1105.21.3.126
- Lobel, A., Grancic, I., and Engels, R. (2014). Stressful Gaming, Interoceptive Awareness, and Emotion Regulation Tendencies: A Novel Approach. Cyberpsychology, Behavior And Social Networking, Vol 17(4). doi:10.1089/cyber.2013.0296
- Dye MW, Green CS, Bavelier D. Increasing Speed of Processing With Action Video Games. Curr Dir Psychol Sci. 2009;18(6):321-326. doi:10.1111/j.1467-8721.2009.01660.x
- Ferguson, C.J. (2015). Do Angry Birds Make for Angry Children? a Meta-Analysis of Video Game Influences on Children's and Adolescents' Aggression, Mental Health, Prosocial Behavior and Academic Performance. Perspectives on Psychological Science, 10, pp. 646–666.
- Ferguson, Christopher J.; Trigani, Benjamin; Pilato, Steven; Miller, Stephanie; Foley, Kimberly; Barr, Hayley. (2016). Violent Video Games Don’t Increase Hostility in Teens, but They Do Stress Girls Out. Psychiatric Quarterly, Vol 87(1), pp. 49-56.
- Hasan Y; Bègue L; Bushman BJ. (2013). Violent Video Games Stress People out and Make Them More Aggressive. Aggressive Behavior, Vol. 39 (1), pp. 64-70
- Lobel, A., Grancic, I., and Engels, R. (2014). Stressful Gaming, Interoceptive Awareness, and Emotion Regulation Tendencies: A Novel Approach. Cyberpsychology, Behavior And Social Networking, Vol 17(4).
- Reinecke, L. (2009). Games and Recovery: the Use of Video and Computer Games to Recuperate From Stress and Strain. Journal of Media Psychology: Theories, Methods, and Applications, Vol 21(3), pp. 126-142.
Writer Bio
Jim Thomas has been a freelance writer since 1978. He wrote a book about professional golfers and has written magazine articles about sports, politics, legal issues, travel and business for national and Northwest publications. He received a Juris Doctor from Duke Law School and a Bachelor of Science in political science from Whitman College.