Teens over the age of 12 who exhibit more than three of the following symptoms might benefit from expanding access to good activities and, as a result, reducing game time, switching to non-violent game material like inversegamer.com, and perhaps stopping gaming entirely until they reach the age of 18.
Children’s bodies are sedentary and their minds are overexcited when they play video games.
Video games seduce and mesmerize the brain into remaining motionless for extended periods of time, despite the fact that developing bodies need mobility.
Physical growth is slowed, and the heart is overstimulated, resulting in severe and sometimes permanent physical abnormalities.
Brain Damage: Attention deficit, impulsivity, and learning problems are all symptoms of frontal love pruning.
The brain grapes or cuts away neural pathways to regions of the brain that are not utilized to improve functional efficiency throughout brain growth.
Executive skills such as attention, memory, and impulse control are recognized to be important for scholastic achievement in the frontal lobes of the brain.
Mental Condition: Addiction, sadness, anxiety, and the risk of suicide are all mental illnesses.
Video games are highly immersive, and psychologists have designed them in such a way that they are both convincing and morally wrong for the primary intention of addicting users.
Intermittent rewards are frequent, and the team element of gaming helps to keep players engaged for extended periods of time.
Gaming is linked to anxiety and despair, as well as the risk of suicide and attempts when gaming becomes addicted.
Poor academic achievement, school absenteeism, truancy, and dropout are all examples of poor academic performance.
PISA results from 2015 and 2018 show that academic performance in North America is decreasing.
According to the province of Ontario, half of grade eight pupils perform below the 70th percentile in arithmetic.
Children who do not fulfill grade standards are moved to the next grade regardless of their performance, resulting in a ‘bar’ for student success that is increasingly excessively high.
Prolonged video game exposure does little to prepare children and teenagers for the rigors of job and social performance that employers expect.
Literacy deficiencies, inability to solve problems, and inability to think critically and reason are all major hindrances to long-term work.