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  2. Playing it safe online: Safeguarding children from online ...

    www.aol.com/playing-safe-online-safeguarding...

    Jan. 9—LIMA — Sometimes a game is not only a game, especially when that game is online. Online gaming is often a means of escape, allowing the game player to unwind after a day at work or ...

  3. Video game culture - Wikipedia

    en.wikipedia.org/wiki/Video_game_culture

    He states that children who spend excessive time gaming become accustomed to the fast-paced and instant gratification offered by many video games, which leads to negative behavioral patterns, including social withdrawal and reduced face-to-face interaction, which may limit opportunities for practicing critical social and cognitive skills. [22]

  4. Social media and the effects on American adolescents

    en.wikipedia.org/wiki/Social_media_and_the...

    Social media allows people to communicate with other people using social media, no matter the distance between them. [4] Some adolescents with social and emotional issues feel more included with social media and online activities. [5] Social media can give people a sense of belonging which can lead to an increase in identity development.

  5. Video game controversies - Wikipedia

    en.wikipedia.org/wiki/Video_game_controversies

    There have been many debates on the social effects of video games on players and broader society, as well as debates within the video game industry.Since the early 2000s, advocates of video games have emphasized their use as an expressive medium, arguing for their protection under the laws governing freedom of speech and also as an educational tool.

  6. Video game–related health problems - Wikipedia

    en.wikipedia.org/wiki/Video_game–related_health...

    According to a 2019 Sutter Health article, in "24 studies involving 17,000 children...", there was in fact a near-direct correlation between violent games and violent behavior. However, there are also reported upsides to gaming, such as an increased hand-eye coordination, and decision-making. [4]

  7. Violence and video games - Wikipedia

    en.wikipedia.org/wiki/Violence_and_video_games

    It also states that the APA advocates reduction of all violence in videogames and interactive media marketed to children and youth, that research should be made regarding the role of social learning, sexism, negative depiction of minorities, and gender on the effects of violence in video games and interactive media on children, adolescents, and ...

  8. Digital media use and mental health - Wikipedia

    en.wikipedia.org/wiki/Digital_media_use_and...

    "Fear of missing out" can lead to psychological stress at the idea of missing posted content by others while offline. The relationships between digital media use and mental health have been investigated by various researchers—predominantly psychologists, sociologists, anthropologists, and medical experts—especially since the mid-1990s, after the growth of the World Wide Web and rise of ...

  9. Games and learning - Wikipedia

    en.wikipedia.org/wiki/Games_and_learning

    Students need to learn by doing, and with gaming, students can learn by doing something as a part of a larger community of people who share common goals and ways of achieving those common goals, [1] making gaming a benefit for social reasons as well. Gaming has also changed the look of content-driven curriculum in schools. In content-driven ...