In the 21st century technological advancements have become embedded within American culture in many aspects, a vivid example of this is the high use of video games among children and teenager. Studies have shown that the majority of teenagers, children are exposed to technological forms of entertainment or video games. Through heavy analysis of data and reports one can infer that there are both negative and positive effects that videogames have children teenagers. This research will entail both the advantages as well as the disadvantages of videogames and how these two entities affect the cognitive development of children, teenagers and or adolescents. The cognitive effects that video games have on children may seem like a simple study, in …show more content…
Furthermore, there are varying types of video games that equally have contrasting effects on children, teenagers as well as adolescents. In studying this new psychological phenomenon an important aspect of this research is the content of the videogames that children are playing reason being, that certain types of games promote varying actions and behaviors. A study that was conducted by psychologist Rolf Nelson adds validity to this …show more content…
Ratings in video games are imperative because they entail the content of the game and its maturity level. Video game ratings range from E (for everyone) to M (for mature). Although, there is an age limit for games that are rated M it is not unusual for children as well as teenagers to have access to mature video games. Video games that are rated E are less likely to have a negative psychological effect on child and teenage players due to the lack of violence and explicit exposure in the given game. Video games that are rated M on the other hand are proven to have negative effects on both child and teenage players due to the vicious nature of games that are meant for mature users. For example, if a child is exposed to games such as developer Rockstar games Grand Theft Auto where the first person player participates in criminal behavior, he or she is most likely expected to emulate the aggressive behavior showcased in the game. By way of contrast, if a child or teenager is playing EA Sports FIFA they are less likely to emulate negative behaviors due to the fact that FIFA is rated E and does not showcase violence or malice in any