Archive for the 'Teens Video Games' Category

Child, Teen,Therapy: Screen time, Anxiety, Behavior Phoenix , Scottsdale, Cave Creek Arizona

Saturday, November 17th, 2018

 

Too much time spent on Screens : I-pads, Smartphones, Video gaming, and watching television  is linked to heightened levels of anxiety and depression in children as young as two years old.

 

Children were seen to have less emotional stability, lower senses of control, greater inability to finish a task or follow directions and a lower sense of psychological well being among children, teens ,and adolescents  in another research study published in Prevention Medical Reports.

 

Those in the study that spent less than one hour on screen time vs those spending 7 hours on screen time were fifty percent less likely to suffer from anxiety and depressive disorders in a giant research study that used 40,000 plus youth data and reports.

 

Preschoolers that had more screen time than one hour (4) had more temper outbursts and forty six percent of pre school children were NOT able to calm down.

 

Curiosity diminished among youth eleven through thirteen with the more screen time. The more screen time above one hour correlated with less and less curiosity in life.

 

Studies show that time spent on screens is linked to poor shifts in brain connectivity compared to say reading. Studies show that screen time is connected to poorer language cognition as well as  poorer levels of behavioral or self control.

 

Changes were seen in the reward circuits of children and teenage adolescent brain, in the ratio of the neurotransmitter GABA to other neurotransmitters. Research shows social media taps into the brains addictive pathways.

 

Here are some more negative results of screen time for your child or teen whose brain is developing. Screens negatively impact children’s sleep. This is huge because sleep is connected with mood and performance and much more ( academic performance).

 

Screen time use is an identified factor in childhood obesity and teen obesity. Screen time can undermine learning for young children and babies.

 

Night time exposure to screens and LED devices : smart phones, Ipads, Video Games, computers etc suppresses melatonin and disrupts sleep!

 

Your child’s brain is in hyper mode and moving very rapidly when interacting with screens and video games and computers and smart phones. When your child or teenager is taken off their devices their brains are still moving a million miles a second. It will take your child a significant amount of time for his or her brain to adjust. Your child may be bouncing off walls in his unconscious attempt to find stimuli that is moving as fast as his brain.

 

Research shows a child’s vestibular system gets thrown off with screen time which is responsible for calmness and mood.

 

Our child may be great at playing video games however you must look at how their interpersonal relationships look like, their sports and music and other aspects of their life.

 

www.lifeworksaz.com has expertise working with children , teens and families to create health and balance and success in all aspects of life. www.Lifeworksaz.comhelps children, teens and parents with : Parenting, self esteem , social skills, mood regulation , anxiety management, anger management, Behavior Modification, depression management, sports mental training, and much more.

Teens: social media, Video Games, Texting impacts sleep,mood, academics Phoenix Arizona

Wednesday, November 4th, 2015

Teens and children are spending between 6-9 hours per day on electronic devices. Youth in America according to a recent study of over 3000 youth show they are spending more time on media and electronic devices including phones than they are sleeping. The cell phone, Tv, You tube videos, cell phone games, texting , instagram, snapchat, video games, netflix , hula are distracting children from homework, exercise, and healthy face to face relationships. Children and Teenagers are in their room jumping from one electronic device to another and it is having a negative impact on learning and grades! I had a news reporter tell me that we do not know the impact of media on children. There are thousands of studies showing that children and teens are out of balance with media use, tv, cell phone use, and video games. The experts state children should be using no more than 1.5 hours per day . This includes the pediatric medical community. So media Health Care Doctors, Psychologists, Researchers, and world experts maintain we must limit the exposure to electronics. It impacts sleep, mood, performance, social skills, academic success and more in a negative manner.

Teenagers between the ages of 13-18 are spending on average nine hours per day on electronics: tv, netflix, texting, you tube, Facebook, instagram,social networking, snapchat, video games, online videos. Teens are rarely maintaining 7 hours of sleep per night during the school week.

Children are also using electronic media at a high rate. Youth ages 9-12 are averaging six hours per day of electronic media use nd this does not include time for homework.

Seventy percent of teens do not believe that watching tv, texting, playing video games, surfing the net impacts their ability to study and learn. Research shows this not to be the case in fact it is the opposite of what the teens believe.

Teen Boys are spending a great deal of time on video games. Male teens spend almost ten times the amount of time on video games and online gaming as well as cell phone gaming. Teen girls spend more time on social media than boys and girls spend more time reading than boys.

Parents are in a power position to set boundaries for: sleep, gaming, texting, Tv, Homework, and more. If parents do not set firm limits than an immature child will be sucked into the vortex of games and entertainment and will be in their rooms drunk with power. Family communication will deteriorate, grades will go south, negative behaviors will become more frequent, family stress will increase, and mental and physical health will be poor.

Parenting counseling Children Video games mental health

Monday, August 17th, 2015

Parenting counseling Children Video games mental health behavioral health Phoenix Arizona

Most parents view video games as” entertainment.” their content is not taken as seriously as that of the passive act of watching TV. After all, most adults today grew up playing pong, pac man, asteroids, space invaders, or defender. Nevertheless, what many parents might not realize is that the challenge for many players today is to rack up points by killing prostitutes after having sex with them. Video games have not only become more violent, the characters have become more real, and the effects that they are having on society, specifically women is shocking. Video games have engaged the “once spectator” to actively participate in addictive violence. Recent studies have undoubtedly concluded that the violence and negative reinforcements in video games have not only successfully promoted violence against women by desensitization, but they have also increased aggressive behavior in children and teenagers to a level that has devastated the lives of many.

Psychologists and mental health experts have confirmed that playing violent video games is linked to anger and aggressive and callous behavior.

A review of almost a decade of studies found that exposure to violent video games was a “risk factor” for increased anger and aggression.

Research demonstrates a consistent relation between violent video game use and increases in aggressive behavior, aggressive cognitions and aggressive affect, and decreases in pro-social behavior, empathy, compassion .

The link between violence in video games and increased aggression in players is one of the most studied and best established in the field.

We know that there are numerous risk factors for aggressive behavior. Children become angry and health communication, family relationships, and social skills suffer as well as physical health due to an imbalance in exercising.

Many people are shocked to discover that the video game industry is larger than the film industry. The Interactive Digital Software Association reported that video games are “the fastest growing entertainment industry in America, surpassing books, records and movie box offices combined” (Berger 2002). In 1997 the video and computer game industry generated 16 Billion dollars in economic activity, this does not include computer and video game hardware sales. In the year 2000 it became a 20 billion dollar industry and is still growing considerably (Berger, 2002). IDSA also reported at the time sixty five percent of all Americans age six and older, or about 145 million people, play computer and video games (Berger 2002). The video game industry has increased exponentially since 2002. It is stated that video games, many times is the initial experience that children have with the computer/ technology world. So, if boys tend to be the primary target of the industry, which, they are, what effect does it have on girls. The video game industry recently has generated 93 Billion dollars annually in 2013.

If a child’s interest begins with games. most common computer games involve violence and aggressive themes have the effect of turning girls away from the computers in general. This is one way of keeping women out of power. After all, these are male dominated industries. Since computer literacy is essential in most jobs, people who are exposed to computers earlier in life have an obvious advantage. The boys who outnumber the girls in gaming, will be the men who out-number the women in the business world. This may lead to the girls becoming less interested in the world of computers as a career. Girls are not the only ones who are not enamored with video games. Parents are unaware of the violence that is being reinforced hundreds of thousands of times in their child’s brain.

Teenagers report that 95 percent of the time their parents do not check the ratings or the content of video games being purchased. Ninety percent of parents do not set limits on how much time their child can play video games.

We have seen an alarming increase in violence and school shooting. Shootings at Paucah, Kentucky, Jonesboro, Arkansas, and Littleton, Colorado were all cases where the shooters were students who habitually played violent video games. The bloody game Doom was Eric Harris and Dylan Klebold’s favorite game ( they wounded 23 and killed 13). Two studies examined violent video games effect on aggression related variables. The first study found that real-live violent video games are positively related to aggressive behavior and delinquency. the second study showed lab exposure to a violent video game increased aggressive thoughts and and behaviors. The results are in line with the General Affective Aggression Model, which predicts that exposure to violent video games will increase aggressive behavior in both the short term and the long term ( Calvert, Jordan, Cocking 2000)

A study of about 329 children and media violence was done over a 21 year period by L. Rowell Huesmann at the University of Michigan’s Institute for Social Research. Girls and boys participated. This was one of the few studies that followed children into adulthood, which enabled researchers to gauge the long term effects of televised violence. Men in the top twenty percent on childhood exposure to violence were twice as likely as adults to have pushed, grabbed or shoved their wives. The women who scored in the 20 percent were twice as likely to throw something at their husbands. the study concluded that both girls and boys exposed to a lot of televison violence have a greater risk of spousal abuse and criminal offenses, no matter what they were like as children( Ritter, M., 2003). This study was based specifically on violence, however, most video games today are also including very graphic sexually violent images, which are destroying women and the morality of society as a whole.

The effects of viewing sexually violent images was researched and discussed by Ed Donnerstein, Dean and Professor of Communications at the University of California, Santa Barbara.  In his study, young adults ages 18-20 were shown a one hour documentary on battered women. After watching the film, the viewers showed less empathy toward the victims. They lowered their evaluation on the level of injury that the women received. They also under estimated the level of pain that must have been experienced. Both men and women were more likely to display indifference toward the victims. many blamed the rape on the ladies and believed that the women brought it to themselves. It is clear that watching these images are negative, however, the video game industry uses reinforcement tactics to hook children, teens, and adults making the game, not just interactive but addictive. Violence in America and against women has increased since the rise of video games across the country. These games are highly addictive and use many psychological reinforcement principles to hook children to wanting to continue to play. Many youth are playing video games 40 hours a week.

Violence was declared the number one health problem for women in 1992, sadly, recent studies have concluded that the problem is not decreasing ( Violence, Women, and  the Media, 2000). For example , consider the following statistics: the single major cause of injury to American women is domestic violence, exceeding gang violence, muggings, murders, and accidents ( The Commonwealth Fund, 1993). In the US, one women is raped every two minutes (National Crime Victimization survey, 1996). One in every seven women has been raped in her life time (Daily News, November 18,1998). Also, In America a woman is physically abused every nine seconds ( The Commonwealth Fund, July 1993). In emergency rooms more than one third of American women have suffered physical or sexual abuse ( Sternberg S. 1999) And a staggering thirty percent of women murdered in the US are killed by their husbands, ex-husbands or boyfriends ( national Crime Victimization Survey,1996). Researchers have found that the way the media depicts women influences how women are viewed and treated in society( Violence, Women, and the Media, 2000). For example, many video games are very degrading and often depict women as victims of violence. Also many video games also portray women as sex objects.

In the year 2000 half of the top selling video games contained negative images about girls according to (Children, Now 2000). For example unrealistic body images, high pitched voices,fainting, violence, and provocative sexuality is promoted.

Twenty eight percent of games in a study show women as inferior and powerless. In games like Grand Theft Auto boys are taught women can be treated brutally and this is reinforced in the video game.

Players of Grand Theft Auto get rewarded if they kick and kill the prostitute to death after they have sex with her. Sounds shocking, but it is true and is one of the most popular video games among children and teenagers in the US. After playing for 4-8 hours a day, these acts of violence begin to seem normal.

In the recent shooting at UCSB the 22 year old male stated many phrases in his you tube video regarding slaughtering women and others. He also stated that video games were a way for him to avoid: rejection, loneliness, humiliation, depression, and pain from not having a girlfriend and not having what he wanted sexually and in  relationships. The UCSB shooter mimicked many specific phrases from the video game World Of War Craft relating to specific violence and rage. The UCSB shooter also played: Diablo, and Halo as well as many other video games.

Anders Breivik, the right-wing extremist who has confessed to killing 77 people during a murder spree in Norway last summer, played the violent computer game World of Warcraft nearly seven hours a day for several consecutive months before his attack, prosecutors say.

Breivik, 33, already known to have a long history with the online role-playing game, was particularly absorbed by it between November 2010 and February 2011, when he played for an average of 6 hours and 50 minutes per day, according to prosecutors.

Two decades of research had shown that repeated exposure to violence blunts emotional reactions and makes people less likely to help others in need ( Levine, 1996). Perfectly normal people no longer recognize violence because it is so prevalent in the media. People grow numb to violence with repeated exposure via media. People become less responsive to human pain and begin to lose awareness of what it means to be human.

Before the Vietnam War, fewer than 20 percent of soldiers on the front lines would actually fire at the enemy, however, with games such as Doom used as conditioning tools fdor the soldiers, the US military kill rate increased to (0 percent in Vietnam. With video games, our military scientifically overcame the soldier’s innate resistance to killing ( game Over, 2000) Violent video games are the mental equivalent of putting an assault rifle in the hands of every American child. By sitting mindlessly, killing countless thousands of fellow members of their own species without any ramifications or repercussions, operant conditioning concepts transfer immediately when the individual gets a real weapon in their hand and are being taught violence. The recent school shootings in 2008 and 2007 serve as an example of a link between video games and heightened aggressive behaviors.

For the video game child/ teenager or gamer, beating a previous high score, or winning a free game, or having sex with a prostitute is all part of Skinnerian reinforcement. behavior that is followed by reinforcement will increase in frequency. In short, video games that make a child or teen or adult feel good will be played again and again. A partial reinforcement schedule will lead to behavior that occurs more often with and is more resilient to extinction than does a continuous reinforcement schedule. These two effects of partial reinforcement produce what is considered addictive behavior. These irregular schedules of reinforcement are in part, what cause these video games to be so exciting and desirable. Tis kind of reinforcement, which causes addictive behaviors can explain why their is an increase in the video game industry as a whole.

The AMA states that anywhere in the world where TV appears, 15 years later the murder rate doubles. Ten thousand murders per year, 70,000 rapes, and 700,000 assaults. We must consider the impact of violent video games on the minds and behaviors of our society. The evidence is clear violence breeds more violence in the majority of situations.

Many children are having challenges sleeping at night and have great anxiety. The children report that their nightmares are specific to the video games they are playing. Research shows a lack of sleep impacts: mood, anger, depression, and behavior as well as performance.

The 93 Billion dollar Video game industry must be taken seriously. It must start with education and healthy parenting. It must come with boundaries and limitations. It must come with healthy communication and listening to children and teenagers. It must come from healthy role modeling from parents. The video game industry is no different than access to violence on TV or on the internet. Violence and abuse physically, mentally, emotionally, and sexually is not ok!

There are 100′s of violent video games out there one is: Call of Duty Black Ops:This gritty, extremely violent military first-person shooter (pictured above) involves constant killing using realistic weapons, with blood and gore pouring across the screen during more intense scenes. Cinematic sequences can be even more dramatic and graphic, with soldiers and civilians alike dying in horrible ways, including graphic melee kills, people burning to death, civilians killed in crossfire, torture, and a shipping container filled with rotting corpses. In one scene, the player steps into the shoes of a villain and goes on a murderous rampage against soldiers, the screen turning red with blood rage as he takes damage. This M-rated game also has frequent profanity, some sexual themes, and drug use.

Do we really want your children actively involved and engaged in violent games daily; the same type of games that the US military uses to increase kill rates at war? Garbage in garbage out. We must find healthy activities that create health and balance for our youth and violent video games is not the solution.

Child Counseling & Video Games – Dealing with Aggression, Anger and Depression

Thursday, June 12th, 2014

A recent study shows a connection between violent video games and racism and aggression . This was published in The Journal of social psychological and personality science. The violent video games perpetuate the  stereotype that african americans are violent. Women and police are portrayed in a negative light and aggression may increase due to playing these violent video games.

Most parents view video games as” entertainment.” their content is not taken as seriously as that of the passive act of watching TV. After all, most adults today grew up playing pong, pac man, asteroids, space invaders, or defender. Nevertheless, what many parents might not realize is that the challenge for many players today is to rack up points by killing prostitutes after having sex with them. Video games have not only become more violent, the characters have become more real, and the effects that they are having on society, specifically women is shocking. Video games have engaged the “once spectator” to actively participate in addictive violence. Recent studies have undoubtedly concluded that the violence and negative reinforcements in video games have not only successfully promoted violence against women by desensitization, but they have also increased aggressive behavior in children and teenagers to a level that has devastated the lives of many.

The worldwide video game industry,  which includes video game console hardware and software, online, mobile and PC games, will reach $93 billion in 2013, up from $79 billion in 2012, according to Gartner, Inc. Driven by strong mobile gaming and video game console and software sales, the market is forecast to reach $111 billion by 2015. This includes: xbox, PS3, WI, Mobile devices, and computer devices as well as smart phones and gaming.  I wrote an article on the negative effects of gaming in 2004 and this is research based and is listed below to support some of the potential negative impacts gaming could have on a child.

Many people are shocked to discover that the video game industry is larger than the film industry. The Interactive Digital Software Association reported that video games are “the fastest growing entertainment industry in America, surpassing books, records and movie box offices combined” (Berger 2002). In 1997 the video and computer game industry generated 16 Billion dollars in economic activity, this does not include computer and video game hardware sales. In the year 2000 it became a 20 billion dollar industry and is still growing considerably (Berger, 2002). IDSA also reported at the time sixty five percent of all Americans age six and older, or about 145 million people, play computer and video games (Berger 2002). The video game industry has increased exponentially since 2002. It is stated that video games, many times is the initial experience that children have with the computer/ technology world. So, if boys tend to be the primary target of the industry, which, they are, what effect does it have on girls.

If a child’s interest begins with games. most common computer games involve violence and aggressive themes have the effect of turning girls away from the computers in general. This is one way of keeping women out of power. After all, these are male dominated industries. Since computer literacy is essential in most jobs, people who are exposed to computers earlier in life have an obvious advantage. The boys who outnumber the girls in gaming, will be the men who out-number the women in the business world. This may lead to the girls becoming less interested in the world of computers as a career. Girls are not the only ones who are not enamored with video games. Parents are unaware of the violence that is being reinforced hundreds of thousands of times in their child’s brain.

Teenagers report that 95 percent of the time their parents do not check the ratings or the content of video games being purchased. Ninety percent of parents do not set limits on how much time their child can play video games.

We have seen an alarming increase in violence and school shooting. Shootings at Paucah, Kentucky, Jonesboro, Arkansas, and Littleton, Colorado were all cases where the shooters were students who habitually played violent video games. The bloody game Doom was Eric Harris and Dylan Klebold’s favorite game ( they wounded 23 and killed 13). Two studies examined violent video games effect on aggression related variables. The first study found that real-live violent video games are positively related to aggressive behavior and delinquency. the second study showed lab exposure to a violent video game increased aggressive thoughts and and behaviors. The results are in line with the General Affective Aggression Model, which predicts that exposure to violent video games will increase aggressive behavior in both the short term and the long term ( Calvert, Jordan, Cocking 2000)

A study of about 329 children and media violence was done over a 21 year period by L. Rowell Huesmann at the University of Michigan’s Institute for Social Research. Girls and boys participated. This was one of the few studies that followed children into adulthood, which enabled researchers to gauge the long term effects of televised violence. Men in the top twenty percent on childhood exposure to violence were twice as likely as adults to have pushed, grabbed or shoved their wives. The women who scored in the 20 percent were twice as likely to throw something at their husbands. the study concluded that both girls and boys exposed to a lot of televison violence have a greater risk of spousal abuse and criminal offenses, no matter what they were like as children( Ritter, M., 2003). This study was based specifically on violence, however, most video games today are also including very graphic sexually violent images, which are destroying women and the morality of society as a whole.

The effects of viewing sexually violent images was researched and discussed by Ed Donnerstein, Dean and Professor of Communications at the University of California, Santa Barbara.  In his study, young adults ages 18-20 were shown a one hour documentary on battered women. After watching the film, the viewers showed less empathy toward the victims. They lowered their evaluation on the level of injury that the women received. They also under estimated the level of pain that must have been experienced. Both men and women were more likely to display indifference toward the victims. many blamed the rape on the ladies and believed that the women brought it to themselves. It is clear that watching these images are negative, however, the video game industry uses reinforcement tactics to hook children, teens, and adults making the game, not just interactive but addictive. Violence in America and against women has increased since the rise of video games across the country.

Violence was declared the number one health problem for women in 1992, sadly, recent studies have concluded that the problem is not decreasing ( Violence, Women, and  the Media, 2000). For example , consider the following statistics: the single major cause of injury to American women is domestic violence, exceeding gang violence, muggings, murders, and accidents ( The Commonwealth Fund, 1993). In the US, one women is raped every two minutes (National Crime Victimization survey, 1996). One in every seven women has been raped in her life time (Daily News, November 18,1998). Also, In America a woman is physically abused every nine seconds ( The Commonwealth Fund, July 1993). In emergency rooms more than one third of American women have suffered physical or sexual abuse ( Sternberg S. 1999) And a staggering thirty percent of women murdered in the US are killed by their husbands, ex-husbands or boyfriends ( national Crime Victimization Survey,1996). Researchers have found that the way the media depicts women influences how women are viewed and treated in society( Violence, Women, and the Media, 2000). For example, many video games are very degrading and often depict women as victims of violence. Also many video games also portray women as sex objects.

In the year 2000 half of the top selling video games contained negative images about girls according to (Children, Now 2000). For example unrealistic body images, high pitched voices,fainting, violence, and provocative sexuality is promoted.

Twenty eight percent of games in a study show women as inferior and powerless. In games like Grand Theft Auto boys are taught women can be treated brutally and this is reinforced in the video game.

Players of Grand Theft Auto get rewarded if they kick and kill the prostitute to death after they have sex with her. Sounds shocking, but it is true and is one of the most popular video games among children and teenagers in the US. After playing for 4-8 hours a day, these acts of violence begin to seem normal.

Two decades of research had shown that repeated exposure to violence blunts emotional reactions and makes people less likely to help others in need ( Levine, 1996). Perfectly normal people no longer recognize violence because it is so prevalent in the media. People grow numb to violence with repeated exposure via media. People become less responsive to human pain and begin to lose awareness of what it means to be human.

Before the Vietnam War, fewer than 20 percent of soldiers on the front lines would actually fire at the enemy, however, with games such as Doom used as conditioning tools fdor the soldiers, the US military kill rate increased to (0 percent in Vietnam. With video games, our military scientifically overcame the soldier’s innate resistance to killing ( game Over, 2000) Violent video games are the mental equivalent of putting an assault rifle in the hands of every American child. By sitting mindlessly, killing countless thousands of fellow members of their own species without any ramifications or repercussions, operant conditioning concepts transfer immediately when the individual gets a real weapon in their hand and are being taught violence. The recent school shootings in 2008 and 2007 serve as an example of a link between video games and heightened aggressive behaviors.

For the video game child/ teenager or gamer, beating a previous high score, or winning a free game, or having sex with a prostitute is all part of Skinnerian reinforcement. behavior that is followed by reinforcement will increase in frequency. In short, video games that make a child or teen or adult feel good will be played again and again. A partial reinforcement schedule will lead to behavior that occurs more often with and is more resilient to extinction than does a continuous reinforcement schedule. These two effects of partial reinforcement produce what is considered addictive behavior. These irregular schedules of reinforcement are in part, what cause these video games to be so exciting and desirable. Tis kind of reinforcement, which causes addictive behaviors can explain why their is an increase in the video game industry as a whole.

The AMA states that anywhere in the world where TV appears, 15 years later the murder rate doubles. Ten thousand murders per year, 70,000 rapes, and 700,000 assaults. We must consider the impact of violent video games on the minds and behaviors of our society. The evidence is clear violence breeds more violence in the majority of situations.

The 20 Billion dollar Video game industry must be taken seriously. It must start with education and healthy parenting. It must come with boundaries and limitations. It must come with healthy communication and listening to children and teenagers. It must come from healthy role modeling from parents. The video game industry is no different than access to violence on TV or on the internet. Violence and abuse physically, mentally, emotionally, and sexually is not ok!

Written by David R Abrams

MAPC, LPC, CAGS

Lifeworks AZ  Phoenix Arizona, Scottsdale Arizona

Child Teen Family Counseling and Therapy

 

 

 

 

 

 

Children, teens, Adolescents Porn Unhealthy!

Thursday, November 28th, 2013

Children as young as 5 and 6 are exposed to explicit images of pornography at a very early age. If your child or teen has internet access there is a very high probability that they are being exposed to porn. The numbers are staggering.

Children and teens that are exposed to porn are more likely to develop sexually risky behaviors and become sexually active at a much earlier age due to their exposure to porn. Violent and sadistic images of pornography are pervasive on the internet.

Children and teens can access Pornography through many different devices: smartphones, iPod, WII, PS3-4, X Box, Computers, iPads, DS games, any device that has access to the internet. Children are being exposed to a high concentration of porn as a daily diet and it is is very dangerous.

Pornography influences children’s attitudes toward relationships and sexuality. Exposure to porn can lead children to engage in dangerous sexual activities that are unhealthy and extremely risky. Exposure to porn can foster use of drugs and alcohol and unprotected sexual behaviors.

A majority of boys and girls over 12 are exposed to pornography. The largest group of individuals viewing pornography on line is not an adult it is children ages 12- 17 that are watching these graphic images daily.

Children exposed to pornography will begin to see sexuality as a disconnected activity from a healthy loving relationship. The children will learn to objectify women and men. Children and adolescents will begin to see others in a context that is devoid of emotions or empathy and in a contact where people do not have: feelings., personalities, or needs.

Pornography hurts adults, children, couples, families, and society. Among adolescents, pornography hinders the development of a healthy sexuality, and among adults, it distorts sexual attitudes and social realities. In families, pornography use leads to marital dissatisfaction, infidelity, separation, and divorce. Pornography will handicap one’s ability to be intimate in marriage and will ruin relationships.

Addiction to porn and the internet will also ruin lives. The inability to communicate and connect with partners and have healthy social skills is a huge issue..Child and teen pregnancy and sexual diseases are on the rise as well.

There are many things parents can do to help their child first is to have parental controls and devices that will block all pornography from the internet. There are a number of free programs out there however at the moment you may need a device for your: router, PC, and mobile devices however it can be done and is vital to help your children. Of course explaining healthy behaviors and intimacy and love is vital as well.

Child Counseling Video games behavior, emotional problems in phoenix Arizona, Chandler AZ, Scottsdale Arizona

Thursday, April 11th, 2013

Most parents view video games as” entertainment.” their content is
not taken as seriously as that of the passive act of watching TV. After
all, most adults today grew up playing pong, pac man, asteroids, space
invaders, or defender. Nevertheless, what many parents might not realize
is that the challenge for many players today is to rack up points by
killing prostitutes after having sex with them. Video games have not
only become more violent, the characters have become more real, and the
effects that they are having on society, specifically women is shocking.
Video games have engaged the “once spectator” to actively
participate in addictive violence. Recent studies have undoubtedly
concluded that the violence and negative reinforcements in video games
have not only successfully promoted violence against women by
desensitization, but they have also increased aggressive behavior in
children and teenagers to a level that has devastated the lives of many.
Many people are shocked to discover that the video game industry is
larger than the film industry. The Interactive Digital Software
Association reported that video games are “the fastest growing
entertainment industry in America, surpassing books, records and movie
box offices combined” (Berger 2002). In 1997 the video and computer
game industry generated 16 Billion dollars in economic activity, this
does not include computer and video game hardware sales. In the year
2000 it became a 20 billion dollar industry and is still growing
considerably (Berger, 2002). IDSA also reported at the time sixty five
percent of all Americans age six and older, or about 145 million people,
play computer and video games (Berger 2002). The video game industry has
increased exponentially since 2002. It is stated that video games, many
times is the initial experience that children have with the computer/
technology world. So, if boys tend to be the primary target of the
industry, which, they are, what effect does it have on girls.
If a child’s interest begins with games. most common computer games
involve violence and aggressive themes have the effect of turning girls
away from the computers in general. This is one way of keeping women out
of power. After all, these are male dominated industries. Since computer
literacy is essential in most jobs, people who are exposed to computers
earlier in life have an obvious advantage. The boys who outnumber the
girls in gaming, will be the men who out-number the women in the
business world. This may lead to the girls becoming less interested in
the world of computers as a career. Girls are not the only ones who are
not enamored with video games. Parents are unaware of the violence that
is being reinforced hundreds of thousands of times in their child’s
brain.

Teenagers report that 95 percent of the time their parents do not check
the ratings or the content of video games being purchased. Ninety
percent of parents do not set limits on how much time their child can
play video games.
We have seen an alarming increase in violence and school shooting.
Shootings at Paucah, Kentucky, Jonesboro, Arkansas, and Littleton,
Colorado were all cases where the shooters were students who habitually
played violent video games. The bloody game Doom was Eric Harris and
Dylan Klebold’s favorite game ( they wounded 23 and killed 13). Two
studies examined violent video games effect on aggression related
variables. The first study found that real-live violent video games are
positively related to aggressive behavior and delinquency. the second
study showed lab exposure to a violent video game increased aggressive
thoughts and and behaviors. The results are in line with the General
Affective Aggression Model, which predicts that exposure to violent
video games will increase aggressive behavior in both the short term and
the long term ( Calvert, Jordan, Cocking 2000)

A study of about 329 children and media violence was done over a 21 year
period by L. Rowell Huesmann at the University of Michigan’s Institute
for Social Research. Girls and boys participated. This was one of the
few studies that followed children into adulthood, which enabled
researchers to gauge the long term effects of televised violence. Men in
the top twenty percent on childhood exposure to violence were twice as
likely as adults to have pushed, grabbed or shoved their wives. The
women who scored in the 20 percent were twice as likely to throw
something at their husbands. the study concluded that both girls and
boys exposed to a lot of televison violence have a greater risk of
spousal abuse and criminal offenses, no matter what they were like as
children( Ritter, M., 2003). This study was based specifically on
violence, however, most video games today are also including very
graphic sexually violent images, which are destroying women and the
morality of society as a whole.

The effects of viewing sexually violent images was researched and
discussed by Ed Donnerstein, Dean and Professor of Communications at the
University of California, Santa Barbara. In his study, young adults ages
18-20 were shown a one hour documentary on battered women. After
watching the film, the viewers showed less empathy toward the victims.
They lowered their evaluation on the level of injury that the women
received. They also under estimated the level of pain that must have
been experienced. Both men and women were more likely to display
indifference toward the victims. many blamed the rape on the ladies and
believed that the women brought it to themselves. It is clear that
watching these images are negative, however, the video game industry
uses reinforcement tactics to hook children, teens, and adults making
the game, not just interactive but addictive. Violence in America and
against women has increased since the rise of video games across the
country.
Violence was declared the number one health problem for women in 1992,
sadly, recent studies have concluded that the problem is not decreasing
( Violence, Women, and the Media, 2000). For example , consider the
following statistics: the single major cause of injury to American women
is domestic violence, exceeding gang violence, muggings, murders, and
accidents ( The Commonwealth Fund, 1993). In the US, one women is raped
every two minutes (National Crime Victimization survey, 1996). One in
every seven women has been raped in her life time (Daily News, November
18,1998). Also, In America a woman is physically abused every nine
seconds ( The Commonwealth Fund, July 1993). In emergency rooms more
than one third of American women have suffered physical or sexual abuse
( Sternberg S. 1999) And a staggering thirty percent of women murdered
in the US are killed by their husbands, ex-husbands or boyfriends (
national Crime Victimization Survey,1996). Researchers have found that
the way the media depicts women influences how women are viewed and
treated in society( Violence, Women, and the Media, 2000). For example,
many video games are very degrading and often depict women as victims of
violence. Also many video games also portray women as sex objects.
In the year 2000 half of the top selling video games contained negative
images about girls according to (Children, Now 2000). For example
unrealistic body images, high pitched voices,fainting, violence, and
provocative sexuality is promoted.

Twenty eight percent of games in a study show women as inferior and
powerless. In games like Grand Theft Auto boys are taught women can be
treated brutally and this is reinforced in the video game.
Players of Grand Theft Auto get rewarded if they kick and kill the
prostitute to death after they have sex with her. Sounds shocking, but
it is true and is one of the most popular video games among children and
teenagers in the US. After playing for 4-8 hours a day, these acts of
violence begin to seem normal.
Two decades of research had shown that repeated exposure to violence
blunts emotional reactions and makes people less likely to help others
in need ( Levine, 1996). Perfectly normal people no longer recognize
violence because it is so prevalent in the media. People grow numb to
violence with repeated exposure via media. People become less responsive
to human pain and begin to lose awareness of what it means to be human.
Before the Vietnam War, fewer than 20 percent of soldiers on the front
lines would actually fire at the enemy, however, with games such as Doom
used as conditioning tools fdor the soldiers, the US military kill rate
increased to (0 percent in Vietnam. With video games, our military
scientifically overcame the soldier’s innate resistance to killing (
game Over, 2000) Violent video games are the mental equivalent of
putting an assault rifle in the hands of every American child. By
sitting mindlessly, killing countless thousands of fellow members of
their own species without any ramifications or repercussions, operant
conditioning concepts transfer immediately when the individual gets a
real weapon in their hand and are being taught violence. The recent
school shootings in 2008 and 2007 serve as an example of a link between
video games and heightened aggressive behaviors.
For the video game child/ teenager or gamer, beating a previous high
score, or winning a free game, or having sex with a prostitute is all
part of Skinnerian reinforcement. behavior that is followed by
reinforcement will increase in frequency. In short, video games that
make a child or teen or adult feel good will be played again and again.
A partial reinforcement schedule will lead to behavior that occurs more
often with and is more resilient to extinction than does a continuous
reinforcement schedule. These two effects of partial reinforcement
produce what is considered addictive behavior. These irregular schedules
of reinforcement are in part, what cause these video games to be so
exciting and desirable. Tis kind of reinforcement, which causes
addictive behaviors can explain why their is an increase in the video
game industry as a whole.

The AMA states that anywhere in the world where TV appears, 15 years
later the murder rate doubles. Ten thousand murders per year, 70,000
rapes, and 700,000 assaults. We must consider the impact of violent
video games on the minds and behaviors of our society. The evidence is
clear violence breeds more violence in the majority of situations.
The 20 Billion dollar Video game industry must be taken seriously. It
must start with education and healthy parenting. It must come with
boundaries and limitations. It must come with healthy communication and
listening to children and teenagers. It must come from healthy role
modeling from parents. The video game industry is no different than
access to violence on TV or on the internet. Violence and abuse
physically, mentally, emotionally, and sexually is not ok!

Child aggression video games

Thursday, April 4th, 2013

A recent study shows that children become more : aggressive , hostile, and violent after a cumulative effect of playing violent video games . The study suggests that after playing a violent game over a few days their is more if a tendency toward aggression in children.

Children might believe that the world is a more aggressive and violent world and hence be more on guard and defensive I’m a hostile way to protect themselves from their perception .

The US military uses video games to desensitize soldiers as well as to increase their kill rate in real wars and conflict .

A recent study shows that children’s brain activity is modified by playing a violent video game in the anterior cingulate cortex and left frontal lobe shown by less activity viewed on a functional magnetic resonance imaging machine .

Finding healthy activities for children is vital : exercise , reading , joining new organizations , philanthropies , charities , youth groups and more .

Teens video games Learning Judicial system stay out of Crime

Saturday, August 1st, 2009

The USA and school systems should continue to embrace video game learning. Children and teenagers will stay in school longer and graduate if we can modify the learning process.

Video games can be fun and help children and teens that are easily bored can not focus or have ADD or ADHD in Phoenix Arizona or Scottsdale Arizona. Interesting video games can teach children and teens: law, government, math, science, nutrition, health physics, writing styles, civics, arts and crafts, history and much more.

Our government recently has created video games to teach civics to children and teens.Children and teenagers are the future of this country.

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If we continue to encourage children and teens to stay in school through creative learning tools our country can become leaders in technology and manufacturing and all areas of production. If we do not keep children in school we will have: crime, unemployment, financial crisis, tragedy and much more.

Articles are not to be taken as a substitute for professional advice or counseling.