Archive for the 'Video Game Usage' Category

Teen Counseling for Video Gaming

Friday, March 9th, 2018

Most teens I see in my office are spending too much time on video games and media. Many youth have low self esteem and are overweight. There is research that shows a correlation between time on media and mood. Many youth are not getting adequate sleep due to gaming and social media. Lack of sleep impacts behavior and impacts performance at school and in other areas of life.

Is your child or teenager spending time communicating with you thoughts and feelings? Is your child or teen participating in activities with you? Is your youth involved in extracurricular activities: sports, clubs, dance, youth groups etc? Does your child have quality friends that he or she spends time with? All of theses are very important for social skills and employment skills as well as having a balance in life. There is research to support healthy social skills and exercise regularly with positive mental health as an adult. Below is some research info on gaming you should read.

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!

 

Teen counseling: social media, Video Games; Pheonix Scottsdale Cave Creek Arizona

Thursday, March 30th, 2017

Research on Video game and TV watching over the past few decades show that their is a correlation between the time playing video games and watching TV and aggression. Thousands of research study show that the more TV viewing and the more video game the more aggression displayed. Eliminating video games and smart phone games and TV is almost impossible however , setting limits each day on electronic is essential to your child’s success. Children and teens need time to develop: social skills, interpersonal skills, communication skills, conflict resolution, listening skills, problem solving skills, mood and stress management skills, physical exercise and more. It is clear that their is an imbalance in healthy activities for youth in America.

Diabetes and obesity are sky rocketing. Mood disorders are on the rise. Anxiety, depression, and substance dependence are on the rise. Social skills are on the decline. Insomnia is on the rise. Violence and aggression in youth and conduct disorders are on the rise.

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).The video game industry projected sales for 2015 will be  128 Billion dollars annually .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. In 2014 the video game industry generated over 103 Billion dollars in one year.

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 you want your child assaulting woman? Killing prostitutes? Raping people? This is what is going on in many video games above and beyond brutal violence.

Do we really want our 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.

Written by David R Abrams

MAPC, LPC, CAGS

Lifeworks AZ  Phoenix Arizona, Scottsdale Arizona

Child Teen Family Counseling and Therapy

Child counseling behavior, emotions, grades, Video games and media

Thursday, November 3rd, 2016

Most children and teens are playing violent video games that not only shoot and kill but also have negative messages toward woman and almost 45 percent have drugs, and alcohol in the games. Many children are playing these games 40 plus hours per week.

Research in England has found that teenagers who play video games featuring alcohol and tobacco references appeared to be directly influenced because they were twice as likely to have tried smoking or drinking themselves.

Researchers looked at the top 32 video games that adolescent youth were playing or watching on the internet or gaming devices.

In the 32 games being looked at over forty percent of the games had alcohol or tobacco content inside the games being played. Most parents do not watch or play the video games purchased so many would not be aware of the details and content in the video games being purchased.

The top five video games that were looked at that contained the highest level of drug, smoking , and alcohol content were the following video games: Grand Theft Auto, Call of Duty: Black Ops, Call of Duty: Modern warfare, Assassins Creed.

Video games do not post content of drugs or alcohol and a majority of parents did ot know there was alcohol and smoking in the games there teenage adolescents were playing in England.

I have written numerous articles on video games and how they impact teens.

Here are some big reasons your children should not be spending a lot of time playing video games:

Most children and teens are playing an imbalanced amount of video games and it is impacting relationships with family members and friends in negative ways. Families are not connecting with each other and spending time talking about there: thoughts, feelings, and what they need in school or at home. Parents can eat dinner and set limits on electronics during family functions.

There is a correlation between how much time your child or teen spends playing video games and his or her ability to manage mood and stress and emotional issues at home and at school. Communication declines when video game use is at a high level.

There is a connection between video game use and insomnia and poor sleep patterns for children and teenagers. The Led and electronics trick the child and or adults mind to believe it day time and the child or adolescent has trouble falling asleep and shutting his brain down when he or she needs to get up at 6 am for school. Sleep is vital for your child’s mood and academic performance as well as motivation and more.

Excessive video game playing is also connected to poor physical health. Many youth spend more time playing video games than they do sleeping or attending school. Obesity is on the rise and poor health is connected to in activity and lack of exercise. Obviously it is difficult to ride a bike , play sports, hike, walk, go to the gym, take martial arts if you are locked in your room addicted to video games and media.

Children and teens playing more than 7 hours a week of video games show a huge decline in grades, learning, turning in homework and there academic performance. Youth are tired at school and not rested enough to focus nor have the energy to do homework due to poor sleep impacted by video gaming excess.

Children and teenagers need face to face communication and social skills so they can be prepared to obtain a job or employment. The ability to have social skills is important for most careers and relationships.

Research over fifty years shows that there is a connection to violence and aggression when playing violent and aggressive video games. Children need a balance so they can build self esteem and strength in the real world .

Do you really want your child shooting people in his or her room every day for 40 hours a week?

How is this helping him at school? At home? Socially? Academically? Learning new hobbies? Learning communication and social skills? Reading? Volunteering? Working? Studying? Family life? Spiritually? Cognitively? Emotionally?

Counseling Teen Addiction: Internet, Video Games, Texting: counseling Phoenix, Scottsdale Arizona

Thursday, December 17th, 2015

Teen “Drug’s”: Internet, Gaming, Smart Phone. Anxiety, Depression increase! Counseling Teens Phoenix Arizona.

What are your children and teens doing for the largest portion of their week? It is not sleep and it is not school and it is not sports and it is not reading. It is an addiction to the internet and media.

The list of video games children and teens are playing is infinite. Many teens are playing violent video games and many are playing fantasy video games and some are playing sports related video games. Some of the most popular are: Halo, Call of Duty, League of Legends, GTA grand Theft Auto and more.

Texting is taking up many hours of your child and teen’s day and it is most likely disrupting studying for school. Many children and teens in my office state they are texting at 3am during weekdays. The result is failing and poor grades. Furthermore they are exhausted and tired and this impacts their mood daily. Research on child and teen sleep is clear a child who is not receiving adequate sleep will have mood and behavioral issues at home and at school.

Many teens are watching you tube on their smart phones for hours on end. Some are watching movies, and comedy acts, some are watching much more. Children and teens are playing video games on their phones like Clash of Clans or Mind Craft etc.

Most teens and children have created more covert accounts on Instagram and Snapchat more so than a Facebook account. Teens are spending a great deal of time on their social media programs. Some are on twitter and other apps.

The total amount of time children and teens are spending on total electronic use is between 45-70 hours a week.

Watching movies on Netflix, Hulu, Amazon Prime is pervasive and obviously there are endless TV series and movies to last a life time at their disposal.

There are some positives in using these devices. Yes, it can be used for studies and for social connection, however, it is all about balance and there is no balance when these devices are going 24-7.

An immense amount of research shows a correlation of: depression, anxiety, low self esteem, behavioral issues,poor social skills, mood issues, with the increase in internet, smart phone, and video game use.

Insomnia is on the rise and research by many medical journals state the electronic component is impacting your child’s brain and not allowing them to sleep as deeply and not allowing them to fall asleep when electronics are used late intothe night.

Children and families are being pulled apart because youth are holed up in their bedrooms glued to their smartphones and computers and I pads.

Families are not sharing their days together at the dinner table. Families are not spending enough one on one time together. Intimacy among families are on a huge decline.

Friendships are being replaced by playing a video game with someone your child has never met and feeling like this is what friendship is all about. Face to face communication has become less frequent and communication is switching to texting and internet chats.

Having someone like what you post is replacing real deep sharing of thoughts, hopes, fears, dreams.

The internet is a huge distraction for students that are studying. Many children and teens as young as 8 are going to adult web sites and watching inappropriate videos daily and are not focused on enjoying childhood. Childhood is being lost.

Physical activity is headed South and Physical health problems among youth are on the rise and is connected to inactivity. Diabetes for youth is skyrocketing and obesity is on the rise due to internet and media addiction.

Internet addiction is on the rise and children are dropping out of school due to this addiction. Creativity for children are at an all time low. Social skills, health, and mental health are at an all time low, and family communication are at an all time low as well.

Balance is vital for your child and teen!

Parents Monitoring children and Teen’s I phone, Smartphone

Friday, July 10th, 2015

Many parents I work with want their children to have a smart phone so they can get a hold of their child when desired. The big challenge is that your child now has an entertainment device at their disposal 24 hours a day and 7 days a week. There are many potential problems that arise with a child’s possession of a smart phone.

Many children and teens are doing very poorly in their academic studies at school. Children are receiving texts all day long and are on : social media, Facebook, snapchat, instagram, you tube channels, playing video games, watching movies, and the list goes on. Obviously this access is distracting and children are not motivated to do homework when they an infinite entertainment center at their disposal.

Many children and adolescent teens are watching pornography. research shows that over fifty percent of children by the age of eight have viewed explicit pornography. The loss of childhood is rampant. Children should be playing with youth and enjoying childhood not watching unhealthy pornography! Porn addiction is perverse among teenagers as well and has an impact on healthy relationships as well as healthy sexual relationships .

Many adolescents are sending nude photos to their peers and this is happening with youth in fifth grade- high school grades so parents must be aware. Child pornography laws are being violated when youth are sending nude photos to peers.

Children and Teens are addicted to video games. The game can be Mind Craft or Halo or Call of Duty or League of legends or clash of clans. Children are spending 50 plus hours a week playing these games and are not finding time to develop healthy life skills. Children are suffering from poor communication skills. poor social skills, poor family interpersonal skills. Children are not exercising and physically are in very poor health in Arizona and throughout the USA. Youth are not sleeping well do their video game playing and or addiction. Adolescents are not learning how to manage stress or their mood and aggressive games are just feeding their inability to regulate mood.

Children and Teens are using snapchat and other applications to covertly do things that are against the law and that are unhealthy. Many teens are facilitating their drug and alcohol dependence or abuse via their smart phones. Teens have infinite accounts set up that parents are unaware off and can use software that makes the text conversations evaporate.

Insomnia in children and teens is pervasive due to all the access to technology and your child is not getting sound sleep while he or she is up texting or playing on their smart phone.

Boundaries and limits are vital for parents and software is available to track all activities. Better safe than sorry. It is better to find out our child is using drugs at 12 then ignore their behavior and find out they have a full addiction a few years later. Parents can take control and not allow their child or teen to be drunk with power if they will set limits and consequences and rules to follow with their smart phones.

Teenagers, Video games, Porn: Social skills, Relationships, and Academic problems!

Saturday, May 9th, 2015

Teenagers are watching on average over three hours of pornography per week. Many parents think this is normal, however, experts have a lot of concerns. Women are being objectified, many acts are violent and unhealthy. Women are not seen as equals and the women portrayed are enhanced through surgeries as well as give unrealistic expectations for teens. Relationships and communication with woman are on the decline. Your teen most likely is learning un-healthy relationships and un healthy sexuality . Many teens are suffering from addictions via arousal from pornography as well as video gaming. Your teen is not learning healthy social skills nor interpersonal face to face skills. The skills they are learning is a relationship with fluorescent lights and flashing colors and sounds via electronics and not real human interaction. Adolescents are so addicted to video games and pornography that their grades are suffering and they are not doing homework nor studying for school. Many children and teens are not exercising and are overweight and being diagnosed with diabetes. Internet use is excessive and youth are not joining clubs, getting employment, socializing, joining youth groups, nor communicating with family members with any frequency. Non verbal and verbal communication are on the decline. Boys are thirty percent more likely to drop out of school due to porn and video game excess. Some children are on the internet an average of 40 hours per week.Sixty six percent of boys are in Special Education programs compared to girls. More women are obtaining college degrees than men by approx ten percent. These young boys are not learning what a healthy relationship looks like based on mutual respect. These teens are not learning emotional and physical healthy intimacy.

Children and teens addicted to technology: video games, TV, Texting, Instagram, snapchat, Red-it, You tube, Mind-craft, Call of Duty, League of legends, Grand theft auto. Putting aside the fact that research shows exposure to above mentioned will impact: mood, depression, anxiety, behavior, aggression, social skills, family dynamics and more. The big piece is that 90 percent of youth and your child most likely is spending too much time sitting and playing or watching media. The problem is that they are out of balance. They are not spending enough time with family. Children are not spending a lot of time studying or doing homework. Teens and children are not outside exercising. Youth are not developing social skills and not typing a few words in a video game forum is not social skills,.

Lifeworks AZ  counseling works with both the child and parent to create goals and success for your child’s future using a wide array of skills and techniques.

Parents can really help shape a child’s behavior by creating an environment that sets limits on : TV, Media, Facebook, Smart-Phones, texting, video games, iPods, and all electronics. To much media and TV will negatively impact your child’s: Mood, anxiety, depression, ADHD, Motivation, grades, anger, aggression, and impact his or her life. You can read below and you will see that your child needs to have a balance and you are in a power position to do so and to set a great example.

A study shows that those teens that reported a higher level of media exposure had significantly greater odds of developing depression.

Time spent engaging with electronic media may replace time that could be spent on social, athletic or intellectual activities that could guard against depression. Reading, exercise, healthy communication, learning new hobbies, activities that do not involve just sitting around like a potato and absorbing media like a sponge are best.

Aggression, fear, and anxiety are induced by watching TV. Is this the type of message you want for your child or teen. You can limit exposure to TV and media. set limits! Set healthy boundaries with your family. Encourage healthy communication instead of numbing out to TV and Media.

Activities that increase self esteem, social skills, and promote a sense of self mastery are helpful to fight against depression in teens and children.

A study shows that those teens that reported a higher level of media exposure had significantly greater odds of developing depression.

Time spent engaging with electronic media may replace time that could be spent on social, athletic or intellectual activities that could guard against depression. Reading, exercise, healthy communication, learning new hobbies, activities that do not involve just sitting around like a potato and absorbing media like a sponge are best.

Aggression, fear, and anxiety are induced by watching TV. Is this the type of message you want for your child or teen. You can limit exposure to TV and media. set limits! Set healthy boundaries with your family. Encourage healthy communication instead of numbing out to TV and Media.

Activities that increase self esteem, social skills, and promote a sense of self mastery are helpful to fight against depression in teens and children.

study following more than 1,800 children from ages 6 months to nearly 8 years found a small but consistent association between increased television viewing and shorter sleep duration. The presence of a television in the room where a child sleeps also was associated with less sleep, particularly in minority children. Investigators from MassGeneral Hospital for Children (MGHfC) and Harvard School of Public Health (HSPH) report their results — the first to examine the connection between television and sleep duration over several years — in the May issue of Pediatrics.

The study participants, children and their mothers, were enrolled in Project Viva, a long-term investigation of the health effects of several factors during pregnancy and after birth. This study analyzed information — reported by mothers when the children were around 6 months old and then annually for the next seven years — regarding how much time each day infants were in a room where a television was on, how much time older children watched television daily, whether children ages 4 to 7 slept in a room where a TV was present and their child’s average daily amount of sleep.

The study revealed that, over the course of the study, each additional hour of television viewing was associated with 7 fewer minutes of sleep daily, with the effects appearing to be stronger in boys than in girls. Racial and ethnic minority children were much more likely to sleep in a room where a television was present, and among those children, the presence of a bedroom television reduced average sleep around a half-hour per day.

The study authors note their results support previous short-term studies finding that both television viewing and sleeping in a room with a television decrease total sleep time, which can have negative effects on both mental and physical health.

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!

The Academy of Pediatrics suggest that children be limited to less than

two hours per day of TV and media. Research shows that media can

diminish a child’s vocabulary, math skills, and social skills. There is

a great deal of research that correlates : sleep problems, aggression,

anger, behavioral problems, ADHD, lack of attention at school, obesity

and more to children that are watching on average 32 hours of TV and

media per week. In most homes the TV is on for half the day if not more.

Children are not interacting with peers and family members. Children are

not eating dinner with families and communicating. The TV or technology

is the focus and healthy social and communication skills are eroding

exponentially. Children and teens are not exercising which is essential

for physical health as well as mental health. Children are not reading

books, playing instruments, playing with peers, joining groups and

organizations and are isolating in their rooms or homes watching media.

Obesity is an epidemic in the USA and this is no exception for children.

One out of three high school students are not involved in any exercise.

Many children and teens spend most of their time playing video games,

watching tv, or on the computer. Limiting media time is one huge piece

in decreasing weight and obesity problems among youth. Of course

exercise and healthy eating habits are important as well. The first step

is limiting media consumption.

Thousands of studies have been done on child aggression/ anger and TV

since he early 1950’s and only a couple dozen state that aggression and

TV watching frequency increase childhood aggression. TV desensitizes

children toward violence, anger, aggression, verbal abuse and more.

Children will be exposed to over 200,000 violent acts and over 15,000

murders before they reach age 18. Do you really want your children

exposed to this much violence?.

Tv research shows that exposure to alcohol and smoking increase the

likelihood your child will gravitate toward these products. This is why

advertisers spend Billions of dollars each year to increase sales and

exposure of their products.

Children and parents can learn healthy skills and tips in counseling at

LifeWorks AZ PLLC to create health and balance for a child, teen and

family. Learning healthy skills to promote health, manage mood, increase

social skills, manage behaviors in the home, increase success a school.

overcome negative thinking, address anxiety issues,increase self

esteem, manage depressed mood, increase motivation, make healthy

choices, manage anger and more.

Parenting child counseling Phoenix, Scottsdale, Arizona-Smart phones, Video games

Monday, April 27th, 2015

Over 50 percent of children under the age of two have been using smart phones. There are many reasons why smart phone use is not suggested by experts including American pediatric Organization and many more researchers in the field of child development and emotional and physical health.

The British government states that using: smart phones, Pc, I pads, Tablets, iPhones, video games, computers for young children will create severe emotional problems for your child. It can be challenges socially, insomnia, anxiety, depression, explosive anger, behavior issues and more. Human cues and human interaction and bonding are impacted by electronic devices.

Parents should be involved in: creative and active engagement with their children. Communication and teaching and playing with your child not games or electronic devices.

Children that watch or see aggression on TV, smart phones, video games, you tube will have aggressive thoughts and will likely ooze out with aggressive behavior verbally or physically. Garbage in Garbage out. You might be thinking well my child is playing creative games or educational games. I can assure you that they will be exposed to violent video games, shocking you tube videos, pornography ( majority of children under 8 exposed to it on phones or computers).  These visual images very likely will impact your child’s sleep patterns. Your child’s sleep impacts his or her mood. Your child’s mood will impact his or her school performance and social skills and self esteem. Family communication will decrease and interpersonal skills will diminish . It is vital to set serious limits and boundaries on your youth. Research shows 1 out of 9 youth are addicted to video games and their smart phones.

Obesity is on the rise in Scottsdale and Phoenix Arizona. Throughout the United States of America over 20 percent of children 8-17 are considered obese. There are a few things contributing to this outcome. Poor diets, lack of exercise daily, and sitting around playing video games, net-flixing, smart phoning, and more..Take these items away and your child or teen will have a reason to go outside and play sports, ride a bike, go to a gym, dance, hike, swim, light weights, play football, throw a ball around, skateboard, join a group and become social. Friends on line are not real friends in the sense that most discuss gaming only and their is rarely a physical interaction with the gaming friends that live all across the world .

The electronics are taking away time from learning behavior skills, academic skills, social skills, life skills, and physical activity that is vital for mood regulation and for stress management. You can modify your child’s behavior through counseling and parenting tips .

Child Counseling for Video Games, Scottsdale AZ

Wednesday, February 18th, 2015

Children and teens addicted to technology: video games, TV, Texting, Instagram, snapchat, Red-it, You tube, Mind-craft, Call of Duty, League of legends, Grand theft auto. Putting aside the fact that research shows exposure to above mentioned will impact: mood, depression, anxiety, behavior, aggression, social skills, family dynamics and more. The big piece is that 90 percent of youth and your child most likely is spending too much time sitting and playing or watching media. The problem is that they are out of balance. They are not spending enough time with family. Children are not spending a lot of time studying or doing homework. Teens and children are not outside exercising. Youth are not developing social skills and not typing a few words in a video game forum is not social skills,.

Lifeworks AZ works with both the child and parent to create goals and success for your child’s future using a wide array of skills and techniques.

Parents can really help shape a child’s behavior by creating an environment that sets limits on : TV, Media, Facebook, Smart-Phones, texting, video games, iPods, and all electronics. To much media and TV will negatively impact your child’s: Mood, anxiety, depression, ADHD, Motivation, grades, anger, aggression, and impact his or her life. You can read below and you will see that your child needs to have a balance and you are in a power position to do so and to set a great example.

A study shows that those teens that reported a higher level of media exposure had significantly greater odds of developing depression.

Time spent engaging with electronic media may replace time that could be spent on social, athletic or intellectual activities that could guard against depression. Reading, exercise, healthy communication, learning new hobbies, activities that do not involve just sitting around like a potato and absorbing media like a sponge are best.

Aggression, fear, and anxiety are induced by watching TV. Is this the type of message you want for your child or teen. You can limit exposure to TV and media. set limits! Set healthy boundaries with your family. Encourage healthy communication instead of numbing out to TV and Media.

Activities that increase self esteem, social skills, and promote a sense of self mastery are helpful to fight against depression in teens and children.

A study shows that those teens that reported a higher level of media exposure had significantly greater odds of developing depression.

Time spent engaging with electronic media may replace time that could be spent on social, athletic or intellectual activities that could guard against depression. Reading, exercise, healthy communication, learning new hobbies, activities that do not involve just sitting around like a potato and absorbing media like a sponge are best.

Aggression, fear, and anxiety are induced by watching TV. Is this the type of message you want for your child or teen. You can limit exposure to TV and media. set limits! Set healthy boundaries with your family. Encourage healthy communication instead of numbing out to TV and Media.

Activities that increase self esteem, social skills, and promote a sense of self mastery are helpful to fight against depression in teens and children.

study following more than 1,800 children from ages 6 months to nearly 8 years found a small but consistent association between increased television viewing and shorter sleep duration. The presence of a television in the room where a child sleeps also was associated with less sleep, particularly in minority children. Investigators from MassGeneral Hospital for Children (MGHfC) and Harvard School of Public Health (HSPH) report their results — the first to examine the connection between television and sleep duration over several years — in the May issue of Pediatrics.

The study participants, children and their mothers, were enrolled in Project Viva, a long-term investigation of the health effects of several factors during pregnancy and after birth. This study analyzed information — reported by mothers when the children were around 6 months old and then annually for the next seven years — regarding how much time each day infants were in a room where a television was on, how much time older children watched television daily, whether children ages 4 to 7 slept in a room where a TV was present and their child’s average daily amount of sleep.

The study revealed that, over the course of the study, each additional hour of television viewing was associated with 7 fewer minutes of sleep daily, with the effects appearing to be stronger in boys than in girls. Racial and ethnic minority children were much more likely to sleep in a room where a television was present, and among those children, the presence of a bedroom television reduced average sleep around a half-hour per day.

The study authors note their results support previous short-term studies finding that both television viewing and sleeping in a room with a television decrease total sleep time, which can have negative effects on both mental and physical health.

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!

The Academy of Pediatrics suggest that children be limited to less than

two hours per day of TV and media. Research shows that media can

diminish a child’s vocabulary, math skills, and social skills. There is

a great deal of research that correlates : sleep problems, aggression,

anger, behavioral problems, ADHD, lack of attention at school, obesity

and more to children that are watching on average 32 hours of TV and

media per week. In most homes the TV is on for half the day if not more.

Children are not interacting with peers and family members. Children are

not eating dinner with families and communicating. The TV or technology

is the focus and healthy social and communication skills are eroding

exponentially. Children and teens are not exercising which is essential

for physical health as well as mental health. Children are not reading

books, playing instruments, playing with peers, joining groups and

organizations and are isolating in their rooms or homes watching media.

Obesity is an epidemic in the USA and this is no exception for children.

One out of three high school students are not involved in any exercise.

Many children and teens spend most of their time playing video games,

watching tv, or on the computer. Limiting media time is one huge piece

in decreasing weight and obesity problems among youth. Of course

exercise and healthy eating habits are important as well. The first step

is limiting media consumption.

Thousands of studies have been done on child aggression/ anger and TV

since he early 1950’s and only a couple dozen state that aggression and

TV watching frequency increase childhood aggression. TV desensitizes

children toward violence, anger, aggression, verbal abuse and more.

Children will be exposed to over 200,000 violent acts and over 15,000

murders before they reach age 18. Do you really want your children

exposed to this much violence?.

Tv research shows that exposure to alcohol and smoking increase the

likelihood your child will gravitate toward these products. This is why

advertisers spend Billions of dollars each year to increase sales and

exposure of their products.

Children and parents can learn healthy skills and tips in counseling at

LifeWorks AZ PLLC to create health and balance for a child, teen and

family. Learning healthy skills to promote health, manage mood, increase

social skills, manage behaviors in the home, increase success a school.

overcome negative thinking, address anxiety issues,increase self

esteem, manage depressed mood, increase motivation, make healthy

choices, manage anger and more.

Children, Family, violent video games with Sexual content unhealthy!

Thursday, August 14th, 2014

I watched the most recent video game being released called Grand Theft Auto 5 it is only one of many violent video games. The aggression and violence is unhealthy according to research. There is the ability to modify the game and create sexually explicit characters whom are simulating sexual assaults on other characters in the game. How can this be good for a child or a teen?

There is a tremendous amount of research on video games an how it impacts: social skills, school, sleep, anger and mood, and many other unhealthy behaviors. I work with numerous children ages 6-17 that have a wide array of problems and violent video games as well as video game addiction is impacting families and children in unhealthy ways. Children report difficulty sleeping and nightmares that keep them up from playing video games. Children and Teens have an increase in anxiety and this impacts sleep and mood. Parents report  a wide array of problems related to video games in general.

Limiting screen time or eliminating violent video games like: Grand Theft Auto, Call of Duty, and many more is one of the most important tools a parent can use to increase academic performance, improve a child or teen’s behavior and improve a child’s mood, as well as sleep. Limited screen time also indirectly affects body mass index. The study found that children got more sleep if parents limited screen time, which also resulted in lower risk of obesity. Parents limiting exposure to violent media resulted in increased prosocial behavior and lowered aggressive behavior seven months later.This research was published by The American Journal of American Medical Association Pediatrics.

The research also seems to show that parents have an important role to play in the development and behaviors of one’s children.

Children whose parents limited the amount of time they could play and also used the video game ratings to limit the content of the games have children who do better in school and also get into fewer arguments and aggressive problems.

The American Academy of Pediatrics recommends that children not spend more than one to two hours per day in front of all electronic screens, including TV, DVDs, videos, video games (handheld, console, or computer), and computers (for non-academic use), smartphones, texting, social networking, instagram, facebook, apps,etc. This means seven to fourteen hours per week total. The average school-age child spends over 40 hours a week in front of a screen. Technology no wonder we have a weight and obesity issue in our country. We all like to think our children are above average, but on this dimension it’s not a good thing. Regarding content, educational games are likely to have positive effects and violent games are likely to have negative effects. There is a saying garbage in, garbage out. TV advertising uses this to sell products and this is why a woman or man purchase a 5,000 dollar purse with a brand name on it…or a 100.00 shirt that costs 20.00 at Costco. Do you really want your child spending 40-60 hours a week killing zombies, soldiers, Creatures, Aliens, humans…? Your child may increase his hand eye coordination however at what cost?

Academics will suffer. Physical health will suffer. Mental health will suffer. Social skills will suffer. Family communication will suffer. Communication will deteriorate. Interpersonal skills will suffer. Exercise and interacting with teams will suffer. Anxiety and depression and violence can be fostered w more and more violent and negative video games. Most children are not playing educational games!

Video Games and Children – Anxiety and Violence Research Phoenix Scottsdale Chandler Arizona

Monday, May 26th, 2014

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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. 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.
Written by David R Abrams
MAPC, LPC, CAGS
Lifeworks AZ  Phoenix Arizona, Scottsdale Arizona
Child Teen Family Counseling and Therapy
Articles are not to be taken as a substitute for professional advice or counseling.