Topic > I

Throughout history many things in general have been improved. Four main areas of improvement are: war, medicine, society education and technology. All these improvements have brought with them positive effects. War allowed oppressed people to govern themselves; medicine has saved countless lives with vaccines and treatment programs; the education of societies has allowed people to realize their dreams; and technological advances have made the previous three possible. These positive effects are also accompanied by negative effects, which are seen on a large scale. Progress in warfare has caused numerous deaths, medicine has advanced to the point where ethical questions arise due to cloning and stem cell research, the education of society along with technological progress have enabled these negative advances to be achieved. That said, it is possible to demonstrate that progress has both positive and negative effects. Video games from twenty-five years ago have evolved into something different and in some cases something dark. Research has shown in many cases that video games have negative effects such as: increased aggressive behavior, desensitization and poor physical health on adolescents. Many researchers believe part of the problem stems from teens not getting enough parental supervision with these games. After discussing these negative effects it will be obvious that more oversight and regulation is needed. Sherri Benzie works with children ages five to eighteen. He is the current head of security for a national retail chain. She has a bachelor's degree in psychology, a bachelor's degree in ethics and a master's degree in social work. ...... middle of paper ...... Ashington, DC Retrieved: August 16, 2004 Pope, Alan T., and Edward H. Bogart. “Extended Attention Span Training System: Video Game Neurotherapy for Attention Deficit Disorder,” Child Study Journal, Vol. 26, no. 1, pages 39-50. Retrieved: August 16, 2004, Vandwater, Elizabeth A, Mi-suk Shim, and Allison G. Caplovitz. “Linking Obesity and Activity Level to Children's Use of Television and Video Games,” Journal of Adolescent, February 2004; vol. 27, Iss. 1 pages 71-85, Retrieved: August 16, 2004, Vastag, Brian. “Does violence in video games sow aggression? Studies Probe Effects of Virtual Violence on Children,” JAMA, Chicago: April 2201. Vol. 291, Iss. 15; page 1822. Retrieved: 16 August 2004