the influence of video games on family and child development
TRANSCRIPT
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THE INFLUENCE OFVIDEO GAMES ON
FAMILY AND CHILDDEVELOPMENT
Jordan Davis
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Look Familiar?
Photos: Freepik
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BlackbirdESTABLISHED 1856
BlackbirdESTABLISHED 1856
BlackbirdESTABLISHED 1856
BlackbirdESTABLISHED 1856
Let's face it....
...many of us are gamers
Photo: Jan Vašek
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[...] 90% of Canadian Kids andTeens are gamers."
~ Bambach, The Globe and Mail, 2013
"50% of Canadians aregamers [...]
Photo: Viktor Hanacek
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Problem?Until recently, literature on theinfluence of video games onchildren mainly reported onnegative effects (Griffiths 2003)
Photo: Denis Temirgalin
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reported effects include:
Photo: Asier Romero (Freepik)
Video Game Addiction
Increased Aggression
(Anderson & Warburton 2012)
Attention Deficits
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"The past half-century has seen adramatic increase in the amount oftechnology available to and usedby children - a fact that has clearlyshaped the way children learn,develope, and behave [...]" (Bavelier et al. 2011)
Photo: Horacio Silva
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The consumption and prevalence of videogames is increasing in society
Canada's Video GameIndustry 2015
Active Studios GDP Contribution (CAD)
(Entertainment Software Association of Canada 2015)
472 $3.0
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Considering the vast, expansive nature of technology, it isn’t
surprising that it would have a complex, multifaceted influence on
the development of today’s youth
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What does this mean fortoday's children?
What will bethe impact on
future generationsof technology
users?
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Reality: Evidence is insufficient
"The studies involving the more negative consequences [...] all involved children and adoescents whowere excessive users of videogames"
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(Griffith 2003)
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Current Researchsuggests video gameshave a prosocialinfluence ondevelopment (Anderson & Warburton2012)
Photo: Daniel Carberry
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Several studies have explored thepotential for video games as a
treatment for various forms of mentalillness (Fernandez-Aranda et al.
2012;Griffiths 2003)
Photo: Viktor Hanacek
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as well, early exposure to technology is important for
children to develop digital literacy (Marsh et al. 2015)
Photo: Lucélia Ribeiro
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How can one ensure positiveeffects for their child?
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Photo: Dooder
"[...] there is mounting evidence that videogames which model and involveparticipants in pro-social, helpingbehaviours can lead to increases in pro-
social behaviour in the short and longterm [...]" (Anderson and Warburton 2012)
Context Matters
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In an age where children are increasinglyInfluenced by technology...
...it is crucial for parents to engage with
their kids by providing clear context for
what their children consumePhoto: Kirsty Pargeter
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"Technology [...] hasevolved into the hub andhearth of family life"
(Catherine SteinerAdair quoted in Portrait of an efamily, Bielski 2013),
Photo: Jayne Booton
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Movement-based video games (NintendoWii) and puzzle games can help adults
improve cognitive ability(Kim et al. 2014; Shute
et al.)
Photo: Marion Beraudias
In Fact....
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And Let's Face it....
Photo: Lalesh Aldarwish
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Photo: StartupStockPhotos
Video games are fun!
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REFERENCES
Griffiths, Mark. (2003). The Therapeutic Use of Videogames in Childhood and Adolescence. Nottingham TrentUniversity, UK.
FernandezAranda, Fernando et al. (2012) Video games as a complementary therapy tool in mental
disorders: PlayMancer, a European multicentre study. Journal of Mental Health, Spain.
ESA Canada. (2015). Essential Facts about the Canadian Video Game Industry. Entertainment SoftwareAssociation of Canada.
Bavelier, Daphne et al. (2011). Children, Wired – for better and for worse. US National Library of Medicine,National Institutes of Health.
Anderson, Craig and Wayne Warburton (2012). “Chapter 3: The impact of Violent video games: An
overview” Growing Up Fast and Furious: Reviewing the Impacts of Violent and Sexualized media on
children. The Federation Press
Bielski, Zosia. 2013. Portrait of an efamily: How They’re making their hyperdigital lives work. The Globeand Mail.
Bambach, Matthew. (2013). Canada’s videogame industry ranks No. 3 worldwide. The Globe and Mail.
Marsh, Jackie et al. (2015). Young children’s initiation into family literacy practices in the digital age. Universityof Sheffield, UK.
Kim, Kyungo et al. (2014). Understanding older individuals’ emotional responses to new technology associated
with healthy lifestyle choice. Journal of Physical Education and Sport.
Shute, Valerie et al. (2015). The Power of play: The effects of Portal 2 and Luminosity on cognitive and on
cognitive skills. Computers & Education.
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PHOTOGRAPHY CREDIT
Freepik
Jan Vašek
Denis Temirgalin
Freepik Essentials
Kevin Dooley
Osckar EspinosaHoracio Silva
Viktor Hanacek
OpenClipartVectors
Daniel Carberry
Dooder
Kirsty Pargeter
Lucélia Ribeiro
Jayne Booton
Marion Beraudias
Lalesh Aldarwish
StartupStockPhotos
All photos were retrievedunder the CreativeCommons license