Access to *information technology* has increased significantly over recent decades, and the *youth* playing games on *gadgets* has *led to it's overuse* *as well*. The main problem this *has caused* is violence, and the most viable solution is a public awareness campaign warning parents about the dangers of *spending* their time on games.
The problem associated with the increased use of computer games is related to the violence factor they contain. Because, most of the games are rewarded for being intense, and this violence is increased again and again. This may lead to aggressive feelings, thoughts and behavior among them. For example, a recent government survey found that 82% parents find a very possessive behavior among their children who are spending much of their time on games.
To tackle this problem, the government should launch a publicity campaign in the media and schools to educate the dangers of using computer games. Additionally, parents need to take specific steps to avoid this. Furthermore, Games should be rated according to their content, so, parents should check this and ensure these children are not allowed to have access to unsuitable games. Even, They can set a limit on the length to play these games. An awareness campaign could shed some light on this challenging situation, and allow parents to be more open and honest about it. For instance, A similar initiative in Japan resulted in a 52% decrease in children's violent behavior because of parental support.
To conclude, spending more time on computer games is a significant issue that can result in children's bad behaviour. However, it can be addressed through educating their parents about the possible dangers.
Access to *information technology* has increased
significantly
over recent decades, and the *youth* playing
games
on *gadgets* has *led to it's overuse* *as wel
l*.
The main problem this *has caused* is violence, and the most viable solution is a public awareness campaign warning
parents
about the
dangers
of *spending* their time on games.
The problem associated with the increased
use
of computer
games
is related
to the violence factor they contain.
Because
, most of the
games
are rewarded
for being intense, and this violence
is increased
again and again. This may lead to aggressive feelings, thoughts and behavior among them.
For example
, a recent
government
survey found that 82%
parents
find a
very
possessive behavior among their children who are spending much of their time on games.
To tackle this problem, the
government
should launch a publicity campaign in the media and schools to educate the
dangers
of using computer
games
.
Additionally
,
parents
need to take specific steps to avoid this.
Furthermore
,
Games
should
be rated
according to their content,
so
,
parents
should
check
this and ensure these children are not
allowed
to have access to unsuitable
games
. Even, They can set a limit on the length to play these
games
. An awareness campaign could shed
some
light on this challenging situation, and
allow
parents
to be more open and honest about it.
For instance
, A similar initiative in Japan resulted in a 52% decrease in children's violent behavior
because
of parental support.
To conclude
, spending more time on computer
games
is a significant issue that can result in children's
bad
behaviour
.
However
, it can
be addressed
through educating their
parents
about the possible
dangers
.