3 Matching Annotations
  1. Mar 2023
    1. Young people who were more impulsive, more socially inept and less empathetic to begin with were more likely to become excessive video game players. T

      I would have liked if the author explained the characteristic of the focus group. It could be the social awkwardness was due to a disability. Gaming could be the only way to interact without judgment. There are some mental disabilities that show propensities to isolation and less empathy. The statement is too general.

    2. We’ve always said these games should be used in moderation and should be a part of a well-rounded lifestyle, along with going outside to play, and reading, and doing schoolwork

      This statement echoes the need of healthy social interactions. Human beings are relational beings and excessive gaming hinders social skills and increase social awkwardness. The current spike of lifestyle diseases such as obesity, heart disease, hypertension, diabetes, certain cancers all point to physical activity not sedentary lifestyles.

    3. Rather, he says, in young people a range of mental health problems and what he calls “pathological gaming” may develop in tandem, much as illnesses like the flu and pneumonia can set off one another and lead to new problems.

      The negates a direct correlation between gaming and depression. He states that a myriad of problem propel young people into gaming which then leads to depression. The author does not appreciate the physiology of this population. These are people evolving physically and mentally. Daddy and mommy are no longer end all be all. They are trying to figure their bodies and minds. Gaming provides a source of camaraderie. Their minds are vulnerable and should not be viewed as an illness. When gaming does not meet the need of fellowship, then depression develops.