Our primary mission is to help parents make informed decisions about the video games and apps their children play. Our Advertising Review Council actively enforces industry-adopted advertising guidelines, and our Privacy Certified program helps ensure responsible web and mobile privacy practices.
Others think this comparison to gambling is flawed because there may not be financial or material losses involved with playing video games. In addition, winning a video game may require cognitive skills and sharp reflexes, while winning at gambling is mainly a matter of chance.
Video game addiction can affect children, teens and adults, although adults are most likely to have this condition. People assigned male at birth are more likely to have video game addiction than people assigned female at birth.
So far, researchers think the process of playing and winning video games may trigger a release of dopamine. Dopamine is a brain chemical (neurotransmitter) that plays a key role in several bodily functions, including pleasurable reward and motivation. Dopamine is the same neurotransmitter involved in other use disorders, including gambling disorder and substance use disorder.
Blood and gore. Intense violence. Strong sexual content. Use of drugs. These are just a few of the phrases that the Entertainment Software Rating Board (ESRB) uses to describe the content of several games in the Grand Theft Auto series, one of the most popular video game series among teenagers. The Pew Research Center reported in 2008 that 97% of youths ages 12 to 17 played some type of video game, and that two-thirds of them played action and adventure games that tend to contain violent content. (Other research suggests that boys are more likely to use violent video games, and play them more frequently, than girls.) A separate analysis found that more than half of all video games rated by the ESRB contained violence, including more than 90% of those rated as appropriate for children 10 years or older.
Given how common these games are, it is small wonder that mental health clinicians often find themselves fielding questions from parents who are worried about the impact of violent video games on their children.
The view endorsed by organizations such as the American Academy of Pediatrics (AAP) and the American Academy of Child & Adolescent Psychiatry (AACAP) is that exposure to violent media (including video games) can contribute to real-life violent behavior and harm children in other ways. But other researchers have questioned the validity or applicability of much of the research supporting this view. They argue that most youths are not affected by violent video games. What both sides of this debate agree on is that it is possible for parents to take steps that limit the possible negative effects of video games.
In its most recent policy statement on media violence, which includes discussion of video games as well as television, movies, and music, the AAP cites studies that link exposure to violence in the media with aggression and violent behavior in youths. The AAP policy describes violent video games as one of many influences on behavior, noting that many children's television shows and movies also contain violent scenes. But the authors believe that video games are particularly harmful because they are interactive and encourage role-playing. As such, the authors fear that these games may serve as virtual rehearsals for actual violence.
In recent years, however, other researchers have challenged the popular view that violent video games are harmful. Several of them contributed papers to a special issue of the Review of General Psychology, published in June 2010 by the American Psychological Association.
Other researchers have challenged the association between violent video game use and school shootings, noting that most of the young perpetrators had personality traits, such as anger, psychosis, and aggression, that were apparent before the shootings and predisposed them to violence. These factors make it more difficult to accept the playing of violent games as an independent risk factor. A comprehensive report of targeted school violence commissioned by the U.S. Secret Service and Department of Education concluded that more than half of attackers demonstrated interest in violent media, including books, movies, or video games. However, the report cautioned that no particular behavior, including interest in violence, could be used to produce a "profile" of a likely shooter.
Personality. Two psychologists, Dr. Patrick Markey of Villanova University and Dr. Charlotte Markey of Rutgers University, have presented evidence that some children may become more aggressive as a result of watching and playing violent video games, but that most are not affected. After reviewing the research, they concluded that the combination of three personality traits might be most likely to make an individual act and think aggressively after playing a violent video game. The three traits they identified were high neuroticism (prone to anger and depression, highly emotional, and easily upset), disagreeableness (cold, indifferent to other people), and low levels of conscientiousness (prone to acting without thinking, failing to deliver on promises, breaking rules).
Although adults tend to view video games as isolating and antisocial, other studies found that most young respondents described the games as fun, exciting, something to counter boredom, and something to do with friends. For many youths, violent content is not the main draw. Boys in particular are motivated to play video games in order to compete and win. Seen in this context, use of violent video games may be similar to the type of rough-housing play that boys engage in as part of normal development. Video games offer one more outlet for the competition for status or to establish a pecking order.
More developers are starting to include multiple difficulties, graphics, and accessibility options on console games. Instead of configuring each of these settings every time you load up a new game, you can automatically select your settings using game presets.
To find them, follow Settings > Saved Data and Game/App Settings > Game Presets. Here, you can choose to use resolution or performance mode for games that support both, as well as set your default difficulty (easiest, hardest, etc.). Additionally, you can set inverted camera movement on the X and/or Y axis for both first-person and third-person games, as well as set your default game language and if you want subtitles or not.
The PS5 automatically saves a video whenever you earn a trophy. By default, the video is 15 seconds long, capturing the seconds leading up to the trophy popping. In addition to the video, your PS5 will take a screenshot, too.
Like the PS4 Pro, the PS5 has Boost Mode for PS4 games. Boost Mode gives your PS4 games a little extra oomph in the visual department, as well as provides higher frame rates and faster loading times. Unlike the PS4 Pro, Boost Mode is enabled by default on the PS5.
Like the PS4, the PS5 has High-bandwidth Digital Content Protection (HDCP) turned on by default. HDCP is an HDMI feature that protects copyrighted content from being distributed through an external capture device. Basically, it ensures that whatever content is going to your screen goes solely to your screen and nowhere else.
If you previously owned a PS4, you may be a bit familiar with this feature. If not, on your PS5, you can log in to your account straight from your profile selection screen, even if your console is offline. All you need to do is choose your profile and press down on the Start button. At that point, a menu will appear and prompt you to select Online, Busy, or Offline for your login.
In the analysis that follows, we investigate more deeply the role of video games in teen friendships, with a particular focus on the way in which gaming spaces impact and contribute to friendships among boys.
Video games are not simply entertaining media; they also serve as a potent opportunity for socializing for teens with new friends and old. Fully 83% of American teens who play games say they play video games with others in the same room, with 91% of boys and 72% of girls doing so. And boys do this more frequently. Drilling down, 16% of boys play games this way every day or almost every day, compared with just 5% of girls. A third (35%) of boys say they play together with others on a weekly basis, compared with 15% of girls who report in-person group play this often. Indeed, more than a quarter (27%) of girls who play video games say they never play with other people who are in the same room, while just 8% of boys say this.
Not only are boys more likely than girls to play games with others over a network, they do so with much greater frequency. While a third (34%) of boys play video games with others over a network daily or almost every day, only 8% of girls do. Another third of boys (33%) play with others over a network weekly, while 10% of girls report playing this way. Girls who play games, on the other hand, are most likely to report that they play networked games with others less often than monthly (27%) or that they never play in such a manner (47%).
Teens from families earning less than $50,000 annually are more likely to say they feel relaxed and happy when they play games online with others with nine-in-ten (90%) teen online gamers from lower-income households saying they feel that way, compared with 78% of networked teen gamers from wealthier households.
Many video games require some serious strategy and concentration. If you have ever built your own civilization in Minecraft or fought for your life in Fortnite, you know how important it is to remember where you found specific resources or where you need to go next. With 3D graphics and immersive audio, video game environments are extremely rich in stimuli. Navigating the virtual world of video games is now very similar to navigating the real world. In fact, exploring video game universes can have a positive impact on memory in your everyday life. 2b1af7f3a8