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Cause and Effect Essay

**//B //**//**rainstorming: **//
*video games *time *family *gamers *social life *mental & physical health *problems *teenagers *sports *exercise *Responsibilities *excessive

//**Thesis statement: **////Playing video games excessively brings bad effects to ////<span style="font-family: Calibri,sans-serif;">physical ////<span style="font-family: Calibri,sans-serif;"> and ////<span style="font-family: Calibri,sans-serif;">mental ////<span style="font-family: Calibri,sans-serif;">health, and social life of gamers. **<span style="font-family: Calibri,sans-serif;">__Review how to use a serial comma.__ **//

**//<span style="font-family: Calibri,sans-serif;">Outline: //**

 * <span style="font-family: Calibri,sans-serif;">I: **<span style="font-family: Calibri,sans-serif;"> Playing in excess damages physical health.
 * <span style="font-family: Calibri,sans-serif;">A) **<span style="font-family: Calibri,sans-serif;"> It is not associated with exercise **//__Provide an example as to how playing in excess damages physical health.__//**
 * <span style="font-family: Calibri,sans-serif;">B) **<span style="font-family: Calibri,sans-serif;">Gamers are more prone to diseases. **//__Provide an example as to how playing in excess damages physical health.__//**


 * <span style="font-family: Calibri,sans-serif;">II: **<span style="font-family: Calibri,sans-serif;">Video games in excess also bring damages to mental health.
 * <span style="font-family: Calibri,sans-serif;">A) **<span style="font-family: Calibri,sans-serif;"> Some damages to the mental health **//__Like what?__//**
 * <span style="font-family: Calibri,sans-serif;">B) **<span style="font-family: Calibri,sans-serif;"> Poorer mental **//__How?__//**


 * <span style="font-family: Calibri,sans-serif;">III: **<span style="font-family: Calibri,sans-serif;">People have a lot of issues in their __lifes__. **//__How does this idea relate to the "social life of gamers"? Be more specific by saying "social life...".__//**
 * <span style="font-family: Calibri,sans-serif;">A) **<span style="font-family: Calibri,sans-serif;"> Neglect responsibilities
 * <span style="font-family: Calibri,sans-serif;">B) **<span style="font-family: Calibri,sans-serif;"> Social problems


 * //__Work on developing an outline that is more specific to your thesis statement.__//**

**<span style="font-family: Calibri,sans-serif;">Effects of playing video games **
<span style="font-family: Arial,Helvetica,sans-serif;">“Video games are a ** waste **of time for men with nothing else to do.”- RAY BRADBURY-. Video games have always been part of the life of people since that they are created. Spend a lot of time in this activity is worse than people think because is an addiction like alcoholism and drug addiction. Playing video games excessively brings bad effects to physical and mental health, and social life of gamers.

<span class="wiki_link_ext" style="font-family: Arial,Helvetica,sans-serif;">Playing video games in excess bring damages to physical health because gamers are always in a state of rest. “Video game use was not associated with reported amount of physical exercise” (Mentzoni, Brunborg, Geir, Molde, Myrseth, Skouverøe, Hetland, & Pallesen, 2011, p. 591). This studio has as outcome that gamers are more **prone** to diseases (Mentzoni, Brunborg, Geir, Molde, Myrseth, Skouverøe, Hetland, & Pallesen, 2011). They are more prone to have a life with unhealthy because this activity makes the gamer a sedentary person, avoid sports and have a **weaker** immune system that non-gamers. This activity also brings damages to mental health of gamers.

<span class="wiki_link_ext" style="font-family: Arial,Helvetica,sans-serif;">Video games in excess also bring serious damages to mental health. Some of them are distress, anxiety and depression. (Mentzoni, Brunborg, Geir, Molde, Myrseth, Skouverøe, Hetland, & Pallesen, 2011). Excessive gamers also has reported suffering poorer mental in comparison with non-gamers (Allahverdipour, Bazargan, Farhadinasab, & Moeini, 2010). These effects make that gamers do not have emotional stability, which bring with it that the gamer have problems of self-esteem. Neglecting another activities like school or family make that the gamer have problematic behaviors.

<span style="font-family: Arial,Helvetica,sans-serif;">People who spend a lot of time to video games have a lot of issues in their __lifes__. ”Studies have related video game use to elevated drug and alcohol use, lower interpersonal relationship quality, problems at school, reduced sleep time, limited <span style="color: #0000ff; font-family: Arial,Helvetica,sans-serif;">**leisure** <span style="font-family: Arial,Helvetica,sans-serif;">activities, **//__Watch your spacing.__//** and suicide ideation” ( Mentzoni,Brunborg, Geir, Molde, Myrseth, Skouverøe, Hetland, & Pallesen, 2011, p. 591). Also the use of violent video games expose the player have a aggressive behavior (Allahverdipour, Bazargan, Farhadinasab, & Moeini, 2010). All of these aspects bring a life of poor quality, affecting not only themselves, but also to people around them. In these cases, gamers need to be helped by their families because this hobby has become an addiction.

<span style="font-family: Arial,Helvetica,sans-serif;">Video games maybe are the worst hobby among teenagers. Video games can have a lot of influence in the life of gamers. People know that video games can be addictive, but they also should know that the excesses instead of bring benefits, ** handicap ** their lives. People must have more control on their hobbies in order to have more control on their lives.

**<span style="font-family: Calibri,sans-serif;">References **
<span style="font-family: Calibri,sans-serif;">Allahverdipour, H., Bazargan, M., Farhadinasab, A., & Moeini, B. (2010). Correlates of video games playing among adolescents in an Islamic country. //BMC Public Health//, //10,// 286-292.

<span style="font-family: Calibri,sans-serif;">Mentzoni R., Brunborg G., Molde H., Myrseth H., Skouverøe K., Hetland J., & Pallesen S. (2011). Problematic Video Game Use: Estimated Prevalence and Associations with Mental and Physical Health. //CyberPsychology, Behavior & Social Networking//, //14//(10), 591-596.