HPE162 Study Guide - Quiz Guide: Postal Voting, Malcolm Turnbull, Guttmacher Institute

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Tutorial Reflection B
Should Gaming be banned for children under 16 years of age
Research shows that living a sedentary lifestyle, which can be a result of gaming too much,
can lead to cardiac diseases and obesity. (Mehroof & Griffiths, 2010). Along with these
mental disorders branch off from obesity, usually due to a lack of self-confidence in one’s
appearance. As a result of body image due to a sedentary lifestyle and hence obesity, more
recent studies are looking into the link between gaming and how it can enhance certain
personality traits. (WHO, 2017).
Roughly 81% of adolescent males compared to 36.4% of adolescent females have played
video games at one point in there life. With roughly 94% of children between the ages of 6
and 15 years play games online. It is shown that the larger, more developed countries such as
Japan, Korea, and the USA have a huge gaming revenue. Gaming revenue is calculated as
‘per county divided by the number of online citizens per country’. For example, Japans
gaming revenue is $120/person. Korea is a step down with $79/person and the US, not far
behind Korea with a gaming revenue of $74/person. ("Blacklisted: the world's banned video
games", 2017). The social determinant that relates to this topic is social gradient and
unemployment because if gaming was to be banned it will make the companies employers
would either be earning a very low income or be put out of work.
My initial stance to this topic was to ban the gaming for children under the age of 16 because
the negative health impacts gaming poses for children shaped my opinion, these ranging from
obesity and a sedentary lifestyle through to mental health. As a generalisation, children of
generation Z are a lot less active when compared to previous generations. This comes down
to the advancement in technology, which coincides with increased gaming.
However gaming does have positives, especially in terms of education It would also be very
hard to police and I feel despite the health effects, banning it is a too drastic action. Instead,
we should teach self-control to children under the age of 16 and limit the amount of gaming
as opposed to banning it as a whole.
Studies show that currently, gaming is legal though restrictions do apply in many countries.
For example, in Australia, the law prohibits the sale of video games that promote any illegal
activity to viewers under the age of 16 years. In China, a law prohibits video games that “hurt
China’s national dignity and interests”. In Germany, the law prohibits the use of any symbols
of unconstitutional organizations. ("Blacklisted: the world's banned video games", 2017).
Currently, these policies are more aimed at banning the games, that are deemed inappropriate
depending on the particular culture. As not one country to date has banned the gaming for
children under the age of 16 years as a whole, we don't know the follow-on effects of such a
drastic change if the topic was to be banned. ("Blacklisted: the world's banned video games",
2017).
There are a number of negative impacts gaming for children under the age of 16 years pose,
such as a decreased revenue for the gaming companies, an increased unemployment rate from
the gaming companies, it would be extremely hard to police because there are so many
children who have access to an electronic device to play online games. If gaming was to be
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banned overall, some of the online games children are playing do offer an educational aspect
and some sort of discipline to the children. (Quora, 2016)
However, if the gaming for children under the age of 16 was to be banned, the positive
impact is there will be a decrease in the number of health-related issues such as obesity and
sedentary lifestyle diseases and mental disorders. There will also be more children playing
outside and becoming more aware of the environment around them. (Quora, 2016)
In conclusion, my stance has not changed for the issue of to banning the gaming for children
under the age of 16 because I believe that gaming does, in fact, have some positives,
especially in terms of education. It would also be very hard to police and I feel despite the
health effects, banning it is a too drastic action. Instead, we should teach self-control to
children under the age of 16 and limit the amount of gaming as opposed to banning it as a
whole.
Introducing free condom vending machines into all secondary schools, pubs
and clubs
My initial stance to this topic is that giving away free condoms in schools, pubs and clubs
encourages underage sex but is an effective measure in preetig “TI’s ad uated
pregnancies. Not only is it hard to regulate who is receiving them, it is very important that in
pus ad lus the are used i the right sese to help preet “TI’s “euall Trasitted
Infections) and unwanted pregnancy. Engaging in sexual activity must be agreed by both
partners, especially if the age at which a person is considered legally competent with
another person, or for example in Western Australia, the age of consent is 16 years for both
males and females. (Youth Legal Service, 2015).
In other countries, the age of consent does vary, for example in Austria, Bulgaria, Germany
and Portugal the age of consent is 14 years compared to Malta, Turkey, Vatican City with 18
years. (Wikipedia, 2017). Laws on condoms in Zambia, state that the former president
does’t eliee i odos eause it is a sig of eak orals o the part of the user.
Other fators state that eause of )aia’s etree Christia ideologies ad ati-condom
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Document Summary

Should gaming be banned for children under 16 years of age. Research shows that living a sedentary lifestyle, which can be a result of gaming too much, can lead to cardiac diseases and obesity. (mehroof & griffiths, 2010). Along with these mental disorders branch off from obesity, usually due to a lack of self-confidence in one"s appearance. As a result of body image due to a sedentary lifestyle and hence obesity, more recent studies are looking into the link between gaming and how it can enhance certain personality traits. (who, 2017). Roughly 81% of adolescent males compared to 36. 4% of adolescent females have played video games at one point in there life. With roughly 94% of children between the ages of 6 and 15 years play games online. It is shown that the larger, more developed countries such as. Japan, korea, and the usa have a huge gaming revenue. Per county divided by the number of online citizens per country".