For every action, there is an equal and opposite reaction. This concept is the Third Law of Motion that was solidified by Sir Isaac Newton in 1687. This idea is also a perfect example of cause and effect because an action causes a reaction. The effect, in this case, is the reaction. In today’s world, there are many examples of cause and effect that a person can relate too. For example, take a look at the all too common Smartphone craze. A new phone is developed and released. This in turn, can compel someone to stand in line for days just to get their hands on one. Thus, showing the cause and effect. Video games also have cause and effect situations. Such as a child defeating a game’s boss then the child beats …show more content…
As reported by Cynthia L. Ogden and her fellow authors, seventeen percent of children as well as one-third of adults in America alone are considered obese. (806) This is unfortunate because most of the younger population has grown up in the digital era and most likely play video games on regular basis. To show how playing video games correlates with a higher risk of obesity, a Youth Risk Behavior Survey (YRBS) was administered in 2003 by the Centers for Disease Control and Prevention (CDC). (Atherton and Metcalf 62) The YRBS survey was completed by 14,106 out of the initial 15,142 high school students with the average age being around 16 for both sexes. This data collection tool consisted of questions ranging from what one’s diet is to exercising consistency. Furthermore, it asked “On an average school day, how many hours do you play video or computer games or use a computer for something that is not school work?” (Atherton and Metcalf 65) After review, the data showed “odds ratios were elevated for those reporting 5 or more hours of video/computer game playing per typical school day.” (Atherton and Metcalf 63, 66) This statement proves that a child has a higher obesity risk if he or she plays video …show more content…
This is a significant problem because most of the children in the world attend some form of educational institution. In 2009, a group of researchers, headed by Somchit Jaruratanasiriku, begged the question as to whether or not school performance was affected by the amount of time spent playing a video game. (Jaruratanasirikul, Wongwaitaweewong, and Sangsupawanich 509) In 2009, these three Thai doctors administered a survey to five schools in the Hat-Yai area of Thailand. 1,492 ended up completing the questionnaire. From the returned surveys, the authors concluded that “the results of our study do demonstrate a negative correlation between the time spent playing electronic games and school performance.” (Jaruratanasirikul, Wongwaitaweewong, and Sangsupawanich 512)
--Finish by talking about Anand’s study and include “This research suggests that video games may have a detrimental effect on an individual’s GPA” somehow. Paragraph 5 –