Health+Perspective


 * Nintendo**

For decades, Nintendo has continued to reinvent the way the world participates in video games. From playing cards to the Nintendo Wii, gamers have had the honor of experiencing the revolution of Nintendo. Throughout its existence, creators of Nintendo have found ways to target its products not only to children, but to all ages. For over thirty years, users have had the ability to interact within the script of video games and create individual stories in an imaginary world. Unfortunately, those adventures have been guided with hand held remote controllers and no physical involvement. Requiring little to no physical activity, experts have questioned the negative health effects that could result of video game addiction. According to the Centers for Disease Control, "There has been a generational change. When I was a kid, there were three TV channels and they all played Watergate tapes. Today it's much more convenient to go through the drive-through while your kid plays his Game Boy in the back seat." Nintendo has transformed the classic way of playing video games into an interactive, physical activity to possibly improve the health of today's youth.


 * Violence in Video Games**

In past research, there have been studies that show that video games, especially those that incorporate violence, cause teens to become more aggressive. According to the Palo Alto Medical Foundation, "Part of the increase in aggressive behavior is linked to the amount of time children are allowed to play video games. In one study by Walsh (2000), a majority of teens admitted that their parents **do not impose a time limit** on the number of hours they are allowed to play video games. The study also showed that most parents are unaware of the content or the Entertainment Software Rating Board (ESRB) rating (see below) of the video games their children play. " Also, In another study conducted by Gentile, Lynch, Linder & Walsh (2004, p.6) "adolescent girls played video games for an average of 5 hours a week, whereas boys averaged 13 hours a week". The authors also stated that teens who play violent video games for extended periods of time:
 * Tend to be more aggressive
 * Are more prone to confrontation with their teachers
 * May engage in fights with their peers
 * See a decline in school achievements.

Although video games have been found to improve dexterity and computer literacy in a generation that is increasingly dependent upon technology, the negative physical, emotional, and mental health of adolescents are at risk.


 * Xbox 360 and Kinect Sensor**

By having similar Nintendo Wii features, the Xbox 360 has enhanced the way that children and adults engage in video games. According to a video game blog, "Using Kinect game for a change can warm up your body, as your body movements are vital for [|healthy] [|life], rather than sitting and working in one place for a change you can use Kinect to have some [|exercise] going on for your body." Rather than sitting and remaining immobile for several hours, the game console requires users to physically interact with the programs. By doing so, creators of Xbox are clearly seeing the correct way to target their audience.