# data[].attributes.body
"Clearly, certain forms of media such as violent video games are not appropriate for children, and games should be played in moderation" (Sweetser 2).

# data[].attributes.body
"Parents should monitor the amount of time and type of games children play on game consoles and computers" (Sweetser 2).

# data[].attributes.headline
Video games are beneficial for children because it boosts their self-esteem, improves the social engagement, and motivates them to be more active outside.

# data[].attributes.subject
Video games are beneficial for children because it boosts their self-esteem, improves the social engagement, and motivates them to be more active outside.

# data[].attributes.body
"The paper, Active versus Passive Screen Time for Young Children, published in the Australian Journal for Early Childhood showed the majority of children aged two to five exceeded government recommendations of a maximum of one hour of 'screen time' per day" (Sweetser 1).

# data[].attributes.body
"This distinction provides a more accurate classification of screen time and a better lens through which to consider the benefits and detrimental effects for young children" (Sweetser 2).

Article

# data[].attributes.body
"Emerging research has shown that active video games such as Nintendo Wii, Sony PlayStation Move, and the XBOX Kinect can be used to motivate young children to exercise and be more active outside of the game setting" (Sweetser 2).

# data[].attributes.body
"Video games are a mainstream pastime. More than 92 per cent of Australian homes have at least one device for playing videogames" (Sweetser 2).

# data[].attributes.body
"Dr Johnson said while watching television was a 'passive' experience, video and computer games were interactive, with research showing it boosted children's self-esteem, cognitive skills such as problem-solving and, in some cases, physical activity levels" (Sweetser 1).

# data[].attributes.body
"Their analysis of data from the Longitudinal Study of Australian Children found children in this age group spent, on average, some two to three hours watching television compared to less than a half hour playing video games or using computers." (Sweetser 1).

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"When kids are asked, in focus groups and surveys, what they like about video games, they generally talk about freedom, self-direction, and competence.[11] In the game, they make their own decisions and strive to meet challenges that they themselves have chosen. At school and in other adult-dominated contexts they may be treated as idiots who need constant direction, but in the game they are in charge and can solve difficult problems and exhibit extraordinary skills. In the game, age does not matter, but skill does. In these ways, video games are like all other forms of true play."(Gray,6)

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"A large-scale study in four cities in Holland showed--contrary to what I assume was the initial hypothesis--that kids who had a computer and/or a television set in their own room were significantly more likely to play outside than were otherwise similar kids who didn't have such easy and private access to screen play.
[2] A study by the Pew Research Center concluded that video games, far from being socially isolating, serve to connect young people with their peers and to society at large.
[3] Other research has documented, qualitatively, the many ways that video games promote social interactions and friendships.
[4] Kids make friends with other gamers, both in person and online. They talk about their games with one another, teach one another strategies, and often play together, either in the same room or online."(Gray,5)

# data[].attributes.headline
Video games benefit children, study finds

# data[].attributes.subject
Video games benefit children, study finds

# data[].attributes.body
AGAINST

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"In fact, systematic surveys have shown that regular video-game players are, if anything, more physically fit, less likely to be obese, more likely to also enjoy outdoor play, more socially engaged, more socially well-adjusted, and more civic minded than are their non-gaming peers."(Gray,4)

# data[].attributes.headline
The Many Benefits, for Kids, of Playing Video Games(For)

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The Many Benefits, for Kids, of Playing Video Games(For)

# data[].attributes.headline
The Many Benefits, for Kids, of Playing Video Game(Against)

# data[].attributes.subject
The Many Benefits, for Kids, of Playing Video Game(Against)

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(1) are socially isolating, (2) reduce opportunities for outdoor activities and thereby lead to obesity and poor physical health, and (3) promote violence in kids, if the games have violent content.

# data[].attributes.body
"Clearly, certain forms of media such as violent video games are not appropriate for children, and games should be played in moderation," she said.

# data[].attributes.body
Dr Sweetser said parents should monitor the amount of time and type of games children play on game consoles and computers.

# data[].attributes.headline
Video games benefit children, study finds

# data[].attributes.subject
Video games benefit children, study finds

# data[].attributes.body
AGAINST

# data[].attributes.body
"The most common complaints about video games are that they (1) are socially isolating, (2) reduce opportunities for outdoor activities and thereby lead to obesity and poor physical health, and (3) promote violence in kids, if the games have violent content. "(Gray,4)
Reasoning:
On the face of it, of course, the first two of these claims should be truer of book reading than of video gaming. Concerning the third claim, I don't see any obvious reason why pretend murder of animated characters in video games should be any more likely to provoke real murder than, say, reading Shakespeare's account of Hamlet's murder of his stepfather. Yet we make kids read Hamlet in school.

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"There is a lot of negative press about gaming and that's not well-supported. Where there is a negative effect, research shows it's on the minority of people," he said.
(Pg 2).

# data[].attributes.body
Dr Johnson said while watching television was a 'passive' experience, video and computer games were interactive, with research showing it boosted children's self-esteem, cognitive skills such as problem-solving and, in some cases, physical activity levels.
(Pg 1).

# data[].attributes.body
The paper, Active versus Passive Screen Time for Young Children, published in the Australian Journal for Early Childhood showed the majority of children aged two to five exceeded government recommendations of a maximum of one hour of 'screen time' per day.
(Sweetser 1).

# data[].attributes.body
Their analysis of data from the Longitudinal Study of Australian Children found children in this age group spent, on average, some two to three hours watching television compared to less than a half hour playing video games or using computers.
(Pg 1).

# data[].attributes.headline
Video games benefit children, study finds

# data[].attributes.subject
Video games benefit children, study finds

# data[].attributes.body
FOR

# data[].attributes.headline
Video games benefit children, study finds

# data[].attributes.subject
Video games benefit children, study finds

# data[].attributes.body
FOR

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"I know well a kid who, for years, spent hours per day watching television shows that I thought were really disgustingly dumb; but, over time, I discovered that she was getting a lot out of them. They were making her think in new ways.
(Gray,2)