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"Some teachers are alarmed by what they see. Marcia Blondel, a veteran English teacher, has resorted to having students read aloud in class because many lack the attention span to read assignments on their own."     (Richtel 39)

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"On any given day, 64 percent of babies and toddlers are watching TV and videos, averaging slightly over two hours of watching a day." (Desler 82).

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Step Away from the Screen (Against) Statistic

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Step Away from the Screen (Against) Statistic

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"Studies show that screen time for children under 3 is linked to language delays." (Desler 81).

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Attached to Technology and Paying a Price Statistic

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Attached to Technology and Paying a Price Statistic

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"At home, people consume 12 hours of media a day on average, when an hour spent with, say, the Internet and TV simultaneously counts as two hours." (Ritchel 71).

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“If it weren’t for the Internet, I’d focus more on school and be doing better academically,” he says. But thanks to the Internet, he says, he’s discovered and pursued his passion: film making.     (Vishal 39)

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Attached to Technology and Paying a Price (Against) Anecdote

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Attached to Technology and Paying a Price (Against) Anecdote

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"He goes to sleep with a laptop or iPhone on his chest, and when he wakes, he goes online." (Ritchel 70).

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(according to Jay Giedd, neuroscientist at the National Institute of mental health)The greatest benefits of the digital revolution will stem from ease of information access - never before has so much information been available to so many. Increasingly ubiquitous and immediate access to information has profound implications for how to optimize our educational system. “Google it” is sound advice to begin learning about any topic imaginable. Amazing free content, such as through the Khan Academy’s math curriculum videos (www.khanacademy.org) or TED talks compilation of lectures from leading thinkers (www.ted.com), provide unprecedented access to the finest ideas and knowledge the world has to offer

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Attached to Technology and Paying a Price (Against) Fact

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Attached to Technology and Paying a Price (Against) Fact

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"Scientists say juggling e-mail, phone calls and other incoming information can change how people think and behave. " (Ritchel 67)

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Step Away from the screen (Against) Fact

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Step Away from the screen (Against) Fact

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"research also finds that children who spend less time watching television early on tend to do better in school, have a healthier diet, and be more physically active" (Desler 85)

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"People who showed greater activation in the brain also told us that they liked it more. So in real rtime, in the very moment your brain gets something that it likes, it will make you think its better. In future circumstances your brain will remember you'll like it, so it'll bias your decisions towards getting more of the reward later.

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Step Away from the screen (Against) Fact

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Step Away from the screen (Against) Fact

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"For older children, screen time not only exposes them to a slew of fast food and snack food ads, it replaces time that used to be spent running around and playing. So it's not surprising that studies find screen time is an important risk factor in childhood obesity. According to one study, for each hour of television viewing per day, children consume an additional 167 calories on average. That's a little more than the calories found in a 1-ounce bag of cheese puffs"
(Desler 82)

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Why Facebook Can Actually Be Good for Mental Health (For) Expert Quote

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Why Facebook Can Actually Be Good for Mental Health (For) Expert Quote

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"Dr Good’s study has concluded that looking at comforting photos, known as reminiscent therapy, could be an effective method of treating mental health. […]" (Mukherjee 66)

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Step Away from the screen (Against) Fact

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Step Away from the screen (Against) Fact

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"Research also shows that babies and preschoolers who spend time in front of a screen spend less time interacting with their parents and less time in creative play -- activities that are essential for learning and development. Studies show that screen time for children under 3 is linked to language delays."
(Desler 81)

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Why Facebook Can Actually Be Good for Mental Health (For) Anecodote

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Why Facebook Can Actually Be Good for Mental Health (For) Anecodote

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"“The pictures we often post are reminders of a positive past event. When in the grip of a negative mood, it is too easy to forget how good we often feel. Our positive posts can remind us of this.”
(Mukherjee 66)

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“I’ll be reading a book for homework and I’ll get a text message and pause my reading and put down the book, pick up the phone to reply to the text message, and then 20 minutes later realize, ‘Oh, I forgot to do my homework.’ ” (Richtel 38)

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Step Away from the screen (Against) Statistics

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Step Away from the screen (Against) Statistics

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"8- to 18-year-olds take in an average of 7.2 hours of screen media per day--an increase of 2.5 hours in 10 years"     (Desler 81)

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Step Away from the screen (Against) Statistics

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Step Away from the screen (Against) Statistics

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"preschoolers spend between 2.2 and 4.6 hours per day using screen media"
(Desler 81).

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Step away from the screen  (Against) Statistics

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Step away from the screen  (Against) Statistics

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"64 percent of babies and toddlers are watching TV and videos, averaging slightly over two hours of watching a day" (Desler 81).

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Dr Penny Sweeter states, "research found active screen time involved cognitively or physically engaging screen-based activities, such as playing video games or completing homework on a computer. Also, parents should monitor the amount of time and type of games children play on game consoles and computers."

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Dr Penny Sweetser says playing video games required 'active' participation and should be classed differently to television.

(Medical Xpress)-Children could be better off playing video games this holiday season than watching television, a QUT study shows.

Dr Penny Sweetser, Dr Daniel Johnson and Dr Peta Wyeth, from QUT's Games Research and Interaction Design (GRID) Lab, investigated the amount of time children spent watching television and DVDs compared to video game and computer use.

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.

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.

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.

"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.

"Video games are a mainstream pastime. More than 92 per cent of Australian homes have at least one device for playing videogames.

"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."

Dr Sweetser said computer use and video game play should not be classed as the same type of activity as watching television.

She said screen-time recommendations, which are based on the sum of all screen-related activities, should be divided into two categories, active and passive screen time.

The research found active screen time involved cognitively or physically engaging screen-based activities, such as playing video games or completing homework on a computer.

"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," she said.

Dr Sweetser said parents should monitor the amount of time and type of games children play on game consoles and computers.

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

Provided by: Queensland University of Technology

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Video games benefit children, study finds

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(Medical Xpress)-Children could be better off playing video games this holiday season than watching television, a QUT study shows. Dr Penny Sweetser, Dr Daniel Johnson and Dr Peta Wyeth, from QUT's Games Research and Interaction Design (GRID) Lab, investigated the amount of time children spent watching television and DVDs compared to video game and computer use.

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What the Internet Is Doing to Our Brains’    (Against) Fact(s)

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What the Internet Is Doing to Our Brains’    (Against) Fact(s)

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"recent discoveries about what brain scientists call neuroplasticity really helped kind of unravel that conundrum, because what brain scientists have discovered over the last couple of decades is that even as adults our brains are very malleable, very plastic and they are constantly adapting down at the cellular level "
(Carr 84).

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The risk, they say, is that developing brains can become more easily habituated than adult brains to constantly switching tasks — and less able to sustain attention.

“Their brains are rewarded not for staying on task but for jumping to the next thing,” said Michael Rich, an associate professor at Harvard Medical School and executive director of the Center on Media and Child Health in Boston. And the effects could linger: “The worry is we’re raising a generation of kids in front of screens whose brains are going to be wired differently.”

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Researchers say the lure of these technologies, while it affects adults too, is particularly powerful for young people. The risk, they say, is that developing brains can become more easily habituated than adult brains to constantly switching tasks - and less able to sustain attention.

"Their brains are rewarded not for staying on task but for jumping to the next thing," said Michael Rich, an associate professor at Harvard Medical School and executive director of the Center on Media and Child Health in Boston. And the effects could linger: "The worry is we're raising a generation of kids in front of screens whose brains are going to be wired differently."

But even as some parents and educators express unease about students' digital diets, they are intensifying efforts to use technology in the classroom, seeing it as a way to connect with students and give them essential skills. Across the country, schools are equipping themselves with computers, Internet access and mobile devices so they can teach on the students' technological territory.

It is a tension on vivid display at Vishal's school, Woodside High School, on a sprawling campus set against the forested hills of Silicon Valley. Here, as elsewhere, it is not uncommon for students to send hundreds of text messages a day or spend hours playing video games, and virtually everyone is on Facebook.

The principal, David Reilly, 37, a former musician who says he sympathizes when young people feel disenfranchised, is determined to engage these 21st-century students. He has asked teachers to build Web sites to communicate with students, introduced popular classes on using digital tools to record music, secured funding for iPads to teach Mandarin and obtained $3 million in grants for a multimedia center.

He pushed first period back an hour, to 9 a.m., because students were showing up bleary-eyed, at least in part because they were up late on their computers. Unchecked use of digital devices, he says, can create a culture in which students are addicted to the virtual world and lost in it.

"I am trying to take back their attention from their BlackBerrys and video games," he says. "To a degree, I'm using technology to do it."

The same tension surfaces in Vishal, whose ability to be distracted by computers is rivaled by his proficiency with them. At the beginning of his junior year, he discovered a passion for filmmaking and made a name for himself among friends and teachers with his storytelling in videos made with digital cameras and editing software.

He acts as his family's tech-support expert, helping his father, Satendra, a lab manager, retrieve lost documents on the computer, and his mother, Indra, a security manager at the San Francisco airport, build her own Web site.

But he also plays video games 10 hours a week. He regularly sends Facebook status updates at 2 a.m., even on school nights, and has such a reputation for distributing links to videos that his best friend calls him a "YouTube bully."

Several teachers call Vishal one of their brightest students, and they wonder why things are not adding up. Last semester, his grade point average was 2.3 after a D-plus in English and an F in Algebra II. He got an A in film critique.

"He's a kid caught between two worlds," said Mr. Reilly - one that is virtual and one with real-life demands.

Vishal, like his mother, says he lacks the self-control to favor schoolwork over the computer. She sat him down a few weeks before school started and told him that, while she respected his passion for film and his technical skills, he had to use them productively.

"This is the year," she says she told him. "This is your senior year and you can't afford not to focus."

It was not always this way. As a child, Vishal had a tendency to procrastinate, but nothing like this. Something changed him.
Growing Up With Gadgets
When he was 3, Vishal moved with his parents and older brother to their current home, a three-bedroom house in the working-class section of Redwood City, a suburb in Silicon Valley that is more diverse than some of its elite neighbors.

Thin and quiet with a shy smile, Vishal passed the admissions test for a prestigious public elementary and middle school. Until sixth grade, he focused on homework, regularly going to the house of a good friend to study with him.

But Vishal and his family say two things changed around the seventh grade: his mother went back to work, and he got a computer. He became increasingly engrossed in games and surfing the Internet, finding an easy outlet for what he describes as an inclination to procrastinate.

"I realized there were choices," Vishal recalls. "Homework wasn't the only option."

Several recent studies show that young people tend to use home computers for entertainment, not learning, and that this can hurt school performance, particularly in low-income families. Jacob L. Vigdor, an economics professor at Duke University who led some of the research, said that when adults were not supervising computer use, children "are left to their own devices, and the impetus isn't to do homework but play around."

Research also shows that students often juggle homework and entertainment. The Kaiser Family Foundation found earlier this year that half of students from 8 to 18 are using the Internet, watching TV or using some other form of media either "most" (31 percent) or "some" (25 percent) of the time that they are doing homework.

At Woodside, as elsewhere, students' use of technology is not uniform. Mr. Reilly, the principal, says their choices tend to reflect their personalities. Social butterflies tend to be heavy texters and Facebook users. Students who are less social might escape into games, while drifters or those prone to procrastination, like Vishal, might surf the Web or watch videos.

The technology has created on campuses a new set of social types - not the thespian and the jock but the texter and gamer, Facebook addict and YouTube potato.

"The technology amplifies whoever you are," Mr. Reilly says.

For some, the amplification is intense. Allison Miller, 14, sends and receives 27,000 texts in a month, her fingers clicking at a blistering pace as she carries on as many as seven text conversations at a time. She texts between classes, at the moment soccer practice ends, while being driven to and from school and, often, while studying.

Most of the exchanges are little more than quick greetings, but they can get more in-depth, like "if someone tells you about a drama going on with someone," Allison said. "I can text one person while talking on the phone to someone else."

But this proficiency comes at a cost: she blames multitasking for the three B's on her recent progress report.

"I'll be reading a book for homework and I'll get a text message and pause my reading and put down the book, pick up the phone to reply to the text message, and then 20 minutes later realize, 'Oh, I forgot to do my homework.' "

Some shyer students do not socialize through technology - they recede into it. Ramon Ochoa-Lopez, 14, an introvert, plays six hours of video games on weekdays and more on weekends, leaving homework to be done in the bathroom before school.

Escaping into games can also salve teenagers' age-old desire for some control in their chaotic lives. "It's a way for me to separate myself," Ramon says. "If there's an argument between my mom and one of my brothers, I'll just go to my room and start playing video games and escape."

With powerful new cellphones, the interactive experience can go everywhere. Between classes at Woodside or at lunch, when use of personal devices is permitted, students gather in clusters, sometimes chatting face to face, sometimes half-involved in a conversation while texting someone across the teeming quad. Others sit alone, watching a video, listening to music or updating Facebook.

Students say that their parents, worried about the distractions, try to police computer time, but that monitoring the use of cellphones is difficult. Parents may also want to be able to call their children at any time, so taking the phone away is not always an option.

Other parents wholly embrace computer use, even when it has no obvious educational benefit.

"If you're not on top of technology, you're not going to be on top of the world," said John McMullen, 56, a retired criminal investigator whose son, Sean, is one of five friends in the group Vishal joins for lunch each day.

Sean's favorite medium is video games; he plays for four hours after school and twice that on weekends. He was playing more but found his habit pulling his grade point average below 3.2, the point at which he felt comfortable. He says he sometimes wishes that his parents would force him to quit playing and study, because he finds it hard to quit when given the choice. Still, he says, video games are not responsible for his lack of focus, asserting that in another era he would have been distracted by TV or something else.

"Video games don't make the hole; they fill it," says Sean, sitting at a picnic table in the quad, where he is surrounded by a multimillion-dollar view: on the nearby hills are the evergreens that tower above the affluent neighborhoods populated by Internet tycoons. Sean, a senior, concedes that video games take a physical toll: "I haven't done exercise since my sophomore year. But that doesn't seem like a big deal. I still look the same."

Sam Crocker, Vishal's closest friend, who has straight A's but lower SAT scores than he would like, blames the Internet's distractions for his inability to finish either of his two summer reading books.

"I know I can read a book, but then I'm up and checking Facebook," he says, adding: "Facebook is amazing because it feels like you're doing something and you're not doing anything. It's the absence of doing something, but you feel gratified anyway."

He concludes: "My attention span is getting worse."
The Lure of Distraction
Some neuroscientists have been studying people like Sam and Vishal. They have begun to understand what happens to the brains of young people who are constantly online and in touch.

In an experiment at the German Sport University in Cologne in 2007, boys from 12 to 14 spent an hour each night playing video games after they finished homework.

On alternate nights, the boys spent an hour watching an exciting movie, like " Harry Potter" or "Star Trek," rather than playing video games. That allowed the researchers to compare the effect of video games and TV.

The researchers looked at how the use of these media affected the boys' brainwave patterns while sleeping and their ability to remember their homework in the subsequent days. They found that playing video games led to markedly lower sleep quality than watching TV, and also led to a "significant decline" in the boys' ability to remember vocabulary words. The findings were published in the journal Pediatrics.

Markus Dworak, a researcher who led the study and is now a neuroscientist at Harvard, said it was not clear whether the boys' learning suffered because sleep was disrupted or, as he speculates, also because the intensity of the game experience overrode the brain's recording of the vocabulary.

"When you look at vocabulary and look at huge stimulus after that, your brain has to decide which information to store," he said. "Your brain might favor the emotionally stimulating information over the vocabulary."

At the University of California, San Francisco, scientists have found that when rats have a new experience, like exploring an unfamiliar area, their brains show new patterns of activity. But only when the rats take a break from their exploration do they process those patterns in a way that seems to create a persistent memory.

In that vein, recent imaging studies of people have found that major cross sections of the brain become surprisingly active during downtime. These brain studies suggest to researchers that periods of rest are critical in allowing the brain to synthesize information, make connections between ideas and even develop the sense of self.

Researchers say these studies have particular implications for young people, whose brains have more trouble focusing and setting priorities.

"Downtime is to the brain what sleep is to the body," said Dr. Rich of Harvard Medical School. "But kids are in a constant mode of stimulation."

"The headline is: bring back boredom," added Dr. Rich, who last month gave a speech to the American Academy of Pediatrics entitled, "Finding Huck Finn: Reclaiming Childhood from the River of Electronic Screens."

Dr. Rich said in an interview that he was not suggesting young people should toss out their devices, but rather that they embrace a more balanced approach to what he said were powerful tools necessary to compete and succeed in modern life.

The heavy use of devices also worries Daniel Anderson, a professor of psychology at the University of Massachusetts at Amherst, who is known for research showing that children are not as harmed by TV viewing as some researchers have suggested.

Multitasking using ubiquitous, interactive and highly stimulating computers and phones, Professor Anderson says, appears to have a more powerful effect than TV.

Like Dr. Rich, he says he believes that young, developing brains are becoming habituated to distraction and to switching tasks, not to focus.

"If you've grown up processing multiple media, that's exactly the mode you're going to fall into when put in that environment - you develop a need for that stimulation," he said.

Vishal can attest to that.

"I'm doing Facebook, YouTube, having a conversation or two with a friend, listening to music at the same time. I'm doing a million things at once, like a lot of people my age," he says. "Sometimes I'll say: I need to stop this and do my schoolwork, but I can't."

"If it weren't for the Internet, I'd focus more on school and be doing better academically," he says. But thanks to the Internet, he says, he has discovered and pursued his passion: filmmaking. Without the Internet, "I also wouldn't know what I want to do with my life."
Clicking Toward a Future
The woman sits in a cemetery at dusk, sobbing. Behind her, silhouetted and translucent, a man kneels, then fades away, a ghost.

This captivating image appears on Vishal's computer screen. On this Thursday afternoon in late September, he is engrossed in scenes he shot the previous weekend for a music video he is making with his cousin.

The video is based on a song performed by the band Guns N' Roses about a woman whose boyfriend dies. He wants it to be part of the package of work he submits to colleges that emphasize film study, along with a documentary he is making about home-schooled students.

Now comes the editing. Vishal taught himself to use sophisticated editing software in part by watching tutorials on YouTube. He does not leave his chair for more than two hours, sipping Pepsi, his face often inches from the screen, as he perfects the clip from the cemetery. The image of the crying woman was shot separately from the image of the kneeling man, and he is trying to fuse them.

"I'm spending two hours to get a few seconds just right," he says.

He occasionally sends a text message or checks Facebook, but he is focused in a way he rarely is when doing homework. He says the chief difference is that filmmaking feels applicable to his chosen future, and he hopes colleges, like the University of Southern California or the California Institute of the Arts in Los Angeles, will be so impressed by his portfolio that they will overlook his school performance.

"This is going to compensate for the grades," he says. On this day, his homework includes a worksheet for Latin, some reading for English class and an economics essay, but they can wait.

For Vishal, there's another clear difference between filmmaking and homework: interactivity. As he edits, the windows on the screen come alive; every few seconds, he clicks the mouse to make tiny changes to the lighting and flow of the images, and the software gives him constant feedback.

"I click and something happens," he says, explaining that, by comparison, reading a book or doing homework is less exciting. "I guess it goes back to the immediate gratification thing."

The $2,000 computer Vishal is using is state of the art and only a week old. It represents a concession by his parents. They allowed him to buy it, despite their continuing concerns about his technology habits, because they wanted to support his filmmaking dream. "If we put roadblocks in his way, he's just going to get depressed," his mother says. Besides, she adds, "he's been making an effort to do his homework."

At this point in the semester, it seems she is right. The first schoolwide progress reports come out in late September, and Vishal has mostly A's and B's. He says he has been able to make headway by applying himself, but also by cutting back his workload. Unlike last year, he is not taking advanced placement classes, and he has chosen to retake Algebra II not in the classroom but in an online class that lets him work at his own pace.

His shift to easier classes might not please college admissions officers, according to Woodside's college adviser, Zorina Matavulj. She says they want seniors to intensify their efforts. As it is, she says, even if Vishal improves his performance significantly, someone with his grades faces long odds in applying to the kinds of colleges he aspires to.

Still, Vishal's passion for film reinforces for Mr. Reilly, the principal, that the way to reach these students is on their own terms.

Hands-On Technology

Big Macintosh monitors sit on every desk, and a man with hip glasses and an easygoing style stands at the front of the class. He is Geoff Diesel, 40, a favorite teacher here at Woodside who has taught English and film. Now he teaches one of Mr. Reilly's new classes, audio production. He has a rapt audience of more than 20 students as he shows a video of the band Nirvana mixing their music, then holds up a music keyboard.

"Who knows how to use Pro Tools? We've got it. It's the program used by the best music studios in the world," he says.

In the back of the room, Mr. Reilly watches, thrilled. He introduced the audio course last year and enough students signed up to fill four classes. (He could barely pull together one class when he introduced Mandarin, even though he had secured iPads to help teach the language.)

"Some of these students are our most at-risk kids," he says. He means that they are more likely to tune out school, skip class or not do their homework, and that they may not get healthful meals at home. They may also do their most enthusiastic writing not for class but in text messages and on Facebook. "They're here, they're in class, they're listening."

Despite Woodside High's affluent setting, about 40 percent of its 1,800 students come from low-income families and receive a reduced-cost or free lunch. The school is 56 percent Latino, 38 percent white and 5 percent African-American, and it sends 93 percent of its students to four-year or community colleges.

Mr. Reilly says that the audio class provides solid vocational training and can get students interested in other subjects.

"Today mixing music, tomorrow sound waves and physics," he says. And he thinks the key is that they love not just the music but getting their hands on the technology. "We're meeting them on their turf."

It does not mean he sees technology as a panacea. "I'll always take one great teacher in a cave over a dozen Smart Boards," he says, referring to the high-tech teaching displays used in many schools.

Teachers at Woodside commonly blame technology for students' struggles to concentrate, but they are divided over whether embracing computers is the right solution.

"It's a catastrophe," said Alan Eaton, a charismatic Latin teacher. He says that technology has led to a "balkanization of their focus and duration of stamina," and that schools make the problem worse when they adopt the technology.

"When rock 'n' roll came about, we didn't start using it in classrooms like we're doing with technology," he says. He personally feels the sting, since his advanced classes have one-third as many students as they had a decade ago.

Vishal remains a Latin student, one whom Mr. Eaton describes as particularly bright. But the teacher wonders if technology might be the reason Vishal seems to lose interest in academics the minute he leaves class.

Mr. Diesel, by contrast, does not think technology is behind the problems of Vishal and his schoolmates - in fact, he thinks it is the key to connecting with them, and an essential tool. "It's in their DNA to look at screens," he asserts. And he offers another analogy to explain his approach: "Frankenstein is in the room and I don't want him to tear me apart. If I'm not using technology, I lose them completely."

Mr. Diesel had Vishal as a student in cinema class and describes him as a "breath of fresh air" with a gift for filmmaking. Mr. Diesel says he wonders if Vishal is a bit like Woody Allen, talented but not interested in being part of the system.

But Mr. Diesel adds: "If Vishal's going to be an independent filmmaker, he's got to read Vonnegut. If you're going to write scripts, you've got to read."
Back to Reading Aloud
Vishal sits near the back of English IV. Marcia Blondel, a veteran teacher, asks the students to open the book they are studying, "The Things They Carried," which is about the Vietnam War.

"Who wants to read starting in the middle of Page 137?" she asks. One student begins to read aloud, and the rest follow along.

To Ms. Blondel, the exercise in group reading represents a regression in American education and an indictment of technology. The reason she has to do it, she says, is that students now lack the attention span to read the assignments on their own.

"How can you have a discussion in class?" she complains, arguing that she has seen a considerable change in recent years. In some classes she can count on little more than one-third of the students to read a 30-page homework assignment.

She adds: "You can't become a good writer by watching YouTube, texting and e-mailing a bunch of abbreviations."

As the group-reading effort winds down, she says gently: "I hope this will motivate you to read on your own."

It is a reminder of the choices that have followed the students through the semester: computer or homework? Immediate gratification or investing in the future?

Mr. Reilly hopes that the two can meet - that computers can be combined with education to better engage students and can give them technical skills without compromising deep analytical thought.

But in Vishal's case, computers and schoolwork seem more and more to be mutually exclusive. Ms. Blondel says that Vishal, after a decent start to the school year, has fallen into bad habits. In October, he turned in weeks late, for example, a short essay based on the first few chapters of "The Things They Carried." His grade at that point, she says, tracks around a D.

For his part, Vishal says he is investing himself more in his filmmaking, accelerating work with his cousin on their music video project. But he is also using Facebook late at night and surfing for videos on YouTube. The evidence of the shift comes in a string of Facebook updates.

Saturday, 11:55 p.m.: "Editing, editing, editing"

Sunday, 3:55 p.m.: "8+ hours of shooting, 8+ hours of editing. All for just a three-minute scene. Mind = Dead."

Sunday, 11:00 p.m.: "Fun day, finally got to spend a day relaxing... now about that homework..."

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Growing Up Digital, Wired for Distraction

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Researchers say the lure of these technologies, while it affects adults too, is particularly powerful for young people. The risk, they say, is that developing brains can become more easily habituated than adult brains to constantly switching tasks - and less able to sustain attention.

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Is Google Making Us Stupid (Against) Fact

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Is Google Making Us Stupid (Against) Fact

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"The fact is, you'll never think deeply if you're always Googling, texting, and surfing. " (Carr 54)

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On YouTube, “you can get a whole story in six minutes,” he explains. “A book takes so long. I prefer the immediate gratification.”

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Researchers say the lure of these technologies, while it affects adults too, is particularly powerful for young people. The risk, they say, is that developing brains can become more easily habituated than adult brains to constantly switching tasks - and less able to sustain attention.

"Their brains are rewarded not for staying on task but for jumping to the next thing," said Michael Rich, an associate professor at Harvard Medical School and executive director of the Center on Media and Child Health in Boston. And the effects could linger: "The worry is we're raising a generation of kids in front of screens whose brains are going to be wired differently."

But even as some parents and educators express unease about students' digital diets, they are intensifying efforts to use technology in the classroom, seeing it as a way to connect with students and give them essential skills. Across the country, schools are equipping themselves with computers, Internet access and mobile devices so they can teach on the students' technological territory.

It is a tension on vivid display at Vishal's school, Woodside High School, on a sprawling campus set against the forested hills of Silicon Valley. Here, as elsewhere, it is not uncommon for students to send hundreds of text messages a day or spend hours playing video games, and virtually everyone is on Facebook.

The principal, David Reilly, 37, a former musician who says he sympathizes when young people feel disenfranchised, is determined to engage these 21st-century students. He has asked teachers to build Web sites to communicate with students, introduced popular classes on using digital tools to record music, secured funding for iPads to teach Mandarin and obtained $3 million in grants for a multimedia center.

He pushed first period back an hour, to 9 a.m., because students were showing up bleary-eyed, at least in part because they were up late on their computers. Unchecked use of digital devices, he says, can create a culture in which students are addicted to the virtual world and lost in it.

"I am trying to take back their attention from their BlackBerrys and video games," he says. "To a degree, I'm using technology to do it."

The same tension surfaces in Vishal, whose ability to be distracted by computers is rivaled by his proficiency with them. At the beginning of his junior year, he discovered a passion for filmmaking and made a name for himself among friends and teachers with his storytelling in videos made with digital cameras and editing software.

He acts as his family's tech-support expert, helping his father, Satendra, a lab manager, retrieve lost documents on the computer, and his mother, Indra, a security manager at the San Francisco airport, build her own Web site.

But he also plays video games 10 hours a week. He regularly sends Facebook status updates at 2 a.m., even on school nights, and has such a reputation for distributing links to videos that his best friend calls him a "YouTube bully."

Several teachers call Vishal one of their brightest students, and they wonder why things are not adding up. Last semester, his grade point average was 2.3 after a D-plus in English and an F in Algebra II. He got an A in film critique.

"He's a kid caught between two worlds," said Mr. Reilly - one that is virtual and one with real-life demands.

Vishal, like his mother, says he lacks the self-control to favor schoolwork over the computer. She sat him down a few weeks before school started and told him that, while she respected his passion for film and his technical skills, he had to use them productively.

"This is the year," she says she told him. "This is your senior year and you can't afford not to focus."

It was not always this way. As a child, Vishal had a tendency to procrastinate, but nothing like this. Something changed him.
Growing Up With Gadgets
When he was 3, Vishal moved with his parents and older brother to their current home, a three-bedroom house in the working-class section of Redwood City, a suburb in Silicon Valley that is more diverse than some of its elite neighbors.

Thin and quiet with a shy smile, Vishal passed the admissions test for a prestigious public elementary and middle school. Until sixth grade, he focused on homework, regularly going to the house of a good friend to study with him.

But Vishal and his family say two things changed around the seventh grade: his mother went back to work, and he got a computer. He became increasingly engrossed in games and surfing the Internet, finding an easy outlet for what he describes as an inclination to procrastinate.

"I realized there were choices," Vishal recalls. "Homework wasn't the only option."

Several recent studies show that young people tend to use home computers for entertainment, not learning, and that this can hurt school performance, particularly in low-income families. Jacob L. Vigdor, an economics professor at Duke University who led some of the research, said that when adults were not supervising computer use, children "are left to their own devices, and the impetus isn't to do homework but play around."

Research also shows that students often juggle homework and entertainment. The Kaiser Family Foundation found earlier this year that half of students from 8 to 18 are using the Internet, watching TV or using some other form of media either "most" (31 percent) or "some" (25 percent) of the time that they are doing homework.

At Woodside, as elsewhere, students' use of technology is not uniform. Mr. Reilly, the principal, says their choices tend to reflect their personalities. Social butterflies tend to be heavy texters and Facebook users. Students who are less social might escape into games, while drifters or those prone to procrastination, like Vishal, might surf the Web or watch videos.

The technology has created on campuses a new set of social types - not the thespian and the jock but the texter and gamer, Facebook addict and YouTube potato.

"The technology amplifies whoever you are," Mr. Reilly says.

For some, the amplification is intense. Allison Miller, 14, sends and receives 27,000 texts in a month, her fingers clicking at a blistering pace as she carries on as many as seven text conversations at a time. She texts between classes, at the moment soccer practice ends, while being driven to and from school and, often, while studying.

Most of the exchanges are little more than quick greetings, but they can get more in-depth, like "if someone tells you about a drama going on with someone," Allison said. "I can text one person while talking on the phone to someone else."

But this proficiency comes at a cost: she blames multitasking for the three B's on her recent progress report.

"I'll be reading a book for homework and I'll get a text message and pause my reading and put down the book, pick up the phone to reply to the text message, and then 20 minutes later realize, 'Oh, I forgot to do my homework.' "

Some shyer students do not socialize through technology - they recede into it. Ramon Ochoa-Lopez, 14, an introvert, plays six hours of video games on weekdays and more on weekends, leaving homework to be done in the bathroom before school.

Escaping into games can also salve teenagers' age-old desire for some control in their chaotic lives. "It's a way for me to separate myself," Ramon says. "If there's an argument between my mom and one of my brothers, I'll just go to my room and start playing video games and escape."

With powerful new cellphones, the interactive experience can go everywhere. Between classes at Woodside or at lunch, when use of personal devices is permitted, students gather in clusters, sometimes chatting face to face, sometimes half-involved in a conversation while texting someone across the teeming quad. Others sit alone, watching a video, listening to music or updating Facebook.

Students say that their parents, worried about the distractions, try to police computer time, but that monitoring the use of cellphones is difficult. Parents may also want to be able to call their children at any time, so taking the phone away is not always an option.

Other parents wholly embrace computer use, even when it has no obvious educational benefit.

"If you're not on top of technology, you're not going to be on top of the world," said John McMullen, 56, a retired criminal investigator whose son, Sean, is one of five friends in the group Vishal joins for lunch each day.

Sean's favorite medium is video games; he plays for four hours after school and twice that on weekends. He was playing more but found his habit pulling his grade point average below 3.2, the point at which he felt comfortable. He says he sometimes wishes that his parents would force him to quit playing and study, because he finds it hard to quit when given the choice. Still, he says, video games are not responsible for his lack of focus, asserting that in another era he would have been distracted by TV or something else.

"Video games don't make the hole; they fill it," says Sean, sitting at a picnic table in the quad, where he is surrounded by a multimillion-dollar view: on the nearby hills are the evergreens that tower above the affluent neighborhoods populated by Internet tycoons. Sean, a senior, concedes that video games take a physical toll: "I haven't done exercise since my sophomore year. But that doesn't seem like a big deal. I still look the same."

Sam Crocker, Vishal's closest friend, who has straight A's but lower SAT scores than he would like, blames the Internet's distractions for his inability to finish either of his two summer reading books.

"I know I can read a book, but then I'm up and checking Facebook," he says, adding: "Facebook is amazing because it feels like you're doing something and you're not doing anything. It's the absence of doing something, but you feel gratified anyway."

He concludes: "My attention span is getting worse."
The Lure of Distraction
Some neuroscientists have been studying people like Sam and Vishal. They have begun to understand what happens to the brains of young people who are constantly online and in touch.

In an experiment at the German Sport University in Cologne in 2007, boys from 12 to 14 spent an hour each night playing video games after they finished homework.

On alternate nights, the boys spent an hour watching an exciting movie, like " Harry Potter" or "Star Trek," rather than playing video games. That allowed the researchers to compare the effect of video games and TV.

The researchers looked at how the use of these media affected the boys' brainwave patterns while sleeping and their ability to remember their homework in the subsequent days. They found that playing video games led to markedly lower sleep quality than watching TV, and also led to a "significant decline" in the boys' ability to remember vocabulary words. The findings were published in the journal Pediatrics.

Markus Dworak, a researcher who led the study and is now a neuroscientist at Harvard, said it was not clear whether the boys' learning suffered because sleep was disrupted or, as he speculates, also because the intensity of the game experience overrode the brain's recording of the vocabulary.

"When you look at vocabulary and look at huge stimulus after that, your brain has to decide which information to store," he said. "Your brain might favor the emotionally stimulating information over the vocabulary."

At the University of California, San Francisco, scientists have found that when rats have a new experience, like exploring an unfamiliar area, their brains show new patterns of activity. But only when the rats take a break from their exploration do they process those patterns in a way that seems to create a persistent memory.

In that vein, recent imaging studies of people have found that major cross sections of the brain become surprisingly active during downtime. These brain studies suggest to researchers that periods of rest are critical in allowing the brain to synthesize information, make connections between ideas and even develop the sense of self.

Researchers say these studies have particular implications for young people, whose brains have more trouble focusing and setting priorities.

"Downtime is to the brain what sleep is to the body," said Dr. Rich of Harvard Medical School. "But kids are in a constant mode of stimulation."

"The headline is: bring back boredom," added Dr. Rich, who last month gave a speech to the American Academy of Pediatrics entitled, "Finding Huck Finn: Reclaiming Childhood from the River of Electronic Screens."

Dr. Rich said in an interview that he was not suggesting young people should toss out their devices, but rather that they embrace a more balanced approach to what he said were powerful tools necessary to compete and succeed in modern life.

The heavy use of devices also worries Daniel Anderson, a professor of psychology at the University of Massachusetts at Amherst, who is known for research showing that children are not as harmed by TV viewing as some researchers have suggested.

Multitasking using ubiquitous, interactive and highly stimulating computers and phones, Professor Anderson says, appears to have a more powerful effect than TV.

Like Dr. Rich, he says he believes that young, developing brains are becoming habituated to distraction and to switching tasks, not to focus.

"If you've grown up processing multiple media, that's exactly the mode you're going to fall into when put in that environment - you develop a need for that stimulation," he said.

Vishal can attest to that.

"I'm doing Facebook, YouTube, having a conversation or two with a friend, listening to music at the same time. I'm doing a million things at once, like a lot of people my age," he says. "Sometimes I'll say: I need to stop this and do my schoolwork, but I can't."

"If it weren't for the Internet, I'd focus more on school and be doing better academically," he says. But thanks to the Internet, he says, he has discovered and pursued his passion: filmmaking. Without the Internet, "I also wouldn't know what I want to do with my life."
Clicking Toward a Future
The woman sits in a cemetery at dusk, sobbing. Behind her, silhouetted and translucent, a man kneels, then fades away, a ghost.

This captivating image appears on Vishal's computer screen. On this Thursday afternoon in late September, he is engrossed in scenes he shot the previous weekend for a music video he is making with his cousin.

The video is based on a song performed by the band Guns N' Roses about a woman whose boyfriend dies. He wants it to be part of the package of work he submits to colleges that emphasize film study, along with a documentary he is making about home-schooled students.

Now comes the editing. Vishal taught himself to use sophisticated editing software in part by watching tutorials on YouTube. He does not leave his chair for more than two hours, sipping Pepsi, his face often inches from the screen, as he perfects the clip from the cemetery. The image of the crying woman was shot separately from the image of the kneeling man, and he is trying to fuse them.

"I'm spending two hours to get a few seconds just right," he says.

He occasionally sends a text message or checks Facebook, but he is focused in a way he rarely is when doing homework. He says the chief difference is that filmmaking feels applicable to his chosen future, and he hopes colleges, like the University of Southern California or the California Institute of the Arts in Los Angeles, will be so impressed by his portfolio that they will overlook his school performance.

"This is going to compensate for the grades," he says. On this day, his homework includes a worksheet for Latin, some reading for English class and an economics essay, but they can wait.

For Vishal, there's another clear difference between filmmaking and homework: interactivity. As he edits, the windows on the screen come alive; every few seconds, he clicks the mouse to make tiny changes to the lighting and flow of the images, and the software gives him constant feedback.

"I click and something happens," he says, explaining that, by comparison, reading a book or doing homework is less exciting. "I guess it goes back to the immediate gratification thing."

The $2,000 computer Vishal is using is state of the art and only a week old. It represents a concession by his parents. They allowed him to buy it, despite their continuing concerns about his technology habits, because they wanted to support his filmmaking dream. "If we put roadblocks in his way, he's just going to get depressed," his mother says. Besides, she adds, "he's been making an effort to do his homework."

At this point in the semester, it seems she is right. The first schoolwide progress reports come out in late September, and Vishal has mostly A's and B's. He says he has been able to make headway by applying himself, but also by cutting back his workload. Unlike last year, he is not taking advanced placement classes, and he has chosen to retake Algebra II not in the classroom but in an online class that lets him work at his own pace.

His shift to easier classes might not please college admissions officers, according to Woodside's college adviser, Zorina Matavulj. She says they want seniors to intensify their efforts. As it is, she says, even if Vishal improves his performance significantly, someone with his grades faces long odds in applying to the kinds of colleges he aspires to.

Still, Vishal's passion for film reinforces for Mr. Reilly, the principal, that the way to reach these students is on their own terms.

Hands-On Technology

Big Macintosh monitors sit on every desk, and a man with hip glasses and an easygoing style stands at the front of the class. He is Geoff Diesel, 40, a favorite teacher here at Woodside who has taught English and film. Now he teaches one of Mr. Reilly's new classes, audio production. He has a rapt audience of more than 20 students as he shows a video of the band Nirvana mixing their music, then holds up a music keyboard.

"Who knows how to use Pro Tools? We've got it. It's the program used by the best music studios in the world," he says.

In the back of the room, Mr. Reilly watches, thrilled. He introduced the audio course last year and enough students signed up to fill four classes. (He could barely pull together one class when he introduced Mandarin, even though he had secured iPads to help teach the language.)

"Some of these students are our most at-risk kids," he says. He means that they are more likely to tune out school, skip class or not do their homework, and that they may not get healthful meals at home. They may also do their most enthusiastic writing not for class but in text messages and on Facebook. "They're here, they're in class, they're listening."

Despite Woodside High's affluent setting, about 40 percent of its 1,800 students come from low-income families and receive a reduced-cost or free lunch. The school is 56 percent Latino, 38 percent white and 5 percent African-American, and it sends 93 percent of its students to four-year or community colleges.

Mr. Reilly says that the audio class provides solid vocational training and can get students interested in other subjects.

"Today mixing music, tomorrow sound waves and physics," he says. And he thinks the key is that they love not just the music but getting their hands on the technology. "We're meeting them on their turf."

It does not mean he sees technology as a panacea. "I'll always take one great teacher in a cave over a dozen Smart Boards," he says, referring to the high-tech teaching displays used in many schools.

Teachers at Woodside commonly blame technology for students' struggles to concentrate, but they are divided over whether embracing computers is the right solution.

"It's a catastrophe," said Alan Eaton, a charismatic Latin teacher. He says that technology has led to a "balkanization of their focus and duration of stamina," and that schools make the problem worse when they adopt the technology.

"When rock 'n' roll came about, we didn't start using it in classrooms like we're doing with technology," he says. He personally feels the sting, since his advanced classes have one-third as many students as they had a decade ago.

Vishal remains a Latin student, one whom Mr. Eaton describes as particularly bright. But the teacher wonders if technology might be the reason Vishal seems to lose interest in academics the minute he leaves class.

Mr. Diesel, by contrast, does not think technology is behind the problems of Vishal and his schoolmates - in fact, he thinks it is the key to connecting with them, and an essential tool. "It's in their DNA to look at screens," he asserts. And he offers another analogy to explain his approach: "Frankenstein is in the room and I don't want him to tear me apart. If I'm not using technology, I lose them completely."

Mr. Diesel had Vishal as a student in cinema class and describes him as a "breath of fresh air" with a gift for filmmaking. Mr. Diesel says he wonders if Vishal is a bit like Woody Allen, talented but not interested in being part of the system.

But Mr. Diesel adds: "If Vishal's going to be an independent filmmaker, he's got to read Vonnegut. If you're going to write scripts, you've got to read."
Back to Reading Aloud
Vishal sits near the back of English IV. Marcia Blondel, a veteran teacher, asks the students to open the book they are studying, "The Things They Carried," which is about the Vietnam War.

"Who wants to read starting in the middle of Page 137?" she asks. One student begins to read aloud, and the rest follow along.

To Ms. Blondel, the exercise in group reading represents a regression in American education and an indictment of technology. The reason she has to do it, she says, is that students now lack the attention span to read the assignments on their own.

"How can you have a discussion in class?" she complains, arguing that she has seen a considerable change in recent years. In some classes she can count on little more than one-third of the students to read a 30-page homework assignment.

She adds: "You can't become a good writer by watching YouTube, texting and e-mailing a bunch of abbreviations."

As the group-reading effort winds down, she says gently: "I hope this will motivate you to read on your own."

It is a reminder of the choices that have followed the students through the semester: computer or homework? Immediate gratification or investing in the future?

Mr. Reilly hopes that the two can meet - that computers can be combined with education to better engage students and can give them technical skills without compromising deep analytical thought.

But in Vishal's case, computers and schoolwork seem more and more to be mutually exclusive. Ms. Blondel says that Vishal, after a decent start to the school year, has fallen into bad habits. In October, he turned in weeks late, for example, a short essay based on the first few chapters of "The Things They Carried." His grade at that point, she says, tracks around a D.

For his part, Vishal says he is investing himself more in his filmmaking, accelerating work with his cousin on their music video project. But he is also using Facebook late at night and surfing for videos on YouTube. The evidence of the shift comes in a string of Facebook updates.

Saturday, 11:55 p.m.: "Editing, editing, editing"

Sunday, 3:55 p.m.: "8+ hours of shooting, 8+ hours of editing. All for just a three-minute scene. Mind = Dead."

Sunday, 11:00 p.m.: "Fun day, finally got to spend a day relaxing... now about that homework..."

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Growing Up Digital, Wired for Distraction

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Researchers say the lure of these technologies, while it affects adults too, is particularly powerful for young people. The risk, they say, is that developing brains can become more easily habituated than adult brains to constantly switching tasks - and less able to sustain attention.

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What Brain Science Reveals (Both) Anecdote

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What Brain Science Reveals (Both) Anecdote

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Whether you’re aware or not, rushed decisions like this—acting before thinking it through— happen more often in teens than in adults. Recent discoveries in brain science may help explain why this is so.

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Benefits of playing video Games :

Peter Gray states, "Whenever we prevent our kids from playing or exploring in the ways they prefer, we place another brick in a barrier between them and us. We are saying, in essence, "I don't trust you to control your own life." Children are suffering today not from too much computer play or too much screen time."

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Quite a few parents have asked me, at talks I've given, about the advisability of their limiting their kids' computer play. Others have told me that they do limit their kids' computer play, or their total daily "screen time," in a tone that seemed to suggest that any reasonable parent would do that.

People who have been reading this blog can probably guess my reaction. I have a very high opinion of children's abilities to make good choices about how to use their free time, as long as they really have choices. Some kids go through long periods of doing what seems like just one thing, and then some adults think there's something wrong, because they (the adults) would not make that choice. But in my experience, if kids are really free to play and explore in lots of different ways, and they end up playing or exploring in what seems to be just one way, then they are doing that because they are getting something really meaningful out of it. For a nice example of this, you might watch the film on the home page of the Sudbury Valley School website, where a young man describes his year of doing almost nothing but computer play.

It is always a mistake, I think, to tell kids what they must or must not do, except in those cases where you are telling them that they must do their share of the chores around the house or must not do things that hurt you or other people. Whenever we prevent our kids from playing or exploring in the ways they prefer, we place another brick in a barrier between them and us. We are saying, in essence, "I don't trust you to control your own life." Children are suffering today not from too much computer play or too much screen time. They are suffering from too much adult control over their lives and not enough freedom (see essay on rise of depression and anxiety).

Kids who are really free know what is best for them, especially concerning how they should spend their free time. Every kid is different, just as every adult is, and we can't get into their heads and find out just what they are getting out of something that we don't understand. 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. She understood all the ways in which the shows were dumb, at least as well as I did; but she also saw ways in which they were smart, and she analyzed them and learned from them. They contributed greatly to her abilities as an actress (she eventually had major parts in high-school plays), because she acted out the parts vicariously, in her mind, as she watched. They also contributed to her fascination with certain aspects of human psychology. She now wants to go into clinical psychology as a career.

I've also known kids who spent huge amounts of time reading--just sitting and reading, "doing nothing!" for maybe 10 hours a day. There were always some kids like that, even when I was a kid. I could never understand why they would want to just sit and read when they could go fishing with me instead. What a waste of time. However, I've never known a parent to limit their kids' reading time. Why is it any better to limit TV or computer time than to limit book-reading time? Why do we worry about a kid's spending maybe 4 or 5 hours a day at a computer screen, doing what he wants to do, but don't worry about the same kid sitting at school for 6 hours a day and then doing homework for another couple of hours--doing what others are forcing him to do? I ask you to consider the possibility that the kid is learning more valuable lessons at the computer than at school, in part because the computer activity is self-chosen and the school activity is not.
Computers are the most important tools of modern society. Why would we limit kids' opportunities to play with them?
Why would we want to limit a kid's computer time? The computer is, without question, the single most important tool of modern society. Our limiting kids' computer time would be like hunter-gatherer adults limiting their kids' bow-and-arrow time. Children come into the world designed to look around and figure out what they need to know in order to make it in the culture into which they are born. They are much better at that than adults are. That's why they learn language so quickly and learn about the real world around them so much faster than adults do. That's why kids of immigrant families pay more attention to the language spoken by their new peers, in the new culture, than to the old language spoken by their parents. That's also why, whenever there's a new technological innovation, kids learn how to use it more quickly than their parents do. They know, instinctively, what they must learn in order to succeed.

Why do we keep hearing warnings from "authorities"--including the American Academy of Pediatricians--that we must limit kids' computer play? Some of the fear mongering comes, I think, from a general tendency on the part of us older folks to distrust any new media. Plato, in The Republic, argued that plays and poetry should be banned because of their harmful effects on the young. When writing came about and became technically easier, and was enthusiastically seized upon by the young, some of their elders warned that this would rot their minds; they would no longer have to exercise their memories. When printed novels became available to the masses, many warned that these would lead the young, especially girls and young women, to moral degeneracy. When televisions began to appear in people's homes, all sorts of dire warnings were sounded about the physical, psychological, and social damage they would cause.

Video games have been under attack by the fear-mongers ever since they first appeared, and the attacks have not diminished. If you Google around the Internet using harmful effects of video games as a search phrase, you will find all sorts of frightening claims. One site warns that video games can cause depression, physical aggression, poor sleep, somatic complaints, obesity, attention disorders, and ... the list went on. The only malady they seemed to have left out was acne.

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. 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.
Research refutes the frightening myths about harmful effects of computer games.
If you look into the actual research literature, you find very little if any evidence supporting the fear-mongers claims, and considerable evidence against those claims. 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.[1] 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.

Concerning violence, meta-analyses of the many studies designed to find effects of violent video games on real-world violence have concluded that, taken as a whole, there is precious little or no evidence at all of such effects.[5] It's interesting, also, to note that over the decades in which violent video gaming has been steadily rising, there has been a steady and large decline in real-world violence by youth.[6] I'm not about to claim that the decline in real-world violence is in any significant way caused by the rise in violent video games, but, there is some evidence that playing such games helps people learn how to control their hostility. In one experiment, college students were presented with a frustrating mental task and then were assessed for their feelings both of depression and hostility. The significant finding was that regular players of violent video games felt less depressed and less hostile 45 minutes after the frustrating experience than did otherwise similar students who didn't play such games.[7]

I have to admit that I personally hate graphic depictions of violence, in games or anywhere else, but I claim no moral virtue in that. I'm just squeamish. My wife and step-kids, who are every bit as nonviolent in real life as I am, tease me about it. They talk about screening movies for me, and they have gotten used to going to certain movies without me.
Video games have been shown to have many positive effects on brainpower.
Quite a few well-controlled research studies have documented positive effects of video games on mental development. Repeated experiments have shown that playing fast-paced action video games can quite markedly increase players' scores on tests of visuospatial ability, including tests that are used as components of standard IQ tests.[8] Other studies suggest that, depending on the type of game, video games can also increase scores on measures of working memory (the ability to hold several items of information in mind at once), critical thinking, and problem solving.[9] In addition, there is growing evidence that kids who previously showed little interest in reading and writing are now acquiring advanced literacy skills through the text-based communication in on-line video games.[10]

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.
The special benefits of MMORPGs
Over time, video games have become increasingly complex and multifaceted. Perhaps the most interesting games today are the so-called Massively Multiplayer Online Role Playing Games (MMORPGs), such as World of Warcraft, which are even more social than were previous video games and offer endless opportunities for creativity and problem solving.[12]

In these online games, players create a character (an avatar), which has unique physical and psychological traits and assets, and, with that character, enter a complex and exciting virtual world that is simultaneously occupied by countless other players, who in their real-life forms may be sitting anywhere on the planet. Players go on quests within this virtual world, and along the way they meet other players, who might become friends or foes. Players may start off playing solo, avoiding others, but to advance to the higher levels they have to make friends and join with others in mutual quests. Making friends within the game requires essentially the same skills as making friends in the real world. You can't be rude. You have to understand the etiquette of the culture you are in and abide by that etiquette. You have to learn about the goals of a potential friend and help that individual to achieve those goals. Depending on how you behave, players may put you on their friends list or their ignore list, and they may communicate positive or negative information about you to other players. The games offer players endless opportunities to experiment with different personalities and ways of behaving, in a fantasy world where there are no real-life consequences for failing.

Players in these games can also join special-interest groups called guilds. To join a guild, a player (or, more accurately, the player's avatar) must fill out an application form, much like a job application, explaining why he or she would be a valuable member. Guilds generally have structures that are similar to companies in the real world, with leaders, executive boards, and even recruitment personnel. Such games are, in many ways, like the imaginative sociodramatic games of preschool children, but played in a virtual world, with communication by online text, and raised up many notches in sophistication to fit the interests and abilities of the older children, teenagers, and adults who play them. Like all sociodramatic games, they are very much anchored in an understanding of the real world, and they exercise concepts and social skills that are quite relevant to that world. In fact, a study commissioned by the IBM Corporation concluded that the leadership skills exercised within MMORPGs are essentially the same as those required to run a modern company.[13]

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So, to those who want my opinion about whether they should or shouldn't limit their kids' computer play, my answer is SHOULDN'T. But what is your opinion? What experiences have you or your kids had with such play? Do you know of any good research that would justify a decision to prevent kids from playing video games to their hearts' content? This blog is a forum for discussion, and your views and knowledge are valued and taken seriously, by me and by other readers. Make your thoughts known in the comments section below.

As always, I prefer if you post your comments and questions here rather than send them to me by private email. By putting them here, you share with other readers, not just with me. I read all comments and try to respond to all serious questions. Of course, if you have something to say that applies only to you and me, then send me an email.

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See new book, Free to Learn

References:
[1] See: (a) Wack & Trantleff-Dunn (2009), "relationship between electronic game play, obesity, and psychosocial functioning in young men; CyberPsychology & Behavior, 12, 241-244; (b) Williams et al (2008), "Who plays, how much, and why? Debunking the stereotypical gamer profile; Journal of Computer Mediated Communication, 13, 993-1018; (c) Durkin & Barber (2002); "Not so doomed: Computer game play and positive adolescent development," Applied Developmental Psychology, 23, 373-392.
[2] Aarts et al. (2010). "Environmental determinants of outdoor play in children: A large-scale cross-sectional study." American Journal of Preventive Medicine, 39, 212-219.
[3] Lenhart et al. (2008). "Teens, video games and civics: Teens gaming experiences are diverse and include significant social interactions and civic engagements," report of the Pew Research Center. Available online.
[4] (a) Olson, C. K. (2010). Children's motivation for video game play in the context of normal development. Review of General Psychology, 14, 180-187; (b) Stevens et al. (2008). "In-game, in-room, in-world: reconnecting video game play to the rest of kids' lives. pp 41-66 in K. Salen (Ed.), The ecology of games: Connecting youth, games, and learning. The John D. and Catherine T. MacArthur Foundation series on digital media and learning. Cambridge, MA: MIT Press.
[5] Ferguson, C. (2010). Blazing angels or resident evil? Can violent video games be a force for good? Review of General Psychology, 14, 68-81.
[6] Ferguson (2010).
[7] Ferguson, C., & Rueda, S. M. (2010). The Hitman study: Violent video game exposure effects on aggressive behavior, hostile feelings, and depression. European Psychologist, 15, 99-108.
[8] (a) Green, C. S., & Bavelier, D. (2003). Action video game modifies visual selective attention. Nature, 423, 534-537; (b) Spence, I., & Feng, J. (2010). Video games and spatial cognition. Review of General Psychology, 14, 92-104.
[9] Akilli, G. K. (2007) Games and simulations: A new approach in education? In D. Gibson, C. Aldrich, & M. Prensky (Eds.), Games and simulations in online learning: Research and development frameworks (pp. 1-20). Hershey, PA: Information Science.
[10] Black, R. W., & Steinkuehler, C. (2009). Literacy in virtual worlds. In L. Christenbury, R. Bomer, & P. Smargorinsky (Eds.), Handbook of adolescent literacy research (pp. 271-286). New York: Guilford.
[11] (a) McLoed, L., & Lin, L. (2010). A child' power in game-play. Computers & Education, 54, 517-527; (b) Olson, C. K. (2010). Children's motivation for video game play in the context of normal development. Review of General Psychology, 14, 180-187; (c) Przybylski, A. K., Weinstein, N., Ryan, R. M., & Rigby, C. S. (2009). Having versus wanting to play: Background and consequences of harmonious versus obsessive engagement in video games. CyberPsychology & Behavior, 12, 485-492.; (d) Yee, N. (2006). Motivations for play in online games. Cyberpsychology & Behavior, 9, 772-775.
[12] Barnett, J., & Coulson, M. (2010). Virtually real: A psychological perspective on massively multiplayer online games. Review of General Psychology, 14, 167-179.
[13] Reaves, B., & Malone, T. W. (2007). Leadership in games and work: Implications for the enterprise of massively multiplayer online role-playing games. Seriosity, Inc. Published online at www.seriosity.com/downloads/Leadership_In_Games_Seriosity_and_IBM.pdf.

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The Many Benefits, for Kids, of Playing Video Games

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Quite a few parents have asked me, at talks I've given, about the advisability of their limiting their kids' computer play. Others have told me that they do limit their kids' computer play, or their total daily "screen time," in a tone that seemed to suggest that any reasonable parent would do that.

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adolescents today average about eleven and a half hours of media time. And this is up from six and a half hours just five years ago so that the activities of children and teens has been changing so much (according to Jay Giedd, neuroscientist at the National Institute of mental health)

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For more than twenty years, National Institute of Mental Health neuroscientist Dr. Jay Giedd has studied the development of the adolescent brain. Decades of imaging work have led to remarkable insight and a more than a few surprises.