Researchers questioned the mothers of more than 11,000 children about their typical hours of television and video game use at the age of five. At the age of five, almost two-thirds of children watch television for between 1 – 3 hours per day, within 15 percent watching more and fewer than 2 percent not watching television at all. Now with media stepping in, it was analysed that children watch cartoons, movies and mega serials that glorify violence, encourage derogatory language and create illusions that leave permanent images and scars in young minds. Children begin to believe in violence and illusions faster and respond to problems with violence or by quitting. Children spend fewer hours in play and so do not really develop skills that are needed for their age. When they do indulge in fantasy play they end up acting out crisis situations, ones involving aliens, battle ship, attacks and so on, developing a constant need to seek protection, to be protected and/or to destroy another. Essential qualities like adjustment turn taking, communication, reasoning, values and morals take a back seat because the opportunity to deal with every day issues disappear in the midst of thoughts that involve aliens and battle ships.
An average virtual/video game today involves either a battle, rescue mission or a race. Children get hooked onto these games in seconds. Apart from the obvious negative effects on physical health and social interaction these games encourage quitting and nurture destruction. Many games encourage road rage with absolute disregard for road rules. In addition to all this when things do not go as desired, a child can quit and replay the level. Seen objectively, this toxin ends up teaching children not to face up to challenges but to quit and look for something else, destroy without thinking about better options, choose short term solutions instead of problems. Everything comes with a restart button, there are limited options for solving a level and the options for creativity, innovation and common sense take a back seat. Moreover ‘lone playing’ limits children ability to collaborate, cooperate and to value each person?s contribution to a task.