The main highlight of the 21 st Century is the invention and extra use of social media. There are currently over one hundred social media platforms that are open for registration. Most social media sites have a privacy policy but implementing it remains the challenge. The sites do not demand their subscribers to upload an ID before signing up. As a result, teenagers who are often curious are enrolling on these sites massively without guidance from parents and guardians. Teenagers are an essential group whose access to social media should be monitored. Thus, the debate as to whether their access should be limited or not is supposed to be purely based on the merits and demerits of access. Generally, teenagers who access social media and video gaming excessively have higher chances of falling into depression or developing anxiety issues.
Literature Review
Pros of Teenagers accessing social media and gaming
The environment often affects teenager’s use of social media and gaming Kelly et al. (2018) argue that kids' access to social media is dependent on upbringing and parental limitations. These are teenagers who need guidance on how to go about their social and gaming life. Kelly et al. (2018) note that the most affected groups were the adolescent girls because they did not have any guidance. A teenager accessing social media does not mean that they have access to any negative or pornographic content. It is mostly how much the parent is willing to guide them through the process that matters. Parents are supposed to show their high levels of care by being on the lookout for adolescent kids and not find points of blame.
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Carras et al. (2017) note that kids get a feel together when they attend gaming. Though they assess the negative psychological impact on the social sense, Carras et al. (2017) note that gaming brings the kids together. Kids in the 21 st Century rarely go out to play hence have no option but to participate in video games. They are better off at home gaming than outside playing other sports. Adolescents need to be among each other so that they can grow better. Operating as a team makes them feel better because they have a group that shows them love and the sense of being wanted.
Carras et al. (2017) indicate that social media enlightens adolescent kids. In a world where there are not so many avenues for kids to interact, they must have platforms that allow them to be free and make them feel comfortable about their nature. Social media allows for anonymity, and the fact that they are dealing majorly with strangers also offers them the kind of security they need in the environment. Adolescent kids require supervision and not automatic banning. By supervision, it means having a parent in charge of them as they go about their activities. The guardian should be present to check on what the kids do online rather than ban them. Parents are supposed to be cautious of their kids and not scared. The kids need to feel guided and explained to why they are not allowed to access social media. By doing so, they are likely to be more receptive towards the approach taken by the parents and guardians.
Cons of Social Media and Gaming on Adolescents
Garcia-Oliva & Piqueras (2016) indicate that gaming is an addictive adventure where it could be hard to stop once an adolescent starts. Any form of addiction should be disallowed from kids of this age, no matter how good it might be for them. It could be worse for adolescents because they barely have enough life experience to control any form of addiction surrounding them. Hence, it would require another level of understanding for them to come out of it. Li et al. (2019) further indicate that when an addict misses their video game, they are likely to show some withdrawal symptoms. They feel rejected when they do not have access to the fun. Therefore, the best way is for the parents to keep these games away from the kids or monitor them. Adolescents need time to socialize naturally rather than interact with games only. They are supposed to be growing towards understanding and appreciation of nature rather than a social addition that might get tougher for them to come out of in the long run.
Pluhar et al. (2019) denote that social media and adolescents could lead to interactive media disorders. Such could come in the form of the kids not knowing how they can interact with live people and tend to come out as zombies rather than interactive humans in the long run. Most of the current society kids barely understand how they can relate with others in the same environment because they are used to the gaming environment or social media, which is more direct and, to some extent, abusive. Low interaction is because of failed mental health education for the kids at school ( Wang et al. 2019). Teachers have been awarded the mandate to teach the kids good manners, and in so doing, they are in charge also of their interaction tendencies. The adolescents fail, and it is attributed to their parenthood, then the blame is equally spread to teachers. Young adolescent kids often show signs of anxiety when interacting because they are in an environment they are not used to (Wang et al. 2019).
Wartberg et al. note the permanent nature of media disorders. It is essential to avoid the spread of the issue before it grows into something big. Most teenagers are currently struggling with predominant anxiety because of social media pressure and gaming activities but cannot speak about it. Therefore, the use of social media and gaming should be taken with caution by teenagers. Media disorders often close kids' mind such that they are not able to think openly. The modern day world needs an open minded kid who accepts or rejects issues with reasons rather than parental fear. The media disorders tend to be a controlling factor for the kids and do not work out so well with most kids' shell nature in the environment.
Conclusion
Social media and gaming devices came in as incredibly positive gadgets and software. However, they have turned out to be a nightmare for adolescents because they put the kids under immense pressure to perform. Most teenagers do not enjoy their freedom because they are under pressure from social media. Essentially, the world needs to give kids space to be themselves, and that should start with keeping them safe from social media and addictive gaming. Essentially, the idea is to push kids into being sober and have natural fun rather than living in an environment full of addiction and poor manners.
References
Carras, M. C., Rooij, A. J., Mheen, D. V., Musci, R., Xue, Q.-L., & Mendelson, T. (2017). Video gaming in a hyperconnected world: A cross-sectional study of heavy gaming, problematic gaming symptoms, and online socializing in adolescents. Computers in Human Behavior , 68, 472-479. https://doi.org/10.1016/j.chb.2016.11.060
Garcia-Oliva, C., & Piqueras, J. A. (2016). Experiential avoidance and technological addictions in adolescents. Journal of behavioral addictions , 5(2), 293-303. https://doi.org/10.1556/2006.5.2016.041
Kelly, Y., Zilanawala, A., Booker, C., & Sacker, A. (2018). Social media use and adolescent mental health: Findings from the UK Millennium Cohort Study. EClinicalMedicine, 6, 59-68. https://doi.org/10.1016/j.eclinm.2018.12.005
Li, X., Buxton, O. M., Lee, S., Chang, A.-M., Berger, L. M., & Hale, L. (2019). Sleep mediates the association between adolescent screen time and depressive symptoms. Sleep medicine , 57, 51-60. https://doi.org/10.1016/j.sleep.2019.01.029
Pluhar, E., Kavanaugh, J. R., Levinson, J. A., & Rich, M. (2019). Problematic interactive media use in teens: comorbidities, assessment, and treatment. Psychology research and behavior management , 12, 47. https://dx.doi.org/10.2147%2FPRBM.S208968
Wang, H.-Z., Sheng, J.-R., & Wang, J.-L. (2019). The association between gaming addiction and depression, social anxiety, and rejection. Frontiers in public health , 7, 247. https://doi.org/10.3389/fpubh.2019.00247
Wartberg, L., Kriston, L., & Thomasius, R. (2020). Internet gaming disorder and problematic social media use in a representative sample of German adolescents: Prevalence estimates, comorbid depressive symptoms, and related psychosocial aspects. Computers in Human Behavior , 103, 31-36. https://doi.org/10.1016/j.chb.2019.09.014