Verified Document

Demise Of Guys Psychologist Philip Zimbardo Shares Essay

Demise of Guys Psychologist Philip Zimbardo shares some startling statistics about boys: they are 30% more likely than girls to drop out of school, they are outperformed academically by girls at every level from kindergarten to graduate school, they are less likely to earn a B.A., and more likely to be in Special Education or labeled as having Attention Deficit Hyperactive Disorder (ADHD). By the time he is twenty-one years of age, the average boy has spent 10,000 hours playing video games. Boys' brains, claims Zimbardo, have been digitally rewired so they are more engaged in the "asynchronous Internet world" than in classrooms and social relationships.

As Zimbardo stated at the end of his talk, it is not his job to provide solutions, only to sound the alarm. He paints the Millenial generation with too broad a brush. There are certainly boys who are scholars, athletes, musicians and thoughtful human beings who grow up to be good boyfriends, husbands and dads. Nevertheless, Zimbardo raises some legitimate concerns about a segment of the young male population...

This abundance "has wired Gen Y to view life as a series of infinite choices with immediate results" (Allen, 2005, p. 54). Parents, educators, employers and society at large are often frustrated with the attitudes of the young, who may have different values and different motivators than previous generations. Understanding today's boys is essential in shaping rules, programs and services that will help them become the men everyone wants them to be.
There is no easy solution for reaching the segment of the male population against which Zimbardo warns. Action is required from the three most important constituencies in a boy's life: family, school and community.

In the home, it is important for parents to set limits and be aware of what their boys are doing. Boys who have personal responsibilities in homes with structure and good role models are much…

Sources used in this document:
References

Allen, R.L. (2005). Expert: Managers must set example for Gen Y 'kidployees.' Nation's

Restaurant News 39(41), p. 54.

Zimbardo, P. (2011). The demise of guys? Ted: Ideas worth spreading. Retrieved from http://www.ted.com/talks/lang/en/zimchallenge.html
Cite this Document:
Copy Bibliography Citation

Related Documents

Video Game Violence and Restrictive
Words: 1110 Length: 4 Document Type: Term Paper

It would seem that on the basis of the causation rationale that age restrictions on violent video game content is no more logically justified than other types of overly broad restrictions (Olson, 2004). In the 1950s, several instances occurred where young children watching the original Superman television series fell to their deaths after trying to emulate the star character's leaping takeoff from high-rise building windows. The series was not cancelled

Video Game Violence Literature Review in January
Words: 485 Length: 2 Document Type: Article Review

Video Game Violence Literature Review In January of 2012, psychologist Christian Montag and a team of German researchers sought to explore the link between habitual video game play and reduced emotional or cognitive capability, and the findings of their study were published in an article entitled Does Excessive Play of Violent First-Person-Shooter-Video-Games Dampen Brain Activity in Response to Emotional Stimuli? Montag and his colleagues expanded on the preponderance of empirical evidence

Video Game Addiction With Each
Words: 1283 Length: 3 Document Type: Term Paper

However, boys played almost two times the amount of hours as girls. Gentile stated, "It is important that people realize that playing a lot is not the same thing as pathological play. For something to be an addiction, it has to mean more than you do it a lot. It has to mean that you do it in such a way that it damages your life. This is why we-based

Video Game Violence During the
Words: 4289 Length: 15 Document Type: Thesis

, 2000). Specifically, the fact that video games portray extremely violent actions without a human cost can lessen a person's natural response (including empathy) in addition to promoting reckless conduct in real life. It is not necessarily that teenagers consciously believe they can "do" what they see in the games the way children sometimes come to believe that they can fly. But they may absorb unconscious images that inhibit their ability

Adolescent Video Game/Internet Game Playing:
Words: 1468 Length: 5 Document Type: Term Paper

This term seems to have been coined in the 1990s when researchers were attempting to describe a constellation of behaviors observed in persons using the Internet to such an extent that it began to cause other aspects of their lives to become dysfunctional. The DSM-IV disorder most similar to the pattern of behaviors observed with overuse of video games is pathological gambling. Presumably, the more colloquial term addiction was derived

Sexism in Video Games Video Game Characters
Words: 2311 Length: 7 Document Type: Essay

Sexism in Video Games Video game characters are iconic in youth popular culture. Their influence goes far outside of the realm of the game, so that even youth who do not play games are exposed to video game characters. For example, it is common for products to use video game characters in their marketing campaigns when targeting young adults. Moreover, it is not unusual for there to be an overlap between

Sign Up for Unlimited Study Help

Our semester plans gives you unlimited, unrestricted access to our entire library of resources —writing tools, guides, example essays, tutorials, class notes, and more.

Get Started Now