I belive it 20 years of age
The relationship that exists between time spent playing video games and aggressive behavior at school in relation to aggressive gestures was examined in the literature with noticeable interest.
Habitual openness to violent backgrounds or playing violent games fluctuations kids' evolving brain structures to beget a boost in the liability of carrying further aggressively indeed numerous times latterly expressing that stormy videotape games can desensitize people to catching aggressive gestures and drop prosocial actions(e.g., empathy).
This collaboration was also honest for both aggressive cognition (unvoiced) and high-pressure gesture (unequivocal), indeed if the adolescent was compactly showed up to a violent videotape game.
Distinctive associations are also seeming between videotape gaming and exhilarated medicine and alcohol use, more minor interpersonal connection quality, poor interpretation at the academy, disrated sleep time, and sui_cidal creativity. nevertheless, the connection between furious videotape games and aggressive actions in adolescents feels to be still over for discussion.
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Answer:
positive effects: kids will help parents get more money
negative effects: kids will not be very smart
Explanation:
brainliest please
Answer:
frontal
Explanation:
Frontal lobe: The term frontal lobe is defined as the important part of the brain which is responsible for controlling various cognitive skills in human beings, for example, problem-solving, sexual behaviors, emotional expression, memory, judgment, and language. However, the frontal lobe is considered to be the control panel of an individual's ability to communicate and personality.
If the frontal lobe of an individual gets damaged then he or she will encounter the memory impairment.
In the question above, the statement signifies the frontal lobe.
About one in five drivers said they pull over to nap when driving drowsy (national sleep foundation poll).
<h3>What is sleep foundation?</h3>
This public opinion survey was conducted by WB&A Market Research under the direction of the National Sleep Foundation to learn what Americans believe about various aspects of their bedrooms and to ascertain how the bedroom environment affects sleep.
An unrestricted educational grant from Downy made the survey feasible. A representative sample of Americans was subjected to a total of 1,500 telephone interviews in order to get the data. Respondents had to fall within the age range of 25 and 55 to be eligible for this study. The length of the survey was 13.1 minutes on average.
Using a random, listed, and cell phone sample, SDR Consulting, Inc. sold a national representative sample of phone numbers. Only a national random digit dialing (RDD) sample was used for the cell phone sample.
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