An author is writing a speech advocating for limited video game usage among adolescents. According to recent studies, the average teenager spends approximately 3 hours per day playing video games. How could the speaker use this information to frame their argument about the impact of excessive video game usage on adolescent mental health and academic performance?

A. The speaker could use this information to suggest more beneficial ways to spend that time.
B. The speaker could use this information to talk about blue light and the effects it has on eye health.
C. The speaker could use this information to discuss the impact of teachers on a teenager's academic performance.
D. The speaker could use this information to examine mental health issues impacting teenagers.



Answer :

Final answer:

The speaker can highlight alternatives to gaming, discuss mental health effects, and consider broader influences on adolescents' well-being.


Explanation:

The speaker could use this information to suggest more beneficial ways to spend that time: By highlighting the average time spent on video games and proposing alternative activities such as reading, outdoor sports, or volunteering, the speaker can emphasize the importance of a balanced lifestyle.

The speaker could use this information to examine mental health issues impacting teenagers: Linking excessive video game usage to mental health problems like addiction, social withdrawal, and decreased academic performance can strengthen the argument against unrestricted gaming habits.

Adolescents face a range of influences on their health and mental health: Understanding the broader context of technology's impact on teenagers, alongside factors like academic achievement and social trends, can help provide a comprehensive view of the issue.


Learn more about Impact of excessive video game usage on adolescent mental health and academic performance here:

https://brainly.com/question/38416688