Who’s Really Teaching Your Children? – Part 1 of 3
Should the Lord tarry, this time in history might come to be known by future generations as “The Darker Ages”.
Especially over the last 50 years, there has been an ever-increasing influence of the antichrist spirit in our society as evidenced by how the majority of our prevailing institutions posture themselves against God.
These “vain philosophies” are an amalgamation of the “politically correct” positions of the educational system; the healthcare (disease care) and food industries; the liberal news media; government; and the entertainment industry.
All of these institutions have adopted anti-God world views, and scripture warns us against yoking ourselves in such unholy alliances.
Don’t team up with those who are unbelievers. How can righteousness be a partner with wickedness? How can light live with darkness? (2 Corinthians 6:14) We must come out and be holy.
We must create separation from these wicked “Babylonian” systems.
Children born today and in the previous generation are being raised in the most difficult spiritual climate in history. This generation has been called the “Y” generation, and more recently referred to as the “iY” generation due to Apple’s massive cultural influence.
This generation is being raised on the internet and by electronics. It might become known as “generation text” because it is not uncommon to witness the youth texting (in some new adulterated language) to their friends who are standing next to them, or even sitting in the same car.
Children are becoming unwitting and yet willing slaves to a virtual world that lies to them, steals their innocence, and leads them into a world of entertainment distraction that robs their time and their health.
One of the greatest diversions for today’s youth is video games. Here are some recent statistics to help us realize just how pervasive this one form of amusement can be:
- 83% of young people aged 8 to 18 have access to a game-player in their own home.
- About 50% of all teens have a video game system in their own bedroom.
- About 8% of video game players reported that their game playing made them feel dominated by the demands of the game, made them seek increased levels of stimulation to continue playing, caused them to experience withdrawal symptoms when they were unable to play, brought them into conflict with other individuals, and had reported that they were unable to quit playing the games (and those are just the ones who are both aware of these affects and are willing to admit them.)
- According to a Harris Poll, the average teenager spends 13 hours per week playing video games, and those who game spend 30% less time reading and 34% less time doing homework than the average non-gamer.
And with all these risks, according to the Kaiser Family Foundation, only about one in five game players have parents who set any rules about which games are and are not allowed to be played.
Click here for Part 2 of this series — as we explore the severe consequences of these increasingly bad habits.