On the influence of computer games on the human psyche. The influence of computer games - Psychology - Health (body and mind) - Catalog of articles - The Force of Truth

"If you go overboard,
the most pleasant will become the most unpleasant.
Democritus of Abdera

At school, in society and families, there are often discussions about what is more in computer games: harm or benefit? Today, many children are passionate about computers and especially computer games: in the game they cease to be passive observers, and get the opportunity to actively influence the events of the virtual world. Unfortunately, parents do not quite understand that this problem is their own fault. However, it is their duty to return a child lost in the Net to the earth.

Many people like to play computer games, even children, starting from 4-5 years old and older. Boys love to play various “shooter games” containing scenes of murders, blood, fights, accompanied by sound effects in the form of hysterical screams, screams, etc. Computer games block the process of positive personal development, make the child immoral, callous, cruel and selfish.

Children begin to behave like this on the street, at night they have nightmares, they try to repeat the movements. This is a special degree of concentration on any object of the inner or outer world. In computer games, attention is focused on repetitive, stereotypical actions (running - shooting) occurring on the screen. The feeling of real time is lost, the child plunges into a kind of trance. If games are used often and for a long time, the plots of which include only chases and murders, and people act as victims, then information is gradually laid down and fixed at an unconscious level that it is possible to kill and not be punished for it. Such an unconscious attitude to violence can dramatically reduce the psychological barrier to such acts in real life.
There is a problem of “freezing” in the virtual world, when a child cannot take his eyes off the screen for several hours. At the same time, the interaction of the child with people is limited, the communication skills necessary for the child for normal mental and social development are lost.

With prolonged work in front of the monitor, overwork occurs, and even exhaustion of the nervous system. Therefore, sanitary standards must be observed. Particular attention should be paid to children with minimal organic lesions of the nervous system (associated with the pathological course of pregnancy and childbirth in the mother or infections in the child in the first months of life). Such children are inattentive, hyperactive or, conversely, slow and lethargic. Their nervous system is experiencing an increased need for a protective reaction - a trance. The processes of unconscious imprinting of information and the development of computer addiction are faster for them.
But in addition to the physical health of children, it is important to think about their mental health.

Scientists have proven that in large doses, computer games lead to the accumulation of chronic stress with all the negative consequences for the child's body.
How do computer games ("toys") affect the mental development and personality of a child? Can they contribute to his emotional development, cause deviations in his behavior, aggressiveness and cruelty? There are many commercial computer games of educational and developmental orientation. They broaden the horizons and general awareness, develop the child's logical thinking, eye, reaction speed, form the child's skills to plan mental actions. But along with them, there are also many "toys" that are classified into "flying", "shooter", "action", "racing", "strategy". They also contribute to the development of individual abilities of the player, but at the same time negatively affect the child's psyche. Despite this, most children love them much more than non-aggressive educational and educational games. Still, when playing, the child feels like a “cool” omnipotent superhero.

Almost all of these games have an age limit, which is indicated on the cover. But who takes this into account? And parents do not think about these issues at all. Can some kind of computer toy cause harm? It turns out, maybe, and even a lot. Psychological studies, in particular by domestic scientists, show that Western-made commercial computer games that dominate the market today instill aggressive individualistic morality in a child. Getting used to the role of the main character, controlling the hero or a weapon placed on the bottom panel of the display, the child has the opportunity to deal with virtual victims without hindrance and with impunity. Often in such games, it is the number of “killed” and “wounded” that is a quantitative indicator of the player’s level of achievement: the greater the number of victims, the more points the machine will give, therefore, the more the child will be pleased with himself. All this very quickly affects his mind, then false attitudes are formed in him: “I am against everyone!”, “The more I“ kill ”, the better!” Many games promote violence, rude speech.

Some researchers believe that playing with aggressive "toys" gives the child the opportunity to get rid of negative emotions that are habitually restrained, and to develop an aversion to violence and cruelty. However, children often imitate violence during role-playing outdoor games with peers or in serious life situations, examples of which they saw on television or “worked out” themselves during a computer game. As a rule, aggressive reactions are most pronounced in adolescents, but they are laid down and consolidated in early childhood. Already younger students tend to imitate the so-called asocial heroes from movies and TV shows, video and TV films, computer heroes, whose aggression, as a rule, is rewarded and appears in a winning light. Children tend not only to identify with individual victims or aggressors, but also to transfer these roles to real situations. In addition, a child may become insensitive to rudeness and cruelty after watching a lot of scenes of violence. And finally, children, especially younger ones, may, based on what they see, begin to consider violence an acceptable model of behavior and even a way to solve their problems.

Scientists have found that computer games stimulate only a certain part of the child's brain, so children should read, write and do more math. In addition, it is useful for children to play outside and communicate with other children as much as possible. Instead of "traditionally" playing sports such as football, preference is given to the "FIFA" simulator. So there is a problem. Society does not pay due attention to this. And the computer continues to involve more and more people in the virtual world, making them addicted.
How to help a child get out of "captivity"?
It is necessary to limit the time of working at the computer and playing games on it, because a long stay in front of the monitor screen can adversely affect the physical well-being of the child. These are problems with vision, with the spine, hands, psyche and sleep, as well as information overload. Electromagnetic vibration and ionizing radiation of even the most protected modern monitors are a big burden on the vision and posture of a child's body that is still being formed. Given this, the sanitary and hygienic requirements are quite categorical: no more than 30-40 minutes a day for children of primary school age and no more than an hour for teenagers and young men.

In conclusion, the following can be said. Just as parents care about the quality and quantity of food for their child, they should take care of the quality and quantity of computer products consumed by the child, interest the child in educational and developmental games, avoid the use of base games, and monitor the time that the child spends at the computer.

Borisova Alena, Moshkina Valeria, Sokolova Ekaterina

The leisure of children and teenagers, who are keen on computer games, performs.

Target: Determination of the amount of time spent by students at the computer, and the dependence of their health on this factor.

Enthusiasm for computer games may be less if this enthusiasm is given a more rational character and the leisure activities of children are made more diverse.

In our turbulent age, perhaps, there is not a single child who would not know what computer games are. There are computers in almost every family, and therefore children learn to handle them almost before they pronounce their first word. And everything would be fine if computers were used exclusively for a good purpose - to teach, for example, a child to read or solve mathematical problems ... Unfortunately, children devote the lion's share of the time spent behind monitor screens to computer games.

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Municipal educational institution secondary school No. 3 of the city of Taldom

Project relevance

year 2013

Members:

Supervisor:

Borisova A. 11 "A" class.

Moshkina V. 11 "A" class.

Sokolova E. 11 "A" class.

Nurieva I. A.

The study of the problems of computer addiction of children in Russia is of particular importance in the rapid development of computer technology. In recent years, computer games have left a certain imprint on the development of the personality of a modern child. A powerful flow of new information, the use of computer technology, namely the spread of computer games has a great impact on the educational space of modern children and adolescents. The creation of an educational space is a necessary condition for the formation of a child's personality not only within the walls of an educational institution, but also outside it. The structure of children's and adolescents' leisure activities is also changing significantly. a computer combines the capabilities of a TV, DVD set-top box, music center, and books.

At the moment, the number of children and adolescents who can work with computer programs, including playing computer games, is increasing. At the same time, the negative consequences of this process, which affects the social and psychological health of children and adolescents, should be noted as an undoubted positive value of computerization. The negative consequence of this process is the phenomenon of computer addiction. The term computer addiction appeared in 1990. Psychologists classify this bad habit as a kind of emotional “addiction” caused by technical means.

The computerization of all spheres of human social life is one of the most impressive events of the last quarter of the 20th century. The computer has become an integral part of modern life, capturing its influence of modern children and adolescents.

The object of this research workis the leisure of children and teenagers who are fond of computer games.

Target

Determination of the amount of time spent by students at the computer, and the dependence of their health on this factor.

Tasks

  1. to study the theoretical substantiation of the influence of computer games on students;
  2. to establish what physical and psychological problems arise after playing on computers?
  3. to reveal the connection between computer games and the development of cognitive processes and communicative qualities of the child's personality.

The following methods were used in the course of work:

  1. Theoretical (analysis of psychological and pedagogical literature)
  2. Empirical (observation)
  3. Methods of statistical processing of results

Hypothesis

Enthusiasm for computer games may be less if this enthusiasm is given a more rational character and the leisure activities of children are made more diverse.

Introduction

In our turbulent age, perhaps, there is not a single child who would not know what computer games are. There are computers in almost every family, and therefore children learn to handle them almost before they pronounce their first word. And everything would be fine if computers were used exclusively for a good purpose - to teach, for example, a child to read or solve mathematical problems ... Unfortunately, children devote the lion's share of the time spent behind monitor screens to computer games.

Many parents began to notice how children, while playing, began to use the words “I was killed”, “I was killed”, etc. more often. Many mothers began to notice this after the children played "shooters" on the computer, and it's no secret to anyone that in the bulk of computer games, the main action is murder. The computer industry is making huge strides forward, games are becoming more realistic, killing in the game is done realistically, killed people are falling, for this they are working on the physics of human behavior, he walks, shoots, falls and dies like a real person. Computer game developers know that games affect children, for this they introduce some kind of restrictions in games, such as not showing blood during a murder, but this does not change much. In many countries, for example, hearings have already been held more than once to ban certain computer games, such as"Counterstrike" (First-person shooter where terrorists howl with the police). But the bans do not stop the developers, and new hits are released every year.

Many of you ran and played war games as a child, but let's not forget about virtual reality, which is becoming more and more real every year. Take a magazine with a description of computer games, where, when describing a new game, it is written that it is even more realistic and there is even an assessment of the game in terms of such parameters as: realism, graphics, sound. The more realistic the game, the higher the score. The developers take into account everything (sound, physics, graphics) in order to immerse a person in virtual reality, so that there is an even greater effect of presence. By the way, take a magazine on computer games, if your family has one, and see how they describe the next hit of the season. There are also detailed walkthroughs of games that answer such questions: where? as? when? and whom? kill.

In foreign news, more than once it was told about how teenagers shot children at school. Why did this happen? Yes, just because the "shooters" allow you to make the murder more psychologically acceptable. There are certain computer programs for the military (also "shooters"), which just teach you how to kill the enemy.

During the Second World War, it turned out that American soldiers, who hit targets well in exercises, could not kill the enemy, this happened just because they fired only at targets, and in the war, living people, a psychological barrier worked, here and began to instill these skills with the help of a computer.

The Americans came to the conclusion that the techniques used to train the military to kill are freely replicated for a children's audience.

History

First computer game space war born in a distant1961 at the Massachusetts Institute of Technology, but only programmers played this game, since no one had computers then.

In 1971, Nolan Bushnell created and began selling the first commercial game. computer space , but another game (released in1972), which was called Pong . In it, two plates beat off the ball, trying to keep it on the playing field.

The victorious procession of computer games around the world began in the early eighties, when everyone began to buy game consoles.

In 1981, an event occurred that turned the world upside down: IBM first introduced the IBM PC to the public. A release in 1989 of a pocket computer game game boy laid the foundation for what we today call the computer game industry.

Today, the passion of some people, and especially children, for computer games reaches the level of addiction, called gambling addiction by experts. How does this disease develop? You will immediately recognize an inveterate gamer: he is immersed in himself and in the virtual world, ignores external events, and is not adapted to life in reality. The first stage of dependence is still an easily reversible disorder. At first, the child is simply carried away by the “new toy” to the detriment of other activities and studies. Gradually, he moves away from relatives and friends. As a rule, he hides from his parents how much time he spends at the computer. The second stage is already an avalanche-like increase in symptoms. If a child is forcibly “pulled away” from the computer, he experiences a feeling similar to the “withdrawal” of a drug addict. The child may steal money to pay for the time spent in the Internet club. It is characterized by a decrease in working capacity, impaired attention, the appearance of obsessive thoughts, headaches, pain in the eyes, insomnia ... The third stage is already social maladaptation. The child completely "leaves" in the virtual world, there is a state of depression.

Why do children prefer not innocent logical “toys”, but those in which there is violence, cruelty, murders and other activities associated with destruction in excess and overt form? The fact is that such games make the child feel omnipotent. Feelings of superiority, omnipotence - this is something that, as a rule, is not given to a child to feel in the real world, where everything is stronger than him: parents, teachers, other children ... And immersion in the world of a game in which you act as an omnipotent hero is a great opportunity "take revenge."

Over the past 30 years, more than 1,000 studies have been conducted by leading institutions and specialists in the field of psychiatry, in which it has been established that there is a connection between violence on a television screen or monitor and aggressive behavior in children. This means that watching scenes of violence may well lead to the emergence of aggressive feelings, reactions and inappropriate behavior in children. And besides, a child who abuses watching violent scenes becomes insensitive to violence in real life.

Conclusions of scientists and real facts

IN 1997 3 children were killed at a school in West Paducah (USA). Attacker Michael Kerniel was 14 years old. As it became known later, the young man was fond of such games as DOOM, Quake and Mortal Combat.

IN 1999 high school students Eric Harris and Willan Klebold killed 12 students at a school in Littleton (USA), and then committed suicide. They constantly played DOOM and Duke Nukem 3D, as well as online deathmatch.

In 2002, one of the popular Ukrainian newspapers published an article about an 18-year-old maniac who attacked people in the city of Chernivtsi, following the rules of his favorite computer game.

And in In 2007, high school student R. Steinhäuser killed 16 people: 13 teachers, 2 students and 1 policeman, and then shot himself, saying before that the phrase "now I've played enough." And this is only a part of such cases.

The negative impact of computer games

A wave of murders motivated by the abundance of violence in computer games has caused widespread concern. For example, Unreal, Grand Theft Auto, Resident Evil II, Wild 9, Sanitarium and Carmageddon II games have disappeared from French stores. 6 games were banned in Brazil because they considered that they provoke real violence (a fine of 10 thousand dollars threatened those sellers who would sell DOOM, Mortal Kombat, Blood, Postal, Requiem and Duke Nukem 3D). The list goes on and on: in many countries there is a fight against games that are considered to trigger violent outbreaks.

It is believed that role-playing computer games, that is, games in which the player takes on the role assigned by the plot to a certain computer hero, present a particular problem. A study conducted at the Department of Psychology of the Kemerovo State University showed that when playing role-playing computer games, the child “enters” the game, and in clinical cases, the process of losing individuality as a result of identifying oneself with a computer character. The staff of the department proved that this kind of computer games cause a qualitatively different level of psychological dependence, in contrast to non-role-playing games or any type of non-gaming computer activity. This dependence is the most powerful in terms of its influence on the personality of the player.

The negative consequences of hobbies in those computer games in which aggressiveness is clearly stimulated and the cult of cruelty is planted are revealed quite clearly. Children who often play games that contain elements of violence also often view violence as the most effective way to resolve conflicts. Viewing scenes of cruelty leads to a decrease in the ability to adequately respond emotionally and to cruelty in general. Violence in computer games makes you perceive the world as a place where evil reigns. In addition, there is a fear of becoming a victim of violence, resulting in distrust of others.

Psychologists have noticed that the more problems a child has in real life, the more willingly he immerses himself in virtual reality, especially for boys. Departure into virtual reality is inherent in people with a thin, vulnerable psyche. In life, they may have problems with friends, etc., and when they come home and turn on their favorite game, they plunge into the virtual world, where he becomes the king, he only needs to skillfully point the cursor and press the buttons in time. Such children get used to the fact that in the game they have several lives to pass and everything is easy, but in real life there is nothing like that, and in order to achieve something, you have to overcome a lot. The game is filled with primitive actions like pressing buttons. There is more and more such primitiveness, children wean from books and watch cartoons a lot, where, by the way, there is no less violence.

Doctors have long noted that frequent flashes of light adversely affect the rhythms of the brain. Pleasure is achieved by simply stimulating the corresponding structures in the brain, this has a relaxing effect on the personality and acts like a drug, such children are not interested in anything else. Computer games (shooters, walkers) lead to the fact that the child begins to think technologically, and not creatively.

The results of numerous tests conducted by psychologists with children who play violent computer games for a long time are as follows: computer games block the process of positive personal development, make the child immoral, callous, cruel and selfish.

Games recognized as harmful to the psyche of the child:

DOOM, Quake, Duke Nukem 3D, Unreal, Grand Theft Auto, Resident Evil II, Wild 9, Sanitarium, Carmageddon II, Mortal Kombat, Blood, Postal, Requiem.

Advantages of computer games

However, scientists refrain from looking for the root of all problems in the influence of computer games on the child's psyche. Yes, in general, and games are different. There are quite innocent and kind "toys" that will not harm the child. Many games are even useful because they develop useful skills and skills in children and teach them how to find solutions in difficult situations. In principle, any passage of the game from beginning to end is a real victory, the feeling of which is necessary for the normal development of the child. And in the fact that children behave aggressively, not only computer games can be to blame, but also factors such as a dysfunctional family environment, the influence of peers, the availability of firearms, etc.

It would be wrong to bury your head in the sand like an ostrich, forbidding your child to even approach the computer. We live in an era when it is difficult to imagine the implementation of any action without the help of a computer. A computer is not a monster that devours your child, but a great helper in your and his daily life. And such specialties as programmers and computer tuners are among the most demanded and highly paid. You just need to try to make sure that the computer does not replace the child's parents. Parents need to pay attention to him, be interested in his life, spend more time with him, offer him alternative ways of spending time (circles, sections, etc.). And if you can’t avoid the child spending time playing computer games, you need to understand this issue, learn more about interesting educational games and play them with him.

Not all computer games have a negative impact, there are also educational games, these are the games that a child should buy, but do not forget about the time that a child should spend on a game, for children 4 years old it is no more than 15-20 minutes.

Age of Empires3, Disciples Word, Medieval 2: Total War, Settlers 2, Sid Meier`s Civilization 4, Need for Speed, Richard Barns Rally and other strategies, races, quests and simulations.

Conclusion

In conclusion, I would like to say that the only proven way to prevent a teenager from becoming addicted to computer games is to involve him in processes that are not related to computers so that electronic games and processes do not become a substitute for reality. Show the growing person that there are many interesting ways to spend free time besides the computer, which not only allow you to experience the thrill, but also train the body and normalize the psychological state. The task of teachers and parents is to organize the child's leisure in such a way as to protect him from the negative impact of information technologies, including the computer.

The project was prepared

Pupils of 11 "A" class

MOU secondary school №3

G. Taldoma

  1. Borisova Alena
  2. Sokolova Ekaterina
  3. Moshkina Valeria

Project Manager

IT-teacher

  1. Nurieva Inna Alexandrovna

At school, in society and families, there are often discussions about what is more in computer games: harm or benefit? Today, many children are passionate about computers and especially computer games: in the game they cease to be passive observers, and get the opportunity to actively influence the events of the virtual world.Unfortunately, parents do not quite understand that this problem is their own fault. However, it is their duty to return a child lost in the Net to the earth.

Many people like to play computer games, even children, starting from 4-5 years old and older. Boys love to play various “shooter games” containing scenes of murders, blood, fights, accompanied by sound effects in the form of hysterical screams, screams, etc. Computer games block the process of positive personal development, make the child immoral, callous, cruel and selfish.

Children begin to behave like this on the street, at night they have nightmares, they try to repeat the movements. This is a special degree of concentration on any object of the inner or outer world. In computer games, attention is focused on repetitive, stereotypical actions (running - shooting) occurring on the screen. The feeling of real time is lost, the child plunges into a kind of trance. If games are used often and for a long time, the plots of which include only chases and murders, and people act as victims, then information is gradually laid down and fixed at an unconscious level that it is possible to kill and not be punished for it. Such an unconscious attitude to violence can dramatically reduce the psychological barrier to such acts in real life.

There is a problem of “freezing” in the virtual world, when a child cannot take his eyes off the screen for several hours. At the same time, the interaction of the child with people is limited, the communication skills necessary for the child for normal mental and social development are lost.

With prolonged work in front of the monitor, overwork occurs, and even exhaustion of the nervous system. Therefore, sanitary standards must be observed. Particular attention should be paid to children with minimal organic lesions of the nervous system (associated with the pathological course of pregnancy and childbirth in the mother or infections in the child in the first months of life). Such children are inattentive, hyperactive or, conversely, slow and lethargic. Their nervous system is experiencing an increased need for a protective reaction - a trance. The processes of unconscious imprinting of information and the development of computer addiction are faster for them.

But in addition to the physical health of children, it is important to think about their mental health.

Scientists have proven that in large doses, computer games lead to the accumulation of chronic stress with all the negative consequences for the child's body.
How do computer games ("toys") affect the mental development and personality of a child? Can they contribute to his emotional development, cause deviations in his behavior, aggressiveness and cruelty? There are many commercial computer games of educational and developmental orientation. They broaden the horizons and general awareness, develop the child's logical thinking, eye, reaction speed, form the child's skills to plan mental actions. But along with them, there are also many "toys" that are classified into "flying", "shooter", "action", "racing", "strategy". They also contribute to the development of individual abilities of the player, but at the same time negatively affect the child's psyche. Despite this, most children love them much more than non-aggressive educational and educational games. Still, when playing, the child feels like a “cool” omnipotent superhero.

Almost all of these games have an age limit, which is indicated on the cover. But who takes this into account? And parents do not think about these issues at all. Can some kind of computer toy cause harm? It turns out, maybe, and even a lot. Psychological studies, in particular by domestic scientists, show that Western-made commercial computer games that dominate the market today instill aggressive individualistic morality in a child. Getting used to the role of the main character, controlling the hero or a weapon placed on the bottom panel of the display, the child has the opportunity to deal with virtual victims without hindrance and with impunity. Often in such games, it is the number of “killed” and “wounded” that is a quantitative indicator of the player’s level of achievement: the greater the number of victims, the more points the machine will give, therefore, the more the child will be pleased with himself. All this very quickly affects his mind, then false attitudes are formed in him: “I am against everyone!”, “The more I“ kill ”, the better!” Many games promote violence, rude speech.

Some researchers believe that playing with aggressive "toys" gives the child the opportunity to get rid of negative emotions that are habitually restrained, and to develop an aversion to violence and cruelty. However, children often imitate violence during role-playing outdoor games with peers or in serious life situations, examples of which they saw on television or “worked out” themselves during a computer game. As a rule, aggressive reactions are most pronounced in adolescents, but they are laid down and consolidated in early childhood. Already younger students tend to imitate the so-called asocial heroes from movies and TV shows, video and TV films, computer heroes, whose aggression, as a rule, is rewarded and appears in a winning light. Children tend not only to identify with individual victims or aggressors, but also to transfer these roles to real situations. In addition, a child may become insensitive to rudeness and cruelty after watching a lot of scenes of violence. And finally, children, especially younger ones, may, based on what they see, begin to consider violence an acceptable model of behavior and even a way to solve their problems.

Scientists have found that computer games stimulate only a certain part of the child's brain, so children should read, write and do more math. In addition, it is useful for children to play outside and communicate with other children as much as possible. Instead of "traditionally" playing sports such as football, preference is given to the "FIFA" simulator. So there is a problem. Society does not pay due attention to this. And the computer continues to involve more and more people in the virtual world, making them addicted.
How to help a child get out of "captivity"?
It is necessary to limit the time of working at the computer and playing games on it, because a long stay in front of the monitor screen can adversely affect the physical well-being of the child. These are problems with vision, with the spine, hands, psyche and sleep, as well as information overload. Electromagnetic vibration and ionizing radiation of even the most protected modern monitors are a big burden on the vision and posture of a child's body that is still being formed. Given this, the sanitary and hygienic requirements are quite categorical: no more than 30-40 minutes a day for children of primary school age and no more than an hour for teenagers and young men.

In conclusion, the following can be said. Just as parents care about the quality and quantity of food for their child, they should take care of the quality and quantity of computer products consumed by the child, interest the child in educational and developmental games, prevent the use of base games, and monitor the time that the child spends at the computer.

Let's start with a reminder that the degradation of humanity is now actively taking place and the game world does not stand aside from this. One can judge that the future is not at all cloudless, as it may seem to some.

The level of influence of a popular computer game on a person is usually negative, although not always. Just recently, a survey was conducted just on this topic. The population was asked a seemingly simple question. Is Star Wars true or fiction? Only 40% of respondents considered this film fantastic. This quite accurately reflects the essence of our problem. Under the influence of almost any computer game sold on the human brain, it becomes dull and becomes unadapted to life. All action films lack a smart component, there is no need to think through anything, and it is in such entertainments that the maximum number of sales is made.

Now let's move on to the very basis of computer computing. Let's remember the very first calculator - it radically simplified people's lives. The influence of the device became so strong that the inhabitants no longer needed to strain their brains, even with the simplest calculations. As an upgrade, more powerful computers appeared that began to perform even more everyday tasks.

A computer game and a calculator influence thinking and prevail over a person - that is, they reduce his working convolutions. It is very convenient to use such opportunities for cases, since these days you need to do a lot of complex or moderate calculations. In stores, this is especially true, but a person should not forget the multiplication table.

With computer games, things will be worse, they usually kill all the thinking in a person that could accumulate over a more correct period of life. Here the opinions are not as unambiguous as they seem at first glance. I would recommend separating the concepts of good and bad.

So let's take a look at the market leaders. The leaders of sales and demand are Actions and strategies. In the first case, these are games in which they fight and shoot each other from the first person, or roam from the 3rd and cut everyone with any melee weapon. In the second type, they build industrial buildings and equipment, and then destroy the enemy. This computer miracle directs a person to bad influence from games, worsening his mental state. He becomes inadequate and tries to throw out violence in the real world. This is why people with gambling addiction are so rude.

Examples of Negative Influence

Consumers want aggression, this is a deviation from common sense. It is much more useful to play more peaceful entertainment, whether it be sports simulators or logical ones in the form of adventures.

Consider the level of influence of shooting games on a person. The positive point is the increase in the reaction rate. If this is the main goal, then go ahead to achieve it. However, thinking in them tends to an absolute minimum, since there is power - the mind is not needed. Although even strength is not required here, it is virtual. The worst thing about these influences is the destruction of the nervous system. A person who is strongly carried away by the process is sure to become quick-tempered, cowardly and shy, and also acquire a mental illness. By the way, they recently created special hospitals for gamers.

There is no need to look far for an example here. I have an influencer friend who is thoroughly stuck in the computer world and plays even at night, sleeps only 6-8 hours and the rest of the time long and hard torments the game along with the computer and peripherals. At the same time, he always swears, eats almost nothing and is dissatisfied with everything. It is impossible to live, does nothing! And I remind you that this is just entertainment and nothing more. They should entertain, not the other way around.

What to do?

  • The influence of computer games on a person is different, so try to play fighting games extremely rarely, only to really have fun in the evening for an hour, once a week. I recommend taking advantage of them.
  • Play educational, educational and logic games. They have both utility and pleasure. Just do not follow the market, because there is one military stamping created to worsen the life and wallets of people.

In conclusion, remember the main proven rule - do not swear at the game or character! In the vast majority of cases, you insult yourself by confusing buttons, etc. If you don’t like something, it’s better to turn off the computer and do housework, if the situation repeats, you can delete this game that has a bad effect on the mind.

Most computer games have a beneficial effect on the character and behavior of a person, developing many important qualities in him and giving him the opportunity to take a break from everyday hustle and bustle. However, many people do not agree with such a judgment, since, in their opinion, absolutely all games bring complete harm to both the younger and older generations. But is it really so? Let's figure it out.

background

A few days ago, I accidentally stumbled upon an "interesting" article on the Internet, which tells about the negative impact of computer games on the psyche of young people. After reading it, I decided to read other materials on a similar topic in order to find out the opinion of other authors regarding this problem. And imagine my surprise when, with great difficulty, I managed to find an article with the opposite point of view.

Oddly enough, but in our time it has become very popular to blame computer games for all troubles. Most often this can be seen in the field of modern television, where occasionally there are reports about how some teenagers, under the influence of video games, begin to commit criminal acts, harming people around them. In addition, similar information can be found on many news websites, whose publications, as a rule, should be based only on verified facts.

Personally, I take a different position and believe that computer games are not capable of negatively affecting the psyche of a child or an adult. And all the accusations that are put forward by the gaming industry are just an excuse to cover up a truly urgent problem. But let's not rush and first make sure that the main part of computer games has a good effect on a person, and only then we will discuss the essence of this "hidden problem".

Why do video games have a positive effect on people?

Firstly, most computer games help a person to relax after a hard day at work. Unfortunately, the current life of many people adheres to a strict rhythm of "home → work → home", so they simply do not have extra time and energy to go, for example, to the cinema. It is for this reason that they prefer to play video games, because this type of recreation does not force them to go out and is able to give them the same emotions as any interesting movie or series.

Secondly, some types of games that, according to most, make people irritable, on the contrary, help them get rid of it. This is especially true for such genres of the gaming industry as shooters and fighting games. Let me give you an example: if some unpleasant situation happened in your life that caused you a strong feeling of anger, then instead of taking it out on your family and friends, you can go into any shooter and shoot fictional characters there. Thus, you will be able to get rid of anger and calm down.

Thirdly Thanks to video games, children develop a rich imagination. In fact, any computer game is a fabulous universe that you can explore without leaving your home. Finding himself in such a place, the child begins to take a direct part in the development of this world, performing good and heroic deeds. In other words, in many games, teenagers can become brave brave men protecting a magical land, which, in turn, has a positive effect on their thinking and fantasy.

Fourth, most computer games strive to convey to their players a deep sense of goodness, justice and other qualities that each of us should possess. This can be easily seen by paying attention to a significant part of all modern video games, the main meaning of which is to save the world and fight evil. Of course, there are exceptions to this rule, but the same pattern can be found, for example, in cinema. Therefore, this is not unusual, as negative aspects can be found in most works of art.

Fifth, a large number of games forms useful knowledge and skills in people, namely:

Shooters develop reaction, cunning and the ability to work in a team.
Strategies develop tact, logic and mental coordination.
RPG develops imagination and the ability to make complex decisions.
Online games develop communication skills.
Horrors help overcome fear.

In addition, with the help of computer games, you can make new acquaintances, learn foreign languages ​​and even earn money. And I still do not understand why the older generation has a negative attitude towards the gaming industry, blaming it for its negative impact on the character and behavior of young people.

What is the essence of this problem?

Everything is quite simple: the main reason for increased aggression in modern teenagers is the usual lack of education, and not some games there. Any adequate child growing up in a prosperous and loving family will not sit in front of a computer around the clock, worsening their vision and posture, and be negatively influenced by video games and the Internet. In addition, if a healthy teenager regularly exhibits attacks of aggression, then only his parents are to blame, because they did not bother to identify and prevent this problem in advance.

I don't understand people who have children without making sure that they can devote a huge amount of time to raising them and financially provide for them until they come of age. Very often I become a witness of such cases when a young couple who do not have normal housing and a decent salary think about having a child. This is wrong, because they will not be able to take a direct part in the life and development of their child due to lack of time, energy and other particularly important reasons. And it is from such families that one can now hear that bad games, films, songs and much more are to blame for all the troubles of their child. In general, everyone is to blame, but not them.