Addiction In Young People To Video Games

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Addiction in young people to video games

 Introduction:

The world of video games is constantly changing, new games modes for users are increasingly impleme. Many people relate video games to problems that young people suffer in the present.

Many people relate video games to problems that young people suffer today, problems such as social isolation that translates into the loss of contact with family or the outside world, a low academic performance since they invest a lot of time to play and little time inHis academic responsibilities, aggressive behavior while the individual is playing and also in his daily life, lost of the notion of time, pain or diseases, in extreme cases confusion between what real life and video games are.

Goal

The purpose that hits this topic is based on the importance that young people give to a video game today, many more important activities such as making their obligations at home, at their school/college/university, also also leave, also alsoso that they become aware and know that they stop socializing with their family friends and everything that is in their environment.They only manage to have a socialization with people who share their own interest within the platform in which they play.

This research will try to expose different problems that video game addiction can cause young and possible solutions that can help combat addiction to video games and any effect that can cause young people in their daily lives.

This scientific research sought to determine whether to play video games with an excessive amount of hours could affect the different activities that a young man performs in his daily life. Problems and possible solutions to videogame addiction were determined. As a method to obtain results for research, two subjects were used with different times of play observing their academic performance which is very important among the activities of young people and then altering their eating hours and observing how it is reflected in their academic yields.

Videogames in turn is a popular activity of any teenager today, it can be said that it is an addiction for many, but for another this is only a hobby. Many of these games connect with the Internet, are usually violent, which emphasizes aggressive theme to the user who manages it.

Video games constitute a popular and familiar term that is part of the technological development experienced by our current society. They were first introduced in the United States with a first production by Atari in 1972. Known as Ping-Pong, it was a simple table tennis game composed of two bars, which simulated the rackets and a cursor that, moving, crossed the screen. 

What do we understand by addiction?

We are currently far from a consensus about what we understand by "addiction". We do not even have a common language to refer to the problem, so that terms such as "craving", "dependence", "addiction", "addictive disorder" and "compulsion" are used profusely without an agreement in relation to the exact meaning of eachone.

We do not have a frequent statement to refer to the subject, today we are closely remote about what is understood by "addiction", we use countless words to refer to this issue, which give a different concept of agreement as the person wants to see it.

Violence of Violence in Young.

Since its appearance in the 70s, the possible psychosocial effects of video games, positive or negative, have been subject to considerable controversy. Most arguments in one way or another have been based more on personal opinions and prejudices than on research data. In this article we reviewed the state of the matter in relation to these arguments, both negative (addiction, aggressiveness, social isolation, school performance, displacement of other activities, criminal or antisocial behavior, pathological game, substance consumption, medical disorders) and positive and positive(Training and improvement of skills, therapeutic profits, use as a didactic medium).

The video game has brought negative and positive aspects in young people, especially those of violence, denote aggressiveness and anger problem that affect adolescent’s behavior. Being sitting behind a screen, takes us away from our surroundings, limits us to exploring creativity as human beings. We live in a world that day by day technology is advancing, these video games are making a routine for the young man damaging your way of thinking.

Young people as these games of violence, when they are in a problem, want to imitate the game, and react violently, since you feel stressed before the situation. This violent games are not recommended for under 18 years of age, the age limit you have indicated must be respected. Many young people who are addicted to these games have lost family communication, friends, etc.

However, in the second half of the 80s the video game industry introduces special effects and new accessories that, together with the use of new marquetin strategies aimed at children and adolescents make the phenomenon again arise and maintain to this day until this day. Nintendo was the company that started this new stage followed by its closest competitor, Sega (Funk, J. , 1993)

As the years are advanced, a variety of games are increasing, which attract the attention of the young fan and takes more control of this, its addiction is increased with the desire to play all the new collections that the market is promoted,It is said that these companies currently sell a daily video game.

At present, the world of video games is constantly evolving, in the past video games were simpler, the game mode that was implemented was an individual against the machine, then it became more common in video games the modemultiplayer or multiplayer in which between two or more people is played at the same time in the same console, that is, in the same place. At present, video games companies taking advantage of the technological improvements and the great boom of the Internet have implemented the online game mode in which a person can play with other individuals who are in different parts of the world from the comfort of their spaceof game,

Many of the online games have implemented communication by voice chat so that people do not stop socializing while they play and do not look like robots in front of a screen. The cybercaphs gave a radical turn to the addiction of video games, before playing at home and parents have control over the hours you played, with the arrival of the cybercafés, the addicts to video games saw an open door for a par fornot be bothered by anyone while playing.

Many of these cybercafés went to the new era of video games, changed their aspects for a better setting. Before they were only a plastic chair and a monitor, at present many of these cybercafés are a dark room full of LED lights on the PC to get the attention of wanting to play, these cybercafés became called “Cybergamer”. With the rise of online games, communication channels or apps also emerged for a better gameplay: such as Skype or Discord, which are free call apps or free chat.

With video games already positioned in the top one as a form of entertainment in young platforms such as Twitch and YouTube give the option of transmitting in real time when you are playing or uploading already recorded games also share the same communication feature such as Discord and YouTube foryouths.

The hours and importance that young people give to video games, video games, have always been guilty of different problems such as rebellion, lack of interest in important issues, low qualifications, social isolation and in radical cases until death. This apart from being an addiction, can become a mental disorder and that the subject can reach a meter in the character’s role.

 There are cases that have reached the extreme as murders for believing the character of the game or believing that they are within the game, one of the cases best known for this problem is that of Devin Moore who believed that he emulated a character of the famous GTA game, thisGame is based on a free world with the possibility of doing whatever you want without any consequence Devin snatched the weapon from a police officer and while they pursued him, I shot 3 more police, When they caught him Devin Scream: “Life is likea videogame. Sometimes you have to die ".

Conclusions.

An effective solution would be to regulate the game hours, instead of being 9 hours of play to 4 and thus make the time it plays decreases little by little, so that you get used to playing 4 hours to 2, it would be an intervalof very flexible time thus I would only play for entertainment and not by addiction.

In the most extreme cases such as those of mental disorders to video games, it would be to make the evaluation or categorization of video games that say “for over 18 years” many people ”many parents ignore the warnings of the content of video games. And that is why extreme cases of violence or deaths arise.

Another solution would be the evaluation of video games before going to the market see if they comply with the categorization standards for the consumption of their audience to which it must correspond:

– For all audiences: it should not contain violent scenes or blood, it must be subtle and appropriate for minors.

– For adults than 18: Obscene vocabulary blood can contain scenes of sex or racism are only for adults.

Free Addiction In Young People To Video Games Essay Sample

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