The Abuse Of Video Games Applied To Health

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The abuse of video games applied to health

Spending long hours in any technological medium becomes an addiction and a serious problem, especially for young people and children, since today they are the ones that resort to social networks and no longer have fun with traditional games. In recent years, technology has advanced and because of that, all people have made it a daily need.

What you want to achieve in this work is to be able to raise awareness among young people of the problems that generate excessive abuse of video games, causing diseases at the neuronal level.

Contrary to the idea of ​​the abuse of video games throughout the world, the American Psychiatric Association (A.P.A) Recognize this addiction as a pathology at the same level as substance addictions as ludopathy. Therefore, it is a fact that disorders derived from the use of the Internet and mobile telephony are increasingly frequent, this has already become a disease, in which addicted people leave their social and normal life to enter a virtual. In 2013 they compare drug addictions with video games, for this reason in the Asian part they opened new centers and clinics to be able to control this problem that is invading in our society currently.

According to (López, 2018) “The American Psychiatric Association (A.P.A) He has considered ludopathy as an impulse control disorder, instead of as an addiction ”; Here it can be evidence The hope of receiving a major prize for the thought.

According to the investigations carried out by Marcel Gratacos (2016), while a drug addict seeks and wishes at all times the consumption of a substance for its well -being and gratification, a ludopath does the same with the game, it is a great problem that is lived to World level, it can be evidenced that a ludopath presents various aspects in the internal chemical of the body or by drug addiction, in addition to ludopaths compare them with drug addicts for the simple fact that they present the same behaviors by not satisfying their needs of ambition.

According to (Rodriguez, 2012) “A popular belief about video games is that these affect the behavior of young people becoming violent. Belief that took strength thanks to the massacres in school institutes, where young people entered armed and opened fire against their own colleagues.”; This is one of the great examples where it can be found that technology has upset the mind of our society, which committed an aberration against the value of other people’s lives.

Statistics indicate according to (PRETI, 2018) that "79% of parents show great concern about the situation in which their children are because of video games"; There are many causes where a person can fall into this fantasy world that over time becomes a problem. The causes can be the following: family or social problems, it could also be depression since video games offer rewards when completing or at the end of each level and people feel good when they win but do not conform, they want to continue trying, but not all They control their character and become increasingly aggressive because things do not come out as expected.

According to the investigation by Vincent Mathews, from the University of Indian The other is not, the reason for the study was to be able to analyze what are the factors that influence the brain and emotional part of the human being.

The World Health Organization (WHO), considers for the first time that video game disorder is a mental illness. According to (Moral, 2017) “Health professionals must recognize that video game disorders can have serious consequences for human being.”; For this reason, people’s behavior deteriorates causing alterations in the social, family, personal, educational or other sphere.

According to (Villatoro, 2017) "that is why the use of these technologies could be related, among other things, with the increase of young people with attention disorder and hyperactivity (ADHD)"; This disorder is one of the consequences of video games abuse due to the bad organization of the family or school environment, the young man can present attention problems, act without thinking or can be very hyperactive.

ADHD does not have a specific cure, but various treatments such as: behavioral therapy, medicines and adaptations and interventions in school or school that will help the improvement of the patient can be performed.

Behavioral therapy according to the (National Center for Congenital Defects and Disabilities of the Development of CDC, Centers for Disease Control and Prevention, 2018) “It is an important part of the treatment of children with ADHD. This disorder not only affects the child’s ability to pay attention or remain sitting at school, but also affects their relationships with the family and other children ”; It is done with the help of a therapist, where they learn new behaviors, different from those who are familiar and also help them to express their feelings so that they do not generate problems.

According to the investigation carried out by Víctor Ingrassia, he expresses the creation of a parallel world to which we live, then he affirms:

Video games are no exception. The scenarios they pose facilitate immersion in a fantasy world. The user identifies with situations and characters while being disconnected from reality. The music that is repeated in loop and the sound effects contribute to the hypnotic effect. 

This is currently happening with many teenagers who lose the notion of time and immerse themselves to a completely virtual world where all they want is to win at all costs.

Addiction can be evidenced when a person needs an object to achieve self-satisfaction. For this reason, adolescents when they live in video games, it is difficult for him to leave that life, to start from scratch because his body got used to feeling that pleasure.

Eulises Domínguez, a psychologist at the Universidad del Norte, ensures that most of those who begin with symptoms of addiction for video games are practiced from an early age, usually since the age of five.

According to (United States Psychology Association, 2018) "between the use of violent video games and the increase in aggressive behavior and the decrease in prosocial behavior, empathy and moral commitment"; All this gives as a childhood or youth results with thoughts and aggressive feelings before society, many times some people want to change but the lack of resources to attend a specialized doctor prevents them from leaving this world of perdition.

To end even the media have taken letters in the matter showing their opinion, a clear example would be the American commercial entertainment company Netflix, INC. Bringing to light the series "Kiss me first" where clearly shows what are the effects they cause when browsing the Internet.

This misuse of technology has a lot of consequences such as: social isolation, low grades, loss of notion of time, diagnosis of groceries and becoming a violent person, due to those who play they do not realize, that spend too much time In video games, causing postural pain and diseases. Generates in the person stress and frustration where family or friends who are close to physically.

References

  • National Center for Congenital Defects and Disabilities of the Development of CDC, Centers for Disease Control and Prevention. (October 1, 2018). Obtained from https: // www.CDC.GOV/NCBDDD/SPANISH/ADHD/Treatment.HTML
  • United States Psychology Association. (March 18, 2018). Expansion . Obtained from https: // expansion.MX/TRENDS/2018/03/01/Los-Videojuegos-Incitan-A-Violence
  • Gratacos, m. (June 5, 2016). Nuevatribuna.it is. Obtained from https: // www.Nuevatribuna.is/ARTICLE/HEALTH/10-CONSECTIONS-ROOM-LUDOPATA/20160605174346129003.HTML
  • Ingrassia, v. (December 22, 2017). Infobae. Obtained from https: // www.Infobae.com/health/2017/12/22/la-ooms-recocean-al-disorder-por-videojuegos-as-a-project-metal/
  • THE NATION. (April 15, 2015). Obtained from https: // www.nation.com/Blogs/Player-1/Data-Essenciales-Obre-La-Industria-De-Los-Videojuegos-in-El-2015/Wectwvzxu5HM7N2GGQZQFTDF2I/STORY/
  • López, v. F. (June 18, 2018). Webconsultas. Obtained from https: // www.Webconsultas.com/mind-and-emocions/addictions/que-es-la-ludopathy
  • Moral, m. M. (December 26, 2017). Betech. Obtained from https: // ace.com/BETECH/2017/12/26/Cover/1514280327_78386.HTML
  • Preci, a. (August 4, 2018). Obtained from https: // www.nation.com/Blogs/Player-1/Data-Essenciales-Obre-La-Industria-De-Los-Videojuegos-in-El-2015/Wectwvzxu5HM7N2GGQZQFTDF2I/STORY/
  • Rodriguez, a. (May 18, 2012). Blogger. Obtained from http: // violencialosvideojuegos.Blogspot.com/2012/05/trial-final.HTML
  • VILLATORO, J. M. (December 20, 2017). Ephesalud. Obtained from https: // www.Ephesalud.com/Video games-that-effects-produce-boys-adolescents/   

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