Start in science. The impact of computer games on the physical and mental health of a younger student

Nikiforova Daria Sergeevna

Purpose of work: To investigate the impact computer games per person

Tasks of the work: Consider what computer games are, their types and subspecies, study both the positive and negative impact of computer games on a person, conduct a survey and examine its results, think about the next development of computer games, and summarize.

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The work of a student of 9 "A" class GBOU Gymnasium No. 1526

Nikiforova Daria Sergeevna

Head: Ivkina Elena Sergeevna

  1. Goals and objectives of the work
  2. Introduction
  3. What are computer games, their classification, disclosure of concepts
  4. The influence of computer games on a person
  • Gamers
  • Gamers
  1. Survey and results
  2. Possible future of computer games
  3. Conclusion. Conclusions of the work

Purpose of the work: To study the influence of computer games on a person

Tasks of the work: Consider what computer games are, their types and subspecies, study both the positive and negative impact of computer games on a person, conduct a survey and examine its results, think about the next development of computer games, and summarize.

Introduction

I think a lot of us play computer games these days. Someone plays for fun, someone for work, and there are also people who are trying to escape from real life in illusory world generated by the computer. We will understand what computer games are and their importance in our life.

What are computer games, their classifications, disclosure of concepts

To find out how games can affect a person, let's figure out what are computer games? Let's turn to Wikipedia.Computer game -computer program, serving for the organization gameplay ( gameplay ), connections with partners in the game, or herself acting as partner. Usually they are created on the basis of films or books (also vice versa). The components of computer games are the setting (place, time and conditions of action), gameplay (the gameplay itself), music in computer games.

Having studied Internet sources, I realized that there are a lot of classifications of computer games. Consider two of them: by genre and subject.

By genre, a computer game can be:

  • Adventure
  • Fighter*
  • RPG (role playing game)
  • Strategic**
  • Simulator***
  • Others (puzzle, educational game, arcade, etc.)

*Action (or action) - a game mainly with scenes of battles, fights, etc. Subdivided into:

  1. Shooters (or, colloquially, "shooters")
  2. Fighting games (fights)
  3. horror
  4. Stealth (main goal is to be undetected)

** Strategy is a game that implies the management of such processes as building cities, doing business, commanding an army, etc.

***Simulator - simulator real sphere life (like airplane driving simulator)

By subject, computer games are divided into:

  • Fantasy (a game based on mythological or fairy tale motifs)
  • historical
  • Space
  • Post-apocalyptic (game in the genre science fiction or disaster)
  • Cyberpunk
  • steampunk

The influence of computer games on a person.

Let's go directly to the topic of my project. As I said earlier, computer games are becoming popular nowadays. Definitely, even if society does not feel it, games affect their psyche. With the advent of computer games, people who are interested in, playing and studying games have also appeared. Let's turn to Wikipedia again and find out what they are called.

  • Gamers

A person who plays computer games and is interested in them. Perhaps the same term can also be used to refer to people who are addicted to computer games.

Gamers are people who are not particularly dependent on computer games. But there are others who are even too carried away by them. They are called gamers. Gambling is considered a psychological addiction. Sometimes addiction reaches amazing limits. For example, in 2005, in October, one Chinese girl died of exhaustion. She played without leaving her computer for several days. Her name was Snowly. After her death, a virtual funeral was organized in the game.

Now there are treatment programs for gambling addiction. Students of this problem compare it to addictions such as alcoholism or drug addiction. Imagine how far this sometimes goes!

The game is a pleasant thing, but there are also side effects. Often computer games depict military actions or any battles, as a result of which, after a long time spent in the game, aggression, anger, and rage may appear. Sometimes it happens that the emotions felt in the game go out into the real world, which sometimes has a negative effect on human and social relations. Also, there are examples of people who have a lot of problems at work or at school, who have experienced some kind of misfortune or psychological shock, escape from reality into the world of computer games, as I indicated earlier. This is one of the causes of addiction. In virtual reality, you do not think about your problems, you solve the tasks of the character given to you, which distracts you from the world around you. You immerse yourself in the game with your head and begin to forget about everything in the world. I think the following conclusion can be drawn from this: playing is not so bad, but, as they say, everything is good in moderation. You shouldn't get too carried away with this. Scientists advise to play a maximum of 3-4 hours a day. Beat game records, but know how to stop in time.

But there are also positive aspects of computer games. Let's think about tutorials, simulations and games of this kind. For example, as far as I know, computer simulators are used to train drivers or pilots, for training and some practice of doctors and representatives of other specialties. Also, games are used for early preschool education children, to develop their attention and mental abilities, learning new skills. Such games can be puzzles, mazes and the same simulators of any kind of activity. In addition to all of the above, there are programs for creating something: for example, music, movies / cartoons, other games, etc. Perhaps, under the influence of computer games, music such asdubstep, trance, etc.or, more simply, Electonic music. (of course, not necessarily that it is). In addition to all of the above, having studied the Internet, I learned about some programs that are beneficial to health. There are a number of computer games that treat strabismus. One of these games is calledDiplopia. The principle of operation is based on the manipulation of the contrast of the image, which allows a person, as it were, to re-learn to represent the world with two eyes. Also, in Alabama, they created a controller that combines both the pleasure of the game and physical activity. The controller itself is presented in the form of a treadmill with many buttons. The creators of the project hope that not only gamers, but also overweight people will pay attention to this device.

Poll and its results.

To visually study the impact of computer games on a person, I conducted a survey among students of Gymnasium No. 1526 and my third-party friends who are fond of computer games. The survey involved n number of people. You can see the results of this survey on the slide, first in detail, and then systematized, in the form of a table. After conducting it, I came to the following conclusion: people play computer games quite often, which indicates that games are becoming popular. Also, according to the survey, we see that mainly young people aged 12 to 18 play. This is probably why entertaining games are more popular than educational ones. Most of the respondents believe that computer games do not distract them from their educational or work activities and do not affect their consciousness. Whether they are right is difficult to judge. Computer games are a promising area, further development games and their impact on society may change. Whether it's positive or negative, we don't know. As they say, time will tell.

Possible future of computer games.

As I pointed out in the results of the survey, computer games are a promising area. You can talk for a long time about what future awaits them. Here, I let my imagination run wild. It seems to me that the popularization of computer games will reach its highest point. Perhaps, separate castes of gamers, research centers for computer games will be created. Games will be used to create any material things, to perform basic work, to show tutorials and manuals in their original form. Of course, this is my subjective opinion.

When talking about the future, we must not forget about the present. By this point in time, in some countries, computer games are recognized as one of the types of contemporary art and call cybersport. Also, research on games began to be carried out and even an academic discipline devoted to this topic appeared -philosophy of video games.

Conclusion. Conclusions of the work.

To be honest, I learned a lot about the world of computer games. I never thought that it was so diverse and multifaceted, I was amazed by the information I studied. As a result, I can say that I probably coped with the task: we examined what computer games are, their types and subspecies, studied the positive and negative aspects of the influence of computer games on a person, conducted a survey and studied its results, discussed the nearest development of computer games. games. The main thing to remember: do not abuse your time playing computer games, do not change your real life for a virtual one. You should not run into a computer reality, you need to solve problems here. Play, win, but within reason. Keep time limits in mind and try to stick to games. Perhaps it will even be some way of organizing your time, establishing some control over your actions and yourself.

The article presents data from the analysis of the impact of computer games on a person's daily life. The analysis made it possible to reveal the degree of influence of computer games on various areas human activities, his mood and relationships with others.

Key words: computer games, video games, the impact of games, the benefits and harms of computer games.

Computer games are a fairly new direction, and aggressive behavior in humans is often associated with them. Disputes about the benefits and harms of computer games have been going on for a long time. The rise in suspicion of computer games in the past is due to cases of mass murders, the perpetrators of which were teenagers who were addicted to computer games.

An example is the Columbine High School Massacre on April 20, 1999. Games are accused of pushing to commit crimes, have a negative impact on the human psyche, a person begins to confuse the real world with the virtual one. Studies show that computer games are not harmless, but accusations of their strong negative impact, in our opinion, are often exaggerated.

Very often, the media touches on the topic of the harmful effects of computer games, which raises the fears of many people about video games. In most cases, fears are based not so much on scientific facts, how many on "media hysteria". As mentioned earlier, computer games are not harmless, they have both pros and cons. An example of the positive aspects include the fact that many computer games contribute to the development of intelligence, attention, reaction, spatial orientation and logical thinking. This is directly related to the mechanics of the game, which develops one of the skills or several, such as increasing perception and cognitive skills. Games with non-violent interaction (mutual assistance) can develop pro-social behavior.

There are also educational games for the little ones, games that will help you master foreign languages or some scientific discipline. It is worth adding that people who play video games (including violent ones) can cope better with stress than non-players, and these people are also less depressed and irritable after stress. The negative effect of computer games includes a sedentary lifestyle, strong eye strain, the danger of formation computer addiction and narrowing the circle of interests of people.

There are many studies confirming the safety and positive sides computer games, and there are completely opposite studies that claim the negative impact and severe harm of computer games, but there is no exact answer to this question. Therefore, the influence of computer games on the norms of human behavior among people who are fond of computer games should be studied. In the course of the study, using the method of anonymous questionnaires in March 2017, 57 people playing computer games were interviewed on a random sample. About two thirds of the respondents are men (61.4%), the proportion of women is 38.6%. The age of the respondents is from 18 to 30 years. Most of the respondents are aged 19-21 (56.2%).

More than half of the respondents (54.4%) spend 1-3 hours a day playing games, 21.1% noted the option “3-5 hours”, 3.5% of respondents spend 5 to 8 hours playing games. On average, respondents spend 2.9 hours a day playing games. To the question “Do you have hobbies besides computer games?” 96.5% of the respondents answered “yes”, the share of those who answered “no” was 3.5%.

The most popular game genre among the respondents was CRPG (31.6%). CRPG (RPG) - computer role-playing game. In this genre, the player interacts with characters, performs various tasks (both completely safe and calm, and with the use of force), at his own discretion, moving through the story in open world. Such interactive storytelling turns ordinary static worlds into dynamic and adaptive worlds, where the player himself chooses by his actions how and what to do. In other words, RPG is a genre where the player plays any role he wants (you can be a virtue and help everyone, or be a villain, harming everyone around you, or someone else, it all depends on the player's imagination). 17.5% of respondents prefer MMO RPG. This is the MMORPG genre, in other words, the RPG genre is crossed with the MMORPG genre.

The same number of people prefer shooters - a game genre in which the entire gameplay is completely based on shooting. Aggressive behavior is most often associated with this genre, but as we wrote earlier, people who play video games (also violent ones) can cope with stress better than non-gamers, and these people are also less depressed and irritable after stress. 10.5% of respondents prefer RTS (real time strategy), i.e. a genre in which the gameplay consists of collecting resources, building a base, gathering an army and destroying the enemy or his base. Answering the question about the influence of computer games, the respondents most often said that games do not affect them (40.4%), 31.6% of respondents have the opposite opinion, 26.3% answered “maybe”. Almost a third of the respondents (31.6%) had quarrels with relatives, friends or acquaintances because of computer games, the majority of respondents (50.9%) had no quarrels over computer games.

Answering the question "do computer games affect your mood?" respondents most often answered "sometimes" - 45.6%, "no" answered 31.6%, "yes" - 10.5% of respondents. The vast majority of respondents spend their time playing games at home - 98.2%, 1.8% answered "anywhere I can access games." Two thirds of respondents (64.9%) answered that games do not affect their daily life. 15.8% of respondents say that games affect their daily lives. The influence of games on academic performance is denied by more than half of the respondents (54.4%), the opposite opinion is expressed by 22.8% of the respondents.

In the question “if you didn’t have the opportunity to play computer games, would you lose more from it, or gain more?” more often than others, the options “nothing has changed” and “acquired (a) more” were chosen (36.8% each). The option “lost more (s)” was chosen by 21.1% of the respondents. Our data showed that among those surveyed, the proportion of those whose daily life, mood, academic performance, and behavior are affected by games is significantly smaller than the proportion of respondents who are not affected by games. In the question about the impact on mood, only 10.5% of respondents answered “yes”. Based on the survey data, it follows that games, although they have an impact, but this impact is small.

Literature

1. The influence of a computer on the performance of middle-level students [Electronic resource]. - URL: http://fauna42.ru/lib/children/researcher09/computer/02/ (Date of access: 03/20/2017).

2. Kozhevnikova, M. L. Influence of computer games on the human body [Electronic resource]. - URL: https://interactive-plus.ru/ru/article/16597/discussion_platform (Date of access: 04/12/2017).

3. LCI. The meaning of game genres [Electronic resource]. - URL: http://www.lki.ru/text.php?id=37#epos (Date of access: 04/05/2017).

4. Petrova, E.I. Children and computer [Text] // Philosophical problems information technology and cyberspace. - 2012. - No. 1. - P.133 - 141.

5. Generating Educational Interactive Stories in Computer Role-Playing Games. [Electronic resource]. - URL: https://link.springer.com/chapter/10.1007/978-3-642-04636-0_46 (Date of access: 04/05/2017).

6. Texas A&M International University. [Electronic resource]. - URL: http://www.tamiu.edu/newsinfo/7-08-10/article5.shtml (Date of access: 03/20/2017).

7. The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence from Correlational, Longitudinal, and Experimental Studies. [Electronic resource]. - URL: https://www.ncbi.nlm.nih.gov/pmc/articles/PMC2678173/ (Date of access: 03/20/2017). 8. Video games as a tool to train visual skills. [Electronic resource]. - URL: https://www.ncbi.nlm.nih.gov/pmc/articles/PMC2884279/ (Date of access: 03/20/2017).

Gortinsky V.A., Shatrov S.M.

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. " star Wars Is it true, or is it 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 it mental condition. He becomes inadequate and tries to throw out violence in the real world. It is from this that people gambling addiction so rough.

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. positive moment is to increase the rate of the reaction. 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 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 deeply stuck in 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, therefore, in fighting games try to play 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.

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, the lion's share the time spent behind the screens of monitors, children devote to computer games.

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Municipal educational institution average comprehensive school No. 3 Taldoma

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. AT recent years Computer games leave a certain imprint on the development of the personality of a modern child. powerful flow new information, the use of computer technology, namely the distribution of computer games has big influence on the educational space of modern children and adolescents. Creating an educational space is necessary condition the formation of the child's personality not only within the walls educational institution but also beyond. 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 this moment the number of children and adolescents who can work with computer programs, including playing computer games, is increasing. At the same time, the undoubted positive value of computerization should be noted the negative consequences of this process, which affects socially - mental health children and teenagers. 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.

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

The object of this research work is 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. explore theoretical background the impact of computer games on students;
  2. determine what problems of physical and psychological plan occur 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 real man. 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, there when describing new game it is written that it is even more realistic and there is even an assessment of the game according to 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 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.

Story

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 virtual world, ignores external events, not adapted to life in reality. The first stage of dependence is still an easily reversible disorder. At first the child is just infatuated" new toy» to the detriment of other affairs 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, murder 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

AT 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.

AT 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. So, for example, Unreal games disappeared from French stores, grand theft Auto, Resident Evil II, Wild 9, Sanitarium and Carmageddon II. 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 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 psychological dependence as opposed to non-role-playing games or any kind of non-gaming computer activity. This addiction 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 complete and everything is easy, and in real life there is nothing like it, 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 makes 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 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. The computer is not a monster that devours your child, but a great helper in your and his Everyday 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 pastime (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 psychological condition. The task of teachers and parents is to organize the child's leisure in such a way as to protect him from negative impact information technology, including computers.

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

Computer games today are regularly played by 60 to 90% of teenagers. Many parents are at a loss, because they are sure that an active virtual life interferes with learning, hinders the development of social skills and, most importantly, that games with elements of violence infect a teenager with their cruelty.

“Research refutes this dependence,” explains developmental psychologist Timur Mursaliyev. - Most schoolchildren, plunging into the virtual world, forget about reality. Recklessly shooting 50 opponents per minute, the teenager is aware that his enemies are pixels, they are drawn. It is impossible to learn how to kill a person by shooting pixels. It may be interesting for a teenager to perform a virtual operation and see what the person has inside. But just as enthusiastically, he dismantled the typewriter in childhood, wanting to understand how it was made ...

Role-playing games develop social skills, strategy games train the ability to analyze

Truly aggressive behavior of a teenager in real life is a symptom of his inner trouble, and “shooters” and other “action games” attract him precisely because they allow him to relax, throw out aggression in a socially acceptable way. Evil antics are a reason not to turn off the computer, but to think about what is happening in his soul, in his relationships with peers and in your family life.

The influence of computer games can be quite positive. Many games - if you devote a limited time to them - are useful for the formation of various skills. So, role-playing games(e.g. Baldur’s Gate) develop social skills, strategy games (like Heroes 3 or Warcraft) train analytical skills, and shooters (like Quake or Counter-Strike) develop teamwork, tactical decisions and reactions. Simulation games (racing, flying on airplanes, like IL-2 or NFS) broaden one's horizons and help to understand technology, logic games develop spatial thinking.

Find out more

Online Internet Development Fund parents can find the most complete selection scientific research on the topic “Children and the Internet”, comments by leading Russian psychologists, as well as sign up for a consultation with specialists.

“It is difficult to control a teenager's relationship with the Internet,” admits Timur Mursaliyev. - Moreover, you should not put passwords on your computer, the ban only increases its attractiveness. Try to negotiate - both on the time spent playing the game, and on the choice of games in compliance with age restrictions(today they are listed on all licensed versions).