Computer games: for or against? Computer games for preschoolers: pros and cons.

  • 15.03.2022

Ministry of Education and Science

Russian Federation

Municipal educational institution

"Tver Gymnasium No. 6"

Research work in informatics

section - valeology

Performed:

7th grade student

Polyukh Anastasia Alexandrovna

Supervisor:

"Tver Gymnasium No. 6"

Popova Irina Nikolaevna

Tver, 2014

Introduction 3

1 Review of literature on the problem of computer games 5

  1. Types and benefits of computer games 8
  2. Harm of computer games 14
  1. Computer games and health through the eyes of doctors 15
    1. Ophthalmologist's opinion 15
    2. Opinion of psychologist Natalia Nikitina 15
    3. What symptoms should be a distress signal? 16
    4. What is carpal tunnel syndrome? 16
  2. Experimental part 17
  3. Computer rules 18

Conclusion 20

List of sources used 21
Introduction

A computer is not only an assistant in learning, but also an object for entertainment for every taste. Everyone plays computer games, regardless of age and social status.

In this regard, computers cause great resonance in society: some believe that the computer is necessary for the younger generation, others that it is a bad habit, so this problem interested me, and I decided to study it using the example of my gymnasium. To do this, I used Internet sources, as well as a survey of gymnasium students in grades 7-9.

Computer games have firmly entered our lives. Virtual reality beckons with its endless possibilities, and every year the computer entertainment industry presents players with more and more new games that are simply impossible to refuse. Not a single adult, and even more so a child, can no longer imagine his life without a computer. Gradually, the real space is being replaced by the virtual one, and this is an inevitable course of development of modern society. The current generation of children no longer knows life without computers, this leaves a certain imprint on their psyche. Of course, "gaming" addiction worries everyone today.

Why are computer games dangerous and can they be useful?

The computer itself, of course, is neither good nor bad, it is only a tool and very useful. A thing good or bad can be made by the person himself.

A lot of words can be said about the benefits of information technology and the computer in particular: it is an aid in learning, and entertainment, and a hobby. However, scientists in the West have long sounded the alarm about the dangers of virtual space. This problem is widely studied by foreign psychologists. In our country, things are a little different. Often, parents are serene about the fact that their child sits at the monitor for hours. The child is busy with work and does not interfere with parents. Is it bad? Let's see if this is good or bad.

The first and most important threat to the child's psyche are commercial popular computer games. Not all games are harmful to the child, but the harm or benefit of the product is determined by the purpose of its creation. Approximately 80% of all existing games, one way or another, are connected with military operations.

For a child in the process of becoming his consciousness, an important component of development is the search for an example to follow. This example, ideally, should be a strong personality capable of commanding the respect of others and, first of all, the child himself. As a rule, such an example is the father or some ideal hero constructed in the child's imagination. In the case of play, this ideal is distorted, which in the future should serve as a model for the child's behavior. The game imposes a hero who has to kill, fight, behave cruelly in order to win. And the child adopts this cruel pattern of behavior. Therefore, among adolescents, aggression and cruelty have sharply increased. It is not surprising that on the street, children begin to behave aggressively for no reason.

Another danger is the virtual world of the game itself, which draws the child into itself. The world of a computer game is much more attractive, colorful and interesting than the gray reality surrounding it. Especially if the parents pay little attention to the child.

The purpose of this work is to conduct qualitative research that would help draw conclusions about how serious the impact of computer games on the psychological and physical health of schoolchildren.

To achieve this goal, it was necessary to solve the following tasks:

  1. Analyze existing polls;
  2. Find out the psychological aspects;
  3. Systematize the received data of medical workers;
  4. Conduct a pilot study among students in grades 7-9.

1 Review of literature on the problem computer games

Types and benefits of computer games

Having studied the materials on the Internet, I found out that about 90% of modern children, and most adults, play computer games. Game creators, as well as their sellers, constantly say that video games are useful and promote development. Moreover, the release of training games has now been launched. But are they as useful as they say? Adults can decide for themselves whether to play it or not. As for children, very often their parents believe that computer games are a waste of time.

In order to start a conversation about the benefits of computer games, we first find out about what types of computer games can be divided into. Toys are divided according to common grounds into several main classes: “walkers”, “strategies”, “races”, “flight simulators”, “sports” and “puzzles”.

  1. Mind games.

First of all, you should pay attention to the varieties of computer games that contribute to the development of intelligence, logic, attention, memory and other qualities. These are various logic games, puzzles, rebuses. Strategies occupy a special place among such games. Such games do not require increased attention, speed, eye strain. They are measured and designed for a long pastime. They can be interrupted at any time without the risk of being killed or eaten.

  1. Educational games for kids.

There are a number of educational computer games for the youngest children from 3 to 5 years old. They will teach the baby letters and numbers, introduce the world of animals and plants, have a beneficial effect on the development of the emotional sphere, contribute to the development of hand motor skills (manipulating the joystick, mouse and keyboard), visual memory, musical ear.

  1. Educational games.

The benefits of computer games for younger students are also obvious - a lot of educational games have been developed for them that will help deepen their knowledge in a particular area, teach them how to act in various situations, and contribute to the formation of perseverance, concentration, and attentiveness. Modern virtual entertainment has a positive impact on the development of the child, because online games teach children to think at a high level for free and develop the mental abilities and skills necessary in real life. Of course, we are not talking about painful addiction, everything should be in moderation.

With the help of computer games, you can unobtrusively teach a child foreign languages, improve his knowledge of a particular subject, develop “limping” qualities and abilities. The skills gained during the game and the ability to quickly make a decision when something different from what the child expected appears on the screen, good abstract thinking will help in the event of more complex tasks and situations. In shooting games, as these games are called, the virtual hero moves and shoots at the same time. There is a fairly large selection of such free shooting games on the Internet, in which, for example, the user must monitor many parameters: the movement of the hero, whether he hit the target, and the like. All these factors should be taken into account and, of course, the brain should coordinate its work well. This whole process requires a lot of concentration, hand-eye coordination, in order to succeed.

Children develop math and reading skills. Gamers must read the instructions and get information from the texts throughout the process. And mathematical ability is required in order to win many games, as it often requires the correct allocation of resources and quantitative analysis. Children learn strategy and planning. In many cases, they are faced with current events that require an immediate response, while not forgetting long-term plans.

The child learns to evaluate the situation, his chances and resources. In computer games, it is very often necessary to recognize the internal logic. This skill is especially in demand in logic puzzles, riddles. They need to solve all the puzzles on their way and score as many points as possible. It is required to select the same pictures so that they disappear. In some computer shooting games and strategies, in order to defeat the enemy, you need to try many combinations of powers and weapons. If one combination does not work, the participant tries another hypothesis and uses it. This is where inductive thinking and hypothesis testing comes in.

Many kids love online games where you have to cooperate with other players to win. There is already a team work, cooperation with other team members. Adults should understand that we live in a world of high computer technology, and such entertainment gives the child the opportunity to adapt to this world and to the basics of computer technology. And this is far from a waste of time, you just need to look at this world a little deeper, and understand how many useful skills it can develop in your child.

Of course, the computer should not become the only source of development - books that develop board games, designers, and puzzles are still relevant.

That is why the direct duty of adults is not to forbid the child to interact with the computer. It is better to choose the most optimal options for computer games for him, draw up a lesson plan for them, allow him to play “harmful” shooters for a certain amount of time, stimulate the child to relax not only in the virtual world, but also in the real world.

The benefits of computer games for adults are also great. This is a good way to relax after a hard day's work, get away from the everyday hustle and bustle, "wiggle your brains." As in the case of children, the type of play and the time devoted to it are important here. From 1-2 hours a day spent in the computer worlds, nothing bad will happen.

According to game experts, they create a “playground” for developing some personal skills, establish a platform for fantasy, teach programming, help organize a community, and connect people with each other.

The player has to deal with technical documentation, thanks to which he begins to better understand definitions and terms, and also learns English better.

Harm of computer games

In one of the universities in England, on 11,000 volunteers aged 18-60, studies were conducted on the effect of video games on people's intelligence. First, the subjects completed a test to determine their intellectual abilities, then they were given games that, according to manufacturers, develop intelligence. The expected result is an improvement in orientation in space, increased concentration of attention, development of decision-making skills. However, after the experiment, it turned out that the intellectual level of the volunteers remained the same, although people did not become dumb. The organizers of this experiment recommend for the development of intellectual abilities to walk more often in the fresh air, to eat more vegetables and fruits.

Many scientists have a very different opinion about computer games. The biggest danger posed by computer games is the emergence of gambling addiction. This is a real deviation of the psyche, requiring the help of a qualified doctor and the support of relatives and friends.

A person who has succumbed to an addiction to computer games literally lives in virtual reality, only occasionally “going away” to the real, real world. The extreme degree of gaming addiction is when the player loses his appetite (he does not want to leave the games even for eating) and sleep (he spares time to rest and even in his sleep continues to conquer worlds and kill enemies). The worst thing about this addiction is that it usually starts quite harmlessly, without arousing suspicion from loved ones. That is why it is so difficult to fight gambling addiction - when it becomes obvious, it is impossible to pull the player out of its tentacles so easily.

The harm of computer games for children is especially noticeable, among which adolescents are a special risk group. Their fragile psyche in a matter of days succumbs to the negative influence of games. In addition, children, unlike adults, do not know the measure and have a worse sense of time - it seems to them that they spent only a few minutes at the computer, while several hours have already passed.

Consider what are the dangers of different types of computer games.

  1. The most dangerous type of games is shooting games, because the gambling addiction caused by them is accompanied by aggressiveness and anger. And no wonder - shooting people for hours in the virtual world, you are unlikely to become a kind person.
  2. “Running games” and “flight simulators” can have a detrimental effect on the psyche. These are mostly fast-paced games and are very hard to put down due to their non-stop storytelling. The meaning of their vast majority is to kill or blow up as quickly and as much as possible. In these toys, blood flows in buckets, and there is practically no information filling. According to experts, participation in such games leads to the fact that players begin to use similar methods of solving problems in real life.
  3. “Races” and “sports” games have less effect on the psyche. These toys are approximately neutral in terms of mental impact - they do no harm, but there is also no benefit from them, only a waste of time.

Many players go further and are willing to spend money to take advantage of paid services in online games. Become the strongest and coolest in a few minutes, without "pumping" your hero for several months - well, who doesn't dream about it? And the creators of online games "helpfully" slip the players this opportunity. Of course not free. And since everything is not limited to one game, money slowly begins to flow away from the family, the player eventually gets into debt, real life begins to resemble a living hell, but in virtual life he is a king, a god and a superhero. Such is the price of gambling addiction.

Recently, gambling addiction is often compared with drug, alcohol and other more well-known ones. It cannot be said that they are equally dangerous, but they have common mechanisms of occurrence. Any addiction is the result of psychological problems that lead to its development. The type of addiction - alcohol, drugs or gambling - is a matter of chance, the result of the manifestation of the environment in which a person lives. For this reason, if gambling addiction has manifested itself, you should not hide the discs, but turn to a psychologist.

Gambling addiction is a variable value. Over time, it can grow, as, for example, addiction to drugs grows, although for many players the passion for computer games eventually fades.

The dynamics of the development of gambling addiction usually looks like this: after a period when a person gets a taste, there comes a time of sharp growth and rapid formation of addiction. As a result, the dependence strength reaches a certain maximum point. Further, it remains unchanged for some time, and then declines and is fixed at a much lower level.

The decrease in the degree of dependence can be associated with various factors, for example, with the process of becoming a person and an increase in life experience. For experienced players who started to get involved in games in adolescence, over time there is a rethinking of values ​​​​and the game no longer replaces the world for them. True, this happens at best, at worst, gambling addiction becomes rampant.

In a psychological sense, all computer games can be divided into role-playing and non-role-playing. This division is of fundamental importance, since the nature and mechanism of the formation of psychological dependence on role-playing computer games have significant differences from the mechanisms of formation of dependence on non-role-playing computer games.
Role-playing computer games have the greatest influence on the psyche of the player. In particular, games with a view "from the eyes" of their computer hero. This type of game is characterized by the greatest force of "pulling" or "entering" the game. The view "from the eyes" provokes the player to complete identification with the computer character, to full entry into the role. The player can take the virtual world quite seriously and considers the actions of his hero to be his own. Thus, role-playing computer games have a significant impact on a person's personality: by solving the problems of "saving humanity" in the virtual world, a person acquires problems in real life.

True, in addition to the undoubted positive aspects of computer games, there are also serious disadvantages. This, above all, concerns violence in modern games. After all, it is no secret that more than once or twice shots rang out in schools, where teenagers, enraged by something, brought real firearms and started firing at everything that moves, putting the last bullet in their head. When the wounded and the dead were transported to hospitals and morgues, and the police took up the investigation, there were always those who recalled the "excessive" enthusiasm of the juvenile killer for computer shooters. Philistine logic immediately placed the blame for what had happened on computer games and their manufacturers. As a result, first in Germany, Australia and the USA, and then around the world, "black lists" of games were created, the sale of which to minors is considered unacceptable. In accordance with the decision of the EU, since December 2002, all computer games on sale have been affixed with the same indexes as on video cassettes, which determine the permissible age of teenagers who can play a particular game. This allows parents to regulate the scope of access to various computer games for their children. Well, the most large-caliber tool in this regard is invariably scientific research. A little earlier, in the same 2002, a certain professor Mori from the University of Japan published the results of a study, according to which avid gamers experienced a decrease in the intensity of beta brain rhythms responsible for emotionality and creativity. Mori also noted in his report that many of the avid gamers complained about their excessive irritability, inability to concentrate and difficulty in communicating with others. Plus here are the consequences of a long stay in a stationary position, a strong load on the back, neck, eyes and general fatigue of the body. And if you consider that most gamers are teenagers aged 13-16, then these consequences look even more depressing. And now even 4-year-old children are fluent in the skills of turning on / off the computer and the games they need. And they manage it even better than some adults. As already mentioned, this carries both positive and negative sides.

There are four stages in the development of gambling addiction, each of which has its own specifics.

Light infatuation stage arises after a person has played a computer game several times and saw the beauty of graphics, appreciated the reality of sound effects, as well as the possibility of simulating real life. The computer allows a person to realize dreams by approaching reality. A person enjoys playing a computer game, while feeling positive emotions, and wants to repeat it. However, this desire for play activity is more situational than systematic. A person "looks at" the game, looks for good and bad in it, "enters" the taste of the game, trying to feel it.

A factor indicating the transition of a person to the next stage - passion stage, is the emergence of the need to play. Spending time playing is systematic. At this stage, a person begins to pull into the game, he wants to play it again and again.

addiction stage characterized not only by the significance of the game, which becomes as important as, for example, sleep or food. A person cannot eat, drink, or think about anything other than playing. This dependence can manifest itself in one of two forms: socialized and individualized. In the first case, the player communicates with people, however, more often with the same game fans. However, the connection with society in this case is not lost. The social environment, even though it consists of the same gamers, does not allow a person to completely go into the virtual world and bring himself to mental and somatic deviations.

With an individualized form of dependence, such a prospect is real. In this case, a person loses contact with the outside world and a computer game can already be compared to a drug. Such attachment requires the intervention of a psychologist.

attachment stage It is characterized by the extinction of a person's gaming activity, a shift in the psychological content of the personality as a whole towards the norm. He "moves" into the game world. A person feels more comfortable there than in reality. This is the longest of all stages - it can last a lifetime (depending on how fast the attachment fades).

Gambling addiction can stop at one of the previous stages. The most dangerous is the third, where you can not do without a specialist. However, the natural transition to the fourth stage does not pose a danger to the user. There are not isolated cases when a long game led to tragic consequences. For example, an hours-long online session of playing World of Warcraft in October 2005 brought a Chinese schoolgirl to exhaustion and death. And in 2011, an American housewife, carried away by playing the same Warcraft, forgot about her three-year-old daughter, who died of malnutrition and dehydration.

There are reasons that lead to gambling addiction. The main one is the escape from reality, the desire to throw out emotions. The term "escapism" is used for such a process. In the absence of addiction, computer games can have a good anti-stress effect.

2 Computer games and health through the eyes of doctors

Opinion of an ophthalmologist

The main problem when working on a computer can be considered the development of fatigue. The main factors leading to fatigue are: information load, neuro-emotional stress, forced position and physical inactivity. In this case, the greatest load is transferred to the organ of vision. According to a number of studies, complaints about the organ of vision appear during prolonged work at the computer, more than two hours, in 55-80% of students, and in 20% of them visual discomfort occurs after 1-2 hours of work in front of the monitor. In most cases, violations are temporary and disappear after rest. However, daily repeated loads can lead to the development of persistent changes. During dynamic observation, it turned out that after two years of work, visual impairment occurred in 26% of students. The most common problems that are accompanied by severe eye discomfort are the development of asthenopia (visual fatigue) and the so-called "dry eye" syndrome.

When working at a computer, there is a feeling of heaviness, pain in the eyes, blurred vision.

Therefore, it is very important to provide the eyes with a well-deserved rest in a timely manner.

Opinion of psychologist Natalia Nikitina

Just as everything excessive affects us, so excessive use of a computer can affect our psyche. No wonder there is such a saying: "everything is good in moderation." Excessive interest in computer games can have a detrimental effect on the domestic, educational, social, work, family, financial and psychological spheres of life.

What symptoms should be a distress signal?

Professor M. Orzak (1996) identifies the following psychological symptoms of computer addiction:

Good health or euphoria at the computer;

inability to stop;

Increasing the amount of time spent at the computer;

Neglect of family and friends;

Feeling of emptiness, depression, irritation outside the computer;

Lies to family members about their activities;

Problems with study.

What is carpal tunnel syndrome?

The cause of pain in the hands when working with a computer mouse may be carpal tunnel syndrome. This is an injury to the carpal tunnel (tunnel) through which the median nerve and muscle tendons pass. The nerve provides sensation and movement to the fingers. Sedentary and prolonged work with the mouse slows down blood circulation in the hand, without sufficient oxygen supply, the tissues swell and compress the nerve.

Carpal tunnel syndrome is a disease of everyone who works at a computer or is excessively fond of it. With the formation of inflammation between the cartilage, lymph accumulates, and sometimes surgery is needed to eliminate it. Carpal tunnel syndrome leads to the fact that the connective tissue is reborn and ceases to perform functions, then a person may lose his ability to work for a long time.

How to identify a disease?

Connect the backs of the hands and extend the arms straight down, pointing the elbows to the sides and keeping the wrists at a right angle. The appearance of pain for a minute indicates the development of the disease. The main symptoms of carpal tunnel syndrome include: - discomfort in the wrist, palm and fingers; - weakness in the fingers and palms, numbness, pain and heaviness in the hand; - restless sleep due to soreness and numbness of the palms; - Difficulties in using a pen, performing habitual actions, sharp pain when lifting weights.

experimental part

A survey was conducted among students aged 12-16 years.

The next study involved 100 students aged 12-16 who spend more than three hours a day at the computer.

The students were also asked general questions.

According to the results of the study, it turned out that the majority of students aged 12-16 spend at the computer more than 3 hours a day, but there are not much fewer children who spend less than 3 hours a day. At the same time, most schoolchildren who spend more than 3 hours at the computer spend more time on entertainment. It also turned out that the feeling of emptiness, bad mood and irritability in the absence of the opportunity to play on the computer occurs only in 20% of respondents. Almost none of the students missed an important meeting or event because they were busy playing computer games. Because of the desire to play the computer, 20% of students skip meals. They also had a sleep disorder. None of the respondents experienced pain in the wrists. Only a few students have recently been worried about dry eyes. From this it follows that the signs of the initial stage of computer addiction are already beginning to appear at this age. This confirms the fact that this problem is relevant and requires a thorough study. These studies give me a reason to say that the passion for the computer should not be left to chance. Parents should control their children's hobbies and know what they prefer.
4

Computer rules.

In order for the computer to be a friend and not an enemy for a child,

a number of rules must be followed.

  1. The monitor should be positioned so that the center of the screen is 15-20 cm below eye level, the angle of inclination is up to 150 0 .
  2. The light source should be daylight and be on the left.
  3. You should observe the correct posture, sit straight (not stooping, not bending over).
  4. It is unacceptable to work, lounging in a chair. This posture causes rapid fatigue, decreased performance.
  5. You should not raise your wrists high and arch your hands, this can cause pain in your hands and numbness in your fingers.
  6. Knees - at the level of the hips or slightly lower.
  7. You can not cross your legs, put your foot on your foot - this disrupts blood circulation due to squeezing of blood vessels.
  8. A sedentary lifestyle harms the body. During breaks, you need to do physical exercises.
    Needs gymnastics for the eyes.

Conclusion

What do we have as a result? You can play, but only in moderation and taking into account the variety of the game. Virtual reality should not take up all the free time of a person, it should not provoke him to cruelty, develop aggression and anger in him. It should be just one of the options for recreation, along with sports, outdoor walks, reading books, watching movies, meeting friends.

Life is so beautiful and varied - and it would be so stupid to spend it all sitting in front of a screen. The computerization of our lives has long become familiar and has brought along with it a lot of problems along with benefits. A computer is a tool with which you can earn money, communicate, and learn a lot of useful things. It's all about how you use it.

The harm and benefits of computer games are one of those questions that cannot be answered unambiguously. One thing is obvious: everything is good in moderation, and each person must be responsible for his life, to know what is harmful and disastrous for him, and what is beneficial.

List of sources used

Literature

  1. Burlakov I.V. Psychology of computer games. / Science and life. 2006 No. 5, 6, 8, 9.
  2. V.I.Kovalko. Health-saving technologies: a schoolboy and a computer.
  3. Krugosovetov.ru / Harm and benefits of computer games.
  4. Polteva S. Near the computer: horror stories and horror stories, truth and fiction. / Health. 2003 No. 4.

Introduction

My hands are tiredRun on the keyboardTyping messagesFor all the fun.My eyes hurtSmall print to read in the morning. The letters seem to be dancingEmoticons from the screen waving.They say: "Go, eat, sleep,Get some rest!And then suddenly you hang,Life will pass, and you will turn sour!“Pity my programs!Moderate your plans" - The computer told meHe begged with his squeak.But I'm still sitting stubbornlyNot understanding his signal.Then ... he suddenly turned off ...What's wrong with you, my dear friend?!Don't be naughty, machine!I know you have power...Well, turn on quicklyWork for a couple of days!How am I without the InternetSpend the rest of the summer?!No screen glowAnd without the risk of radiation ...But my computer is brokenSince then, he hasn't turned on.Will have to live without itAnd replace the phone ....

At present, in the age of the latest technologies, we can no longer imagine ourselves withoutcomputer, internet, cell phones and tablets. They have long and firmly entered our lives. At the same time, the world and the possibilities of people have radically changed. But we all know that the computer has both a positive impact on a person and a negative one.

The computer has made our life much easier. The Internet has unlimited possibilities. Doctors use computers to diagnose the body. For fashion designers, designers and architects, the computer has opened up vast horizons. In manufacturing, computers control other machines. Today man is just a passive observer.

And for us children, a computer is, first of all, an opportunity to have a good time playing.

Relevance.

Me and my classmates like to play computer games. But at home from mothers, at school during breaks, we hear from Yana Viktorovna: “Don’t sit at the computer for a long time, don’t play phones and game consoles, it’s harmful!”. I was wondering if computer games are so harmful?

I think that the topic I have chosen is important, since most of my classmates spend a lot of time playing a computer game.

I put forward two hypotheses :

    playing computer games is bad

    playing computer games is good.

Purpose of my research - to find out the positive and negative aspects of the influence of computer games on younger students.

object studies are computer games.

Subject research - the impact of computer games on younger students.

Tasks my research:

    Find out what games our classmates play, how much time they spend playing.

    Find out what are useful and harmful for children computer games.

    Find out what rules you need to follow when playing on a computer.

    Find out how to choose games to your advantage.

Methods research:

    collection of information,

    survey of classmates and their parents,

    action-experiment "One day without a computer game",

    consultation with specialists: school health worker, computer science teacher,

    analysis of results.

Practical part

Collection of information

To answer the questions posed, I took advantage of the Internet, found the necessary information and analyzed it.

I learned that the game is an activity aimed not at obtaining a result, but at the pleasure of the very process of the game.

Games can be: mobile, board, sports, computer, etc.

I found out that computer games can be both harmful and beneficial.

Computer gamesuseful because they:

Develop responsiveness and attention

Logic games develop the brain and memory

Develop a desire to create, teach a non-standard approach, imagination

You can learn to work in different programs

You can have fun in your free time.

I also learned that computer games are not only useful, but also bringharm . If you play violent games, they lead to violence and aggression. If you sit at the computer for a long time, your eyesight will deteriorate, the desire to communicate will decrease, diseases of the joints and spine may appear, computer games are also addictive, and school performance will decrease.

I also found out whichregulations children must observe when playing on the computer:

    Choose games according to age.

Unfortunately, Russia does not have its own well-established system of age categorization and labeling of computer games, so below I will give the designations that are used to label computer games from foreign manufacturers (see slide).

    Take the correct posture when playing: do not lean close to the monitor, do not stoop.

    Take into account the time of the game: no more than an hour a day, take a break every 15 minutes.

    Do exercises for the eyes and gymnastics for the musculoskeletal system.

    Choose educational computer games.

Questioning classmates and their parents.

I, my classmates and children of other classes answered the questions of the questionnaire with interest. The survey involved 30 students in grades 2, 3 and 4 and 30 parents.

aim The questionnaire was to find out what games the students of the classes like to play, and how much time the guys spend playing.

I present to your attention some of the results (see diagram).

results The study carried out showed that:

To the question "Do you like to play computer games?" 27 students answered YES, 3 answered NO.

To the question "How often / for how long do you play computer games?":

20% answered "all free time"

20% - several hours a day

23%-- 1 hour per day

1
2% - several times a week

36% - rarely or only on weekends.

I carefully processed and analyzed all the games that my classmates indicated in the questionnaire to the question "What games do you like?", and came to interesting conclusions.

I divided the listed games into 3 categories:

    games that are not suitable for younger students due to the age limit

    games are harmless, but not useful either

    developing, educational, intellectual games.

In 2-15 games.

In 3-- 7 games (see diagram)

As we can see, our classmates often do not know how to choose useful educational games.

At analysis of parent questionnaires I got the following results:

100% of parents believe that their child likes to play computer games.

When listing the games that the child plays, the parents indicated only 2 games that did not correspond to the age (recall that the children indicated 7 similar games). I have come to the conclusion that parents often do not know what games their child is playing.

40% of parents believe that computer games are harmful. Among the comments, the following most often came across: “they spoil their eyesight”, “after games the child develops aggression”, “spends little time on the street”, “study suffers”.

60% of parents believe that computer games are beneficial:

The child learns how to work with a PC,

Logic, attention, reaction develop.

Action-experiment "One day without a computer game"

After processing the results of the survey, we decided to conduct an experiment-action "One day without a computer game" in the classroom. 16 students from my class took part in the action.

We got the following results (see diagram)

Those children who were able to endure the experiment (4 years) note that they replaced computer games with other activities: outdoor walks, board games, reading, communication with loved ones, help around the house, going to visit. The children noted how much they did that day.

The second part of the guys (5 students) admitted that they struggled with the temptation for a long time, “walked around the computer in circles”, “picked up the phone to hold it”. Finally sat down to play. The guys could not find an interesting replacement for computer games.

The third group of my classmates (7 students) did not even try to fight gambling addiction. They commented that it was "too complicated".

Thus, we see that some of my classmates have become addicted to gambling.

Expert advice

I consulted the school physician on this issue. Lyubov Alexandrovna answered that computer games are more harmful:

Decreased visual acuity

Overloading of the joints of the hands,

Influence on the fragile psyche,

Children spend little time outside.

Lyubov Alexandrovna also advised to observehygiene when working on a computer:

    Rest every 15 minutes.

    Do exercises for the eyes.

    Do exercises for the whole body.

    Ventilate the room.

    Do self-massage of the neck to improve blood circulation in the head.

    Do not sit at the computer for more than 1 hour a day.

    Don't play before bed.

With a question that interests me, I turned to the computer science teacher Uliana Alekseevna. She believes that computer games are harmful, especially she singled out such a problem as “gaming addiction”.

Thus, we see that experts note mainly the harm from computer games.

Analysis of results

My hypotheses were not fully confirmed. It cannot be said that computer games bring only harm or only benefit. The impact of computer games on children is ambiguous. Someone develops logical thinking, memory, and someone forgets about the surrounding real world in the game.

After analyzing all the collected data, I came to the followingconclusions:

    In modern life there is a place for computer games.

    There must be reasonable adult supervision.

    Games must be age appropriate.

    Choose games that develop, logical, educational, intellectual.

    Do not forget that in life there are interesting exciting activities: hobbies, reading, walking, communication, creativity, sports.

Conclusion

I think that my work was useful for the guys in my and other classes. At the very next class hour, I will definitely share my achievements with my classmates. Now I myself will carefully choose games, pay attention to age restrictions, to the genre of the game.

The use of computer games allows: much easier and faster to develop memory, attention, imagination, the ability to find patterns. At the same time, we learned about the harmful effects of such games. Recent studies by scientists have shown that it is not the computer itself that negatively affects the human body, but its incorrect location, non-compliance with time limits, age restrictions.

It is necessary to talk with the guys about the benefits of a healthy lifestyle, physical education and sports. If all these conditions are met, the computer will turn into a friend and faithful assistant.

Sources

How to protect your eyes when working at a computer: constructorus . en / health / how - uberech - vision - pri - work - za - computer . html

A set of exercises for people who sit at the computer a lot: answerkak . en / health - beauty / complexes - uprazhnenij - dlya - lyudej - which - many - sityat - za - computer . html

Gymnastics while working with a computer: stolikus . en / articles / computer - gymnastics . aspx

Article "What is the harm, and what is the benefit of computer games?":http :// shkolazhizni . en / archive /0/ n -7264

Seven video game myths: www . vitamins . net / rus -9234-0-0-2958. html %7 C

Children's computer games under the control of parents. Age categories of computer games:http :// www . cybermama . en / overview _ pc _ games . php _ en / load /25

Applications

Attachment 1.

Questionnaire for children "Computer games and I"

    Do you have:

    computer (or laptop)

    the tablet

    game console

    phone with computer games

    Do you like to play computer games? Not really

    How often / for how long do you play:

    all free time

    about 1 hour a day

    several hours a day

    few times a week

    seldom

    What games do you like: ________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________

Thank you for your responses.

Appendix 2

Questionnaire for parents.

Dear parents, we ask you to take part in the survey "Computer games-FOR and AGAINST".

1. Does your child play computer games? Not really

2. How often/for how long does he play?________________________________________________

3. What devices does your child play on?

computer (laptop)

 Tablet

game console

 telephone

multiple devices

4. What games does your child prefer? ________________________________________________________________________________________________________________________________________________

5. Do you think computer games are harmful or beneficial to your child (explain your answer)? ________________________________________________________________________________________________________________________________________________

Thank you for participating in the survey.

Appendix 3

Reminder when working with a computer.

1. Spend at the computer no more than one hour a day.

2. Take breaks and gymnastics for the eyes.

3. Eye exercises: Look at your finger for 10 seconds. 10 seconds per tree outside the window. Repeat 2-3 times. Close your eyes and turn your head left and right, up and down, towards your shoulders. Close your eyes tightly for 10 seconds, open your eyes wide for 10 seconds. Repeat 2-3 times.

4. Be sure to do some kind of active sport.

Appendix 4

Gymnastics while working on a computer for the whole body

Appendix 5

Charging for the eyes while working on the computer

One evening, finding myself nearby, I went to a center where drug addicts, victims of totalitarian sects, and now also those who are “addicted” to computer games or slot machines are being rehabilitated. In response to the question "how are you?" The local psychologist smiled wearily.

Better nowhere. Gradually I turn into an automaton.

In what sense? - I did not understand.

In direct. How was it before? A man comes to you and describes the situation. Each case is unique in some way: people are different, circumstances are different. And now one person enters, followed by another, a third, a fourth, but there is no difference: standard complaints, standard situation, standard questions. As if a special program was laid down. What do you think, maybe you need to record everything on a tape recorder and just scroll through the recording every time so as not to waste your energy in vain? Neither your own nor others? - joked the psychologist.

Well, what is the standard? To be honest, he intrigued me.

How in what? Don't they treat you like that? “We bought our son, on our own head, a computer - and it started. He stopped studying, is rude, rude, fights, became uncontrollable. We don't know what to do."

But really, I thought, the parents of children "addicted" to computer games always complain about the same thing. The child becomes irritable, reacts hysterically to attempts to distract him from the computer, stops reading, and his circle of interests sharply narrows. If you let everything take its course, then pretty soon many children will leave the sections and circles that they have attended so far, start their studies and spend all their free time in front of the screen. Moreover, these changes of the same type occur with children and adolescents with a very different character. Even a naturally peaceful, benevolent, friendly child can become aggressive. Computer addiction, as it were, levels out characterological differences, erases personality, destroys individuality. The same thing happens with alcoholics and drug addicts. Sometimes people change beyond recognition, so that the wife, when asked how she could marry such a person, quite reasonably answers that she did not marry such a person, he was completely different.

All this is now more or less clear in relation to computer addiction. However, I couldn't help but feel that there was something we didn't understand. That fixing on the brightest external signs, we miss the inner, not so obvious, but probably more important. In the end, boors and psychopaths have always been. And in the "computer boys" there is something that distinguishes them from other promiscuous teenagers. Something unusual, strange, confusing adults. It's like they have some other program in them.

The experts with whom I had a chance to talk on these topics said that computer games hinder the development of the child, accustom to destructive, deviant behavior. But no one could clearly explain what kind of personality is formed under the influence of computer games. However, this is not surprising: such things can be judged only by accumulating experience, and we do not have enough of it yet.

The answer came unexpectedly and, as often happens, not at all from the side from which I tried to find it. About a month and a half ago, when I switched to something completely different, they brought me an American book with a catchy, obviously setting title “Finished! How a generation of gamers is changing the business environment forever” (Pretext, M, 2006, Harvard Business School Press, Boston, Massachusetts). And although the authors, John Beck and Mitchell Wade, by their own admission, considered the topic narrowly, in relation only to the field of business, this book shed light on many questions that interested me. Especially valuable in this case is the fact that it was written by people who are by no means critical. On the contrary, they are trying to prove that the pessimism of opponents of computer games is unfounded, that the “generation of gamers” (that is, players, from the English word “game” - “game”) is in many ways superior to the previous generation of “boo-mers” (from the English “baby- boom" - the "explosion of fertility" that followed in America after the Second World War and continued until the "sexual revolution" was made there).

For "gamers" the future, we must come to terms with this, the authors inspire, everything is inevitable and forever (see the title of the book), and there is nothing wrong with that. That is, we have before us an apology for the “new world order”, and therefore it is especially valuable that even such people are no longer able to deny the fundamental changes that are happening to children and adolescents who grow up on computer games. One could say about the opponents of games that they exaggerate, distort, intimidate. Here it is impossible to assume, and therefore it is doubly impressive.

It is also important that the book does not deal with any extreme, egregious cases. On the contrary, the authors emphasize that the features of gamers they describe are completely normal and widespread. And then, when psychologists and psychiatrists give examples of the occurrence of various disorders in children under the influence of computer games, millions of parents console themselves with the fact that nothing terrible happens to their child. He doesn’t rage much, doesn’t steal money, doesn’t skip school, spends his nights at home. “You never know what others “fly off the coils”? And ours didn’t fly off, and there’s nothing to scare us, ”the mother and father think, who, of course, don’t want to endure their son’s tantrums because of the computer taken away. American authors do not scare anyone and even try to dispel parental fears and suspicions. But - at least to me - their panegyrics to gamers scared even more than the most terrible stories told by familiar psychiatrists.

I will quote from the book, accompanying them with my comments.

So, what are the characteristic features of computer games that John Beck and Mitchel Wade distinguish?

The role of the individual

"You are a star. All attention in any game is directed only at you, in contrast, for example, to sports sections, where most children never become stars ”(hereinafter, the aforementioned book“ Finished the game .. ”, pp. 28-30 is quoted).

And then parents are perplexed why their child does not stay in any circle for a long time and that he has no motivation to study, but he can sit for hours in front of a computer screen!

“You are in charge. This world is sensitive to your desires. You can change reality as you wish or get used to the image that you like best; this is impossible in real life."

In fact, a child, of course, can "get used to the image" and "change reality" even without computer games. For example, participating in theatrical performances, writing fairy tales or stories, drawing pictures. But these activities require much more effort, and not all children have pronounced creative abilities. Therefore, of course, it is easier to follow the path of least resistance, to become not a creator, but a consumer of someone else's creativity. True, then the already weak craving for independent creativity will fade away altogether. And for more creative children, the head will be filled with monotonous, often ugly clichés, which also does not contribute to the harmonious development of the personality.

Speaking of the consumer...

“You are the customer, and the customer is always right. It's like in a store where everything is arranged so that the buyer is comfortable and pleasant. Of course, you will have tough opponents, but not so much that you can’t deal with them.”

Well, what, however, nourishment for pride! Especially in the conditions of the current "child-centrism", when a child from infancy strives to take over his parents, to become a commander in the family! But life is not a store, and, faced with reality, where not everyone perceives a “gamer” as a client who is always right, he will first, out of habit, show his coolness. (For example, he will try to behave in the lessons as he pleases.) Having received a rebuff, he will not put up with it, drawing the appropriate conclusions, but will heal his wounded pride by moving away from unpleasant reality into a pleasant, playful one.

“You are an ace. Many times you have been able to quickly achieve success, especially compared to those who have not yet learned it.

This is the answer to the question why so many teenagers have an inflated opinion of their abilities, and at the same time do not want to strain. They want either a quick result or none. This model is firmly rooted in their minds.

"You're a cool guy. Neither failure, nor torment, nor even death can stop you. It may seem that this setting contradicts the previous comment, but in fact it is not. And the victories of the "gamer" are virtual, and the torment is not real. In life, such people, on the contrary, do not want to endure not only torment, but also rather minor inconveniences. They are irritable, capricious, often make claims. All of them, as they like to put it, "enrages". But on the other hand, other people's suffering, and sometimes even death, really “does not stop” them, this is devalued.

The rules of this universe

"There is always a way out... Anything is possible."

A very dangerous thesis, especially considering the rapid blurring of the boundaries of norm and pathology, good and evil in the modern world. In children's fairy tales, when they say, for example, that "everything is possible on New Year's Eve," they mean "good miracles." In the current defiantly immoral culture, the thesis “everything is possible” basically implies the legalization of any abomination. It's like fighting without rules.

A small example of the processing of children's consciousness through computer games. In the same book, "We've finished the game!" about the game "The Sims" (The Sims) (popular, by the way, among Russian children) says the following: "<Девочка>Sarah learned another life lesson when she settled a gay couple together. She did everything she could to keep them happy, but there were so many restrictions in the game that she was terribly upset. In the end, she turned to her dad to fix the program error. As soon as she explained what was the matter, dad realized that his daughter was fighting not with software errors, but with society and its wild laws. Sarah wanted gay people to get married, but the game didn't allow it” (pp. 148-149).

This is the answer to many parents, from where the child got some kind of non-childish information, who instilled in him super-liberal views, otherwise they are amazed: their son doesn’t seem to watch TV, doesn’t read depraved magazines, mom and dad have traditional ideas about family and marriage. .. Is there something in the air, like harmful bacilli? And “it” - or rather, they, perverted values, do not hover anywhere, but lie on a shelf in the form of disks, being skillfully built into various, even quite harmless games (which were purchased, by the way, with my father’s and mother’s money) ...

The following setup reads:

“The easiest way to win is by trial and error. That's the only way to get ahead in most games, even if you end up losing your patience and turning to the user manual or repeating what others have done in particularly difficult places."

It seems to sound innocent, but let's transfer this attitude to real life and think: how will it develop for a person who always acts blindly, is not able to make generalizations and conclusions? You can read about what kind of specialist he will turn out in the same book, a little further away: “We hear complaints from middle managers (usually boomers) who say that their new subordinates (usually gamers) solve problems using the method of successive approximation: “I I had to redo the presentation 2-3 times after the team of my subordinates worked on it ... they just sculpt one on top of the other to make it beautiful, but the essence was not thought out. And they think it's okay - they experiment on me, I find a mistake, they fix it, I find more. And so it is repeated until the deadline for the delivery of the work approaches. They don't realize that by the time I look at what they've done, they should have perfected it” (pp. 192-193).

When I read the last two quotations to a familiar mathematician, he exclaimed that now he finally understands why the current graduate students, redoing the same paper several times, keep planting new mistakes all the time. As a scientist, this passage shocked him the most, since it testifies to the destruction of logical thinking among computer game lovers. And without logical thinking, what kind of science can there be?

Imagine what kind of future awaits us if the designers of bridges, buildings, nuclear power plants start to act by trial and error, if surgeons operate in this way. Yes, and in their personal lives, such people are doomed to chronic failure. As the famous saying goes, "A smart person learns from the mistakes of others, and only a fool learns from his own." “Gamers” do not even learn from their mistakes, but at the same time they consider their way of existence correct and effective.

Relationship between people

“This is a competition. You are always competing with someone. Even if you are collaborating with other players, you are competing with some character or you want to beat someone on points.”

Thus, the foundations of friendship are undermined, because it is impossible without mutual assistance and mutual support. If we also take into account that the most favorable age for the development of strong friendships is adolescence and youth, and that it is during this period that children are now especially fond of computer games, then the forecast is disappointing. Having missed, as they say in psychology, a “sensitive” period and having been saturated with the spirit of rivalry, which excludes true friendship, a young man will most likely be able to establish only non-binding friendly relations, that is, he will be doomed to inner loneliness and in a difficult moment will be left without support. Of course, in many other children's games there is an element of competition, in itself this is not scary. But one thing is an element of competition, and the other is the basic principle. And besides, children do not play either mobile or board competitive games as often and for a long time as they do computer games. Therefore, the spirit of competition does not have time to seize the majority of the guys. Moreover, competitive games are often team games, which means that they set up not only for rivalry, but also for cooperation.

“Relationships are strictly regulated. There are only a few positions for characters (real or virtual), such as rival/ally or boss/subordinate.”

However, life is not so, it is much more complex and diverse. Faced with reality, the gamer most likely will not understand it and will prefer to go back to the simple and logical world of the game. Outwardly, this manifests itself in autism, painful isolation, and serious violations in the field of communication.

The principle also works for autism: “Everyone on their own. Even if you play in a band, you always have your own path, your own experience. You can't try everything if you're in a group."

But what a terrible mine is placed under intergenerational ties:

“Young people rule the world. In the game world, they are the main ones. Young people have a lot of advantages, duties do not take much time, and you should not pay attention to older ones.

Why then be surprised at the outrageous childish rudeness and stubborn, sometimes even some kind of maniacal desire to command adults? By the way, parents of boys complain about this much more often, which “in the light of the foregoing” is quite understandable. On the one hand, boys are usually sharper, more self-willed, more ambitious than girls, and on the other hand, they play computer games more, where their natural shortcomings receive powerful positive reinforcement.

“People are simple. Most of the characters look like cartoon characters. Their skills may be excellently honed, but the psychological type and pattern of behavior is simple to the extreme. They are either big and strong, or wild and crazy, or beautiful and sexy. There are several other caricature types. And it's all".

Well, what kind of relationships with people can gamers build? They are programmed for failure, because a person is not a caricature, but an image of God. However, the globalist world just needs losers, many losers, because this is how - quietly, without noise - you can "free the planet from unnecessary people." And at the same time, cash in on the sale of drugs, alcohol, action movies, computer games and other harmful things that allegedly help a modern person to cheer up, overcome depression, which is already called the “mental cold” - it is so common in the modern civilized world.

Let's now look at what course of action computer games set up gamers.

What do we have to do?

“Rebel. Here it is absolutely necessary to aggravate the situation and relations.”

After reading this, I vividly recalled the events of seven years ago. When my youngest son was ten, he liked to play role-playing games like computer games, only without a screen, "in his mind." The rules are simple: the situation is set, we agree on who plays for whom and come up with what our heroes do and say. Deciding that this was a counterbalance to computer games, at first I was happy and even participated in the game. The son has a rich imagination; I thought it would be interesting. But after a while he stopped playing with me. “You are trying to settle everything peacefully, somehow agree or outwit the enemy, and this is wrong.” "Why? - I did not understand. - Why swear and fight, if you can agree? And then, not all of them are opponents. In any fairy tale, the hero has not only enemies, but also friends. Help someone - and t, make friends with him. “Well, it's in fairy tales ... - the son grimaced. "It's not like that in role-playing games." Now, having read the book "We've finished the game!", I finally understood how it is "so" ...

And the psychological background of the “orange revolutions” became clearer to me. After all, unlike the “velvet” ones, they are somehow meaningless. Of course, not for those who both: plan and arrange, these people get their profits and bonuses, but for the “extras” What kind of freedom and “independence” did the Ukrainians who gathered on the Maidan lack? And what about the Georgian "revolutionaries of scarlet roses"? In fact, it was a rebellion for the sake of rebellion, senseless and absurd. But since the main actors there were students and schoolchildren - just the generation of gamers - then, apparently, in the favorable conditions created (favorite rock music, bold slogans, strong drinks, relaxed atmosphere, crowd effect), it was not at all difficult to update the installation on the rebellion learned during the game. So computer games are also a breeding ground for revolutionaries. And statesmen who are condescending about this childish pastime, and even advocating mass computerization of schools, should think that they are cutting the branch on which they sit.

Well, as for parents who are far from politics (although when a crowd of teenagers who first trained on slot machines go to burn cars, break shop windows and passers-by, it is not politicians who suffer first of all, but precisely those who are far from it, but due to an unfortunate coincidence, they ended up not far from gangster thugs ...), so, apolitical parents need to understand that the rebellious spirit that computer games bring up will manifest itself primarily in the family. If you ask people if they want to live with scandals, fights and hopeless rudeness of ungrateful offspring, no one will say yes. But - with their own hands they buy a computer for the child, this guarantor of the future "fun life".

The next "commandment" reads:

“Be a hero. If you want to succeed or have fun, then you will have to become a star, willy-nilly.”

And, therefore, to emerge as little as possible from the virtual reality of the "star factory" to the surface of real life, where you do not shine with talents, you cannot succeed.

“Communicate with people who play the same game, and do not live in the same country or rotate in the same environment. The game world is one.

It turns out that computer games are a powerful tool for globalization, and not just a way of autism and kicking out a huge part of young people from active socially useful activities! And all this under the guise of innocent children's fun... Yes, it is not for nothing that so many sociologists, psychologists and psychiatrists have been working on the globalist project!

Elsewhere in the book, this thesis is confirmed once again:

“Gamers in general are a very global generation.”

Someone, perhaps, decided that I was exaggerating about the “orange”? Then take a look at the following setup. What is this if not a direct incitement to rebellion and anarchy?

“Choose your path in this world. Those in whose hands power are useless, and even harmful - do not pay attention to them.

And finally, perhaps the most important setting of the globalist world:

“Forget everything and have fun. The game is a way to get away from reality. When reality is boring, you are transported to the world of the game. When you get bored with the game, you can take on another, which is not yet tired.

Some more quotes

“From our research, we concluded that the line between reality and the virtual world for a gamer is not at all as clear-cut as it seemed to us, people of the baby boom generation ... When they demand realism from games, they do not mean literally copying the world around us , they want everything as in life - only even better. In other words, they want to have fun. And entertainment is what they know a lot about at the deepest, subconscious level. After all, this generation grew up in a world where entertainment is the most valuable thing. Gamers prefer to have fun by copying reality, then editing it, speeding it up and enhancing it to something completely new. For us, this is an escape from reality. For them, it is an opportunity to choose one side of life, the most fun” (p. 74).

“The world of digital games is much less flexible<чем реальный>: his motto should be: "Live fast, die young and leave behind a beautiful (virtual) corpse" (p. 89).

“The gamer generation sees rivalry everywhere. This is quite natural. After all, almost all of them grew up in a world where the only way to relate to other characters - whether real or electronic - comes down to rivalry. And they believe that rivalry is - almost literally - the law of nature” (p. 106).

«<Геймеры>... consider themselves experts. They are so confident in their skills that they don't think they need to work as hard as other people” (p. 119).

Let's leave the illiterate style to the conscience of the translator, who, apparently, is also sure that he is an expert and does not need to bother himself with working on the word. Let's get to the point of the statement. And it boils down to the fact that the typical characteristics of the “computer” generation are conceit and laziness. Yes, a good future is in store for us with such workers...

“Gamers expect high rewards for what they create... The most amazing thing is that the interest in salary and bonuses is in direct proportion to the employee's gaming experience. The questions in our questionnaire revealed one thing that all gamers have in common: if they work, they demand serious remuneration for this” (p. 119).

But about rudeness and infantilism:

“Gamers can offend their senior colleagues and bosses. It seems out of place, as if they are seeking respect they don't deserve. Although gamers often startle elders with their immaturity” (p. 134).

“Our research has shown that people of the gamer generation prefer to express their desires immediately after they appear.<выраженная задержка психического развития, ведь в норме так ведут себя совсем маленькие дети>, and do it to the place and out of place<неадекватность>. Compared to her older respondents, gamers are more likely to admit that they “strive to be leaders! groups."<Спросим себя: возможно ли общество, где все стремятся быть лидерами и настроены на соперничество?>Boomers are notorious for wanting everything and everything. Gamers want to do things their way Pathological willfulness>, here and now. In the questionnaires, we also found that gamers suffer from frequent mood swings... Simply put, they are very irritable” (p. 153).

“True gamers are noticeably more likely to say that “connecting with the right people is the key to success.” The more experience they have of the game, the more likely respondents are to agree with the harshest statements, including: “I will turn inside out to make friends with those in power” and “You can get anything from people if you tell them what they are.” want to hear." It is clear that such views in the spirit of Machiavellian gamers extend to themselves ... So we are not surprised that people with such views consider themselves capable of successfully manipulating others” (pp. 154-155).

“They may seem callous, as if they see everything and everyone as a game, but doesn’t this quality seem a little more attractive if a leader possesses it?” (p. 204).

“Perhaps the generation of gamers is too risk-averse – it's a matter of taste... As a result, gamers take a lot more risk than other people outside the digital world” (p. 172).

The same book says that in creating Internet companies that suffered a crushing collapse in the early 200(bx), the generation of gamers played a leading role. Moreover, after ruining many people and losing a lot of money themselves, gamers were not even particularly upset. "It's amazing. They consider it a sign of efficiency. They say that in the 30s, during the Great Depression, bankrupt business leaders lost their presence of mind, threw themselves out of windows, and gamers did not even move their ears. But, in my opinion, this is just "frostbite" conscience and pathological insensitivity. Such players will arrange a worldwide catastrophe - and they won’t even understand what happened, why you can’t restart the computer and start all over again. But after a while, in the process of a natural change of generations, gamers will come to power everywhere, this is the are right.

That is, adults who are now cashing in on the sale of computer games and, for the sake of their own pockets, crippling the psyche of entire generations, are digging a grave for themselves and us with their own hands. The situation is terrible and completely unimaginable. And time goes by and works not for us...

“Irresponsible, who do not understand that you have to pay for mistakes - are we the kind of people we wanted to see at the head of the economy? - the authors ask and answer contrary to logic, as if they had zombified themselves in the process of writing the book: Actually, yes. Because gamers are born leaders” (p. 193).

On this "optimistic" note, let me end.

Previous conversation Next conversation

If I played toys (and I started at the age of 10), then I chose them according to my imagination. At first it was football, but I didn’t get used to it, since I didn’t have my own PC, they played in the salon, limitedly, both in time and for money + there was a real field nearby with real players and a real ball (that's where they got real pleasure!). A PC appeared (at 14) - let's go, my imagination was no longer directed to real creativity (writing, drawing), but to virtual - first FIFA in immoderate volumes, then GTA, then CS, later Battlefield, and maybe all at once. Then the historical genre - strategy games and role-playing games. With the advent of adulthood, pastime playing games has decreased significantly, then even less. one favorite game of the historical genre, which I periodically indulge in from nothing to do. But what did I notice? And I noticed that the emergence of computer games significantly influenced my life, my choices, decisions, etc. Having replaced reality with a virtual world, I lost the ability to think logically, be patient, and to some extent lost awareness choice, and most importantly, the will and ability to stop in time. I lost precious time, self-conceit and laziness began to dominate, and the main thinking became more consumerist than productive. As a result, dissatisfaction with work, inability to get high from real life, bad habits and chronic fatigue syndrome. But fortunately, by the age of 23, I still matured to the fact that I need to change, and I’m already on the way to it. Everything is written in the article correctly. Games are a drug sold under the guise of harmless entertainment. who has complexes. For myself, I concluded that it is better to start playing in real life, even if I made his many mistakes.

Andrey, age: 05/23/2015

Well, after reading it, I thought a little, you are somewhat right. But here the law of the coin applies, on the one hand - an eagle, on the other - tails. It all depends on which side you look at. And here's the "spirit of competition", all this is nonsense, in games a person always tries to make such a choice as in life, and in childhood this manifests itself constantly. I always try to go the good way, playing as a doctor or a magician - a healer, helping others, even when I tried to play for evil, I felt in a different plate, it was even mentally painful for me to harm everyone, both bad and good. This is how I realized my addiction, I didn’t fight it, I accepted it as an uninvited guest. I am slowly developing myself, and games and some books help me with this. I feel more or less comfortable in society. In this matter, the whole point is not in a person, but in the world around him. I inclined my choice to good, the question is whether you are able to make the right choice, because it is always in your hands.

necromorf , age: 15/26.02.2015

An interesting article, to say the least! But there is more information load (truth) in the answers and comments to it. In each of them there is truth, this does not mean that everyone has their own, everyone is right, they just discuss different sides of 1 coin. I've been playing since I was 14, I've been playing drunkenly since I was 18 (a period of great stress as a teenager). I've been through a lot, in terms of games and not on low difficulty (hardcore, gamer), I'm very aware of my addiction to games, yes I often try to avoid the real world. This happens because something doesn’t suit me in this world (read the article), but not many people can realize this ... I communicate normally with others, I think that my communication skills are quite developed, I can’t say that I’m a mega athlete, but a horizontal bar I saw 3 km. I will run and not die. But I can also hate the world around me if I felt shortcomings in all the listed points. The fact is that yes, there are people prone to alcoholism, drug addiction - to one or another addiction. Addiction is when you haven't tried anything better. It's not their fault. It exists only in the outside world, finding the reason why a person turns into a gamer does not mean opening his eyes and ridding him of addiction. Tell an alcoholic that he is an alcoholic, he doesn't care, as long as the glass is full... I know my addiction, I don't fight it, but I try to live. Remember the movie "A Beautiful Mind", no, I'm not a math genius, I'm a gamer. But I realize this, unlike many other gamers. The fact is that everyone who gave comments in favor of computer games is right in everything. Under certain circumstances, games can develop, take World of Tanks, you can imagine what kind of knowledge a player must have in order to win in this game, at high levels. He must know the performance characteristics of almost 300 vehicles, knowledge of the tactics of the game on different maps, in different situations. To put it simply, the threshold for entering the game is huge - the reason for the large number of inept (deer, crayfish) players on the servers. But there are also super players who understand all this, know how to apply it in the game - gamers (nerds, extras), they have the most extensive knowledge, say that they are useless, I can partially agree, but they develop the brain unequivocally. And now let's turn the coin over! Inadequate teenagers play the same tanks - schoolchildren who save money on food in the hope of donations, who fall into hysterics from a couple of lost battles, you can continue the negative indefinitely ... All this is also true. Games are a catalyst, if a person with an adequate psyche plays Dead Space, then he will not go to shred people on the street. And if this is a child with an unformed psyche, then there may be trouble. By the way, these games have an age bar, as in films of erotic content. Say that games are already pornography, well, there are some of them. Now let's think about who is evil porn, or too busy parents who missed the moment of sexual education of the child-the result is a high probability of a pervert with various deviations, and most importantly the opportunity to implement them in\"innocent \" society. To ban games is pointless, and most importantly impossible! You need to understand them (may even control them), and parents can only take away a computer, they are struggling with the symptoms of the disease! There is no understanding, if we are talking about cases where psychiatrists have already taken up the matter, then medicine is already here. And in those situations when a child is not lost - he is not crazy, it is worth fighting the disease - with the outside world, because the problem is in him! Horror stories of zombie games have nothing to do with it, I know people who told me that they would never play games, I told them that they simply did not find an interesting game for themselves yet! I've often been right, maybe always, because who knows when they'll find the right game for them. It is bad when she appears at a difficult moment in the life of such people. I would be very happy to find a replacement for games in my life, but so far there is none. But that doesn't mean I'm socially useless or dangerous. But there are some. Now think about what you have changed with this article. Comments were left here by adequate people, possibly game addicts, well, at least me, but adequate! Anyone who is already lost to society can re-read all this 100 times and play on. The main thing is that society does not suffer, because adequate players will also suffer with it. Find problems in the outside world, and not in the child's psyche, because initially it is normal for society (we do not take deviations due to genes or injuries). So you can write a whole book here, but what will it change? I didn’t pass by, I tried to introduce my idea, which is equally suitable for all sides of the discussion - subjectively. And now I’m going to play, I know my problems and live with them, and you struggle with your problems, but to no avail. The main thing is not to harm me, because you are such a right world around, and I don’t want to lose the opportunity to avoid you, at least not for long.

Apatrid , age: 09/25/2014

Alex, first of all, you cannot judge a person without knowing him personally. What do you know about how I live, have I degraded? So I'm not saying that games are much more useful than books, movies, good shows, sports. Also, I'm not talking about independence from games. People who can be addicted will be addicted to anything. How are games different from movies? When computers weren't so common, there were VCRs and people watched movies all night long. There were movie buffs. Standing in line at video rentals. Spent the last money on cassettes. What about melomania? Isn't it addiction? They walk with their ears plugged, listening to Rammstein. You walk next to such a person, you don’t chat with him - he, you see, listens to music, don’t interfere. Ban music and movies? I do not deny that excessive use of games is harmful to health. My classmate used to read a lot of books. Yes, he is reading now. She just flies away to those worlds that books give. She travels in time, flies to distant planets, participates in the First World War. Reads, have time to submit books. So what? Yes, it is interesting to talk with her, to discuss books. But it is also interesting to talk with gamers about games. But she doesn’t have a personal life, she planted her eyes, she doesn’t really eat - she’s all in that world. So? Should we ban books? Everything depends on the person himself. For example, I like to read a good book. I recently read Orwell's 1984. But there is no one to talk about this book with. Around teenagers with spermotoxicosis and business people, always somewhere in a hurry. You also need to distinguish good games from simple one-day games. There are games that carry artistic value, there are games that are designed to rake in money. It's like comparing Daria Dontsova and HG Wells. I don't like people who read Dontsov all night long, they can't tear themselves away. But people who read Dumas have respect for them. I just don't like the fact that games are being blamed for something they're not involved in. Yes, it is likely that they contributed to the shooting at the school. But you can not say so one-sidedly that only because of the games. Many factors. The fact that we enjoy playing and relax - what side is the deception? After all, it really is. The fact that someone boasts that he has more experience points, he has a new tank, how many frags he has - I agree with this. That's bullshit. These are nerds. I never like online games. Especially with a donation. This is fragodrocherstvo. Really badass games. But, for example, the game Syberia, which I am currently playing, provides an excellent bewitching world with its own problems, heroes in which you just want to believe. Or Spec Ops: The Line. After passing this game, you feel like the last bastard who killed unarmed civilians. You sit in deep thought, digesting the past. You think about how the characters have changed in a couple of days. And what emotions were there when an angry mob hanged your sniper, a cheerful boy Lugo. He called for help, but you couldn't do anything to save him. You think that the main villain is not so bad in theory. He was just trying to save civilians. But he violated the order. Did he do the right thing? Or the same Half-Life 2. A tale about the iron will of people who do not bend in front of a numerically and technically dominant enemy. The people are waiting for their savior, they believe in a brighter future. And what a pity for Eli Vance, who gave his life in the struggle for the future of mankind. You can say that these are fictional characters, a handful of zeros and ones. But music is just an assembly of 7 notes. And Mona Lisa is a combination of 3 colors. And Raskolnikov - a set of 33 letters. And yes, I equate gaming with art. An art in which details from other arts are intertwined. Some sort of essence. Creating a story - literature Creating levels - architecture Creating character models - sculpture Creating textures - painting, photography Creating soundtracks - music Creating cut-scenes and scripts - cinema, theater Fully agree with Roman =)

KorteZZ, age: 06/26/2014

I was always struck by the excuses of the players, how bad life is, how much violence, murder, theft, alcohol, etc. And, they say, against the background of this comp. trivia games. I'm speaking as a player (hopefully former), stop fooling yourself. That's not why you're playing. You play first out of curiosity, and then out of addiction. You are the real slaves (I do not exclude myself), you say that you relax, enjoy yourself, say that this does not interfere with your personal life in any way - all self-deception and lies! You have degraded morally and spiritually to such an extent that you are unable to admit your addiction and come up with stupid excuses about the benefits of games. In particular you, KorteZZ. What computer game can be more useful than a book, than watching educational programs, the same films, music, playing sports, communicating, or even just thinking, dreaming - all this is life, unlike a game, from an illusion. I don’t want to talk about the consequences of games for health, but most of all I’m offended that it’s so easy to become a slave and give part of your soul for some kind of “experience points”, “new tanks”, “equipment”, etc. And these people are even proud that killed 7k frags, played 20k battles, have 10 tops in the hangar and other nonsense, from the point of view of reasonableness. And could this be the future?

alex, age: 05/17/2014

Thank you for the article - I read it with great interest. But not only games deform the psyche.

StansionSide, age: 20/25.02.2014

Pretty accurate, thanks a lot for the article. I've been a gamer myself for many years. Many years have passed since I started playing, and looking back, I noticed that computer games are becoming more and more violent and pointless, and the gameplay itself, which I once greatly appreciated, is stupid to the point of impossibility. Now I imagine where the source of my laziness is located, I hope this will make it easier for me to deal with it. Your article opened my eyes and gave me the answers I was looking for for a very long time. Thank you from the bottom of my heart for this article.

Green Wizard, age: 18 / 12/30/2013

Thanks, I'll play less. VERY GRATEFUL

Egor Burlakov, age: 11/22.05.2013

Fully agree with kortezzom

Paxan, age: 18 / 12.04.2013

I've been playing different games since the days of "sinclair" and "sail". I am a gambler by nature, and before I got my first computer, I read books until the morning. I was irritable if I was prevented from reading. And he went into reading with his head, went away from reality. Nobody condemned me. I believe that some games, like books and films, can deform the psyche, injure, and corrupt. But games are more dangerous because children are instantly drawn into them, and parents don’t even know what kind of atmosphere their child gets into. Parents, be interested in games! Find out more about them, who is the manufacturer, what is the plot of the game, what is the main character and, most importantly, what is the atmosphere of the game. How would you rate "The Three Musketeers" by Dumas? A young almost teenager d "Artagnan is armed with cold weapons, he solves issues with the help of violence and a series of murders, including law enforcement officers? No. The atmosphere of the book, the image of the hero, the ideals of justice, romance - that's what this book is about. You need to clearly know "what" the game is about. Nothing without it. Humanity knows a lot about literature. Over time, perhaps, it will know no less about games. For psychologists, this is not a plowed field. After all, in the game one could read, collect, analyze information about behavior of players.Speed ​​of decision-making, the decisions themselves, behavior patterns, their change.You can write scientific papers, or maybe someone is already writing))) I won’t be surprised if, along with tests, some types of online games, the results of which will supplement these tests. I really liked the article. Many thanks and respect to the author. It is interesting to see clearly formulated what I understood unconsciously. From this, thoughts are confused and I don’t envy the one who then he will try to read))) I would just like to say, do not be afraid of the new. Learn, master the question, use.

Roman, age: 38 / 26.02.2013

How sad it is that psychologists can only scream how bad it is ... THIS IS EVERYONE AND SO KNOW ... don't you think that it is necessary to devote articles to "what needs to be done"? How to change the situation? What should parents of gamers do? After all, in your article, all the symptoms are identical .... so give answers (maybe even a lot) so that people can change something ...

Natalia, age: 30 / 26.01.2013

Interesting article. The situation described in it looks intimidating to me. But the fact is that the negative personality traits that are attributed to gamers here - the lack of logic, self-will, the desire to command adults, unjustifiably high conceit, etc. My husband and I have long discovered in our daughter. Now she is 12 and she is NOT a GAMER, and has NEVER been a gamer! We quite consciously keep her away from the computer for the time being. She has been studying violin for the 6th year at the music school. At home they brought her an aquarium, a hamster - to develop a love for animals, etc. But that doesn't change her behavior much. In words, she agrees with you, reads books about animals, and then she may "forget" to feed the fish or the hamster for several days. At the same time, he sits for days at the aquarium, watching the fish, and plays with the hamster, takes it in his arms. At the same time, she still composes a lot, draws comics, writes fairy tales, tries to write poetry. There are many more things to describe. I understand that my child has such a pathological personality type. And educational measures are ineffective here. Information about such children comes from everywhere (it seems they are also called indigo), maybe not only gaming is the reason for this?

Lyudmila, age: 35 / 09/10/2012

I have accumulated here. =) I'm still a gamer. I started playing back in the distant 95, playing the legends of games like "Doom", "Duke Nukem 3D", "Fallout". Now I play no less bloodthirsty "Killing Floor", "Unreal Tournament 2004", etc. But with all this, I don’t observe any irritability, anger, I distinguish where the game is, and where the reality is, etc. Yes, I understand and regret that I wasted a lot of time and energy that I could use for good. But I look at my peers and see: one went to jail, another got drunk, someone hanged himself, got married, multiplied, divorced, and as a result, another orphan appeared. I believe that by playing bloody and violent games I spit out negativity. After a couple of hours of wild meat kneading with friends against zombies - I'm the kindest person. I don't see conflicts or anything else. And my friends, with whom I often play, are also the nicest people. Previously, he was a member of the clan (team) of the game "Counter-Strike". Communicated, trained, discussed tactics and techniques of the game. Played against other clans. There was a team captain, whom everyone obeyed. He was much younger than me, but I obeyed him, because I knew and I know that without a respectful attitude towards my (and not only) clan members and good teamwork, there is no victory. There are also tournaments not only local, but also world-class with a large prize fund. All this takes place at the level of, say, tennis tournaments. Broadcast on the Internet. There are idols and fans. These streams are watched by a large number of players who want to be "like Spawn" or whatever. In general, everything goes so that ordinary, uninterested residents do not notice anything. Now let's see what happens during the football championship. Drunk fans run the streets at night when everyone is sleeping (or in my case playing), making noise, burning cars and beating passers-by. So who's pissed off? I also believe that some games deserve to be enlisted in cultural values. Making a game is like art. Like movies. Let's say the same Half-Life, Fallout, Unreal, etc. They have a very elaborate and believable world, unique and charismatic characters, an excellent plot that is not inferior to well-known novels. Yes, sometimes quite even cruel art. But military science is also an art. I note that in the television and film industry there is more dirt, garbage, immorality than in games. Take at least the same "House 2", so beloved by our housewives. The kids don't watch it. This is disgusting to them. I will definitely introduce my children to the masterpieces of the world game industry. In my opinion, let the children play (under the control of their parents) than run around the street, drink yaga and smoke different kinds of kaku. As for the article - in some places it is true. It can be seen that the author is far from the world of computers and computer games. It was mentioned in the comments that "not all gamers are equally evil". Often this is the stupidity and unwillingness of parents to understand a new form of entertainment. The films have long been sorted out - you can watch this, but you can’t. But that's not the case with games. There are age ratings according to which you can decide whether to "feed" a child with such a product. ESRB, PEGI are called. the content is also indicated there: cruelty, an abundance of blood, obscene expressions. If you think that your child will take it normally, then you can not worry, but if he does not fall under the age limit or he is impressionable, etc., then it is better not to buy this for him. It is better to buy games for a child yourself, depending on age, psyche and interests. I note that children who do not play at all can feel rejected by their peers: they do not understand what others are talking about, the same ones believe (and they openly tell them) that they are backward from life. Therefore, they want to "be in the know" and can even play against their will, just not to be a stranger among their own. About shootings in US schools. They were positioned as events spurred on by games. Allegedly, these teenagers brought weapons and explosives to the school in order to kill their classmates and others under the influence of computer games. I advise you to watch the movie "Class". Or at least read about it. He is either Polish or Bulgarian. I do not remember. It is known that schools are secretly ruled by gangs, all kinds of groups. They crush children, "put on the counter", "squeeze out" money. There was a case in our school when a student was threatened to be killed if he did not bring 10 thousand rubles to the "starshaks". them on booze. The boy was frightened, stole this amount from his parents, but was caught. In the end, it all came to light. It turned out that he regularly paid them "tribute" for about a year and a half. And all this time, the parents did not know that their "son" every day is under pressure from high school students, either physically stronger or simply influential peers (authorities), and besides, teachers (guards) put pressure on them. There were also cases when children were "lowered" (what is it, just like in prison! o_O). And if the child does not withstand this pressure, then he can “break down” and bring weapons to school to get even. There is such a sad joke: - Let's try to understand the motives of the crime. Our suspect had abusive alcoholic parents, was bullied at school and constantly beaten, he loves guns, computer games, wrestling, alcohol and drugs. - Yeah! Computer games! IMHO, computers and computer games are not universal evil. There is irresponsible parenting.

KorteZZ, age: 05/24/2012

Very informative article, thanks.

Igor, age: 26 / 31.10.2011

I will allow myself two words as a person practicing transurfing. Firstly, all computer games take a person away from real life, this cannot be argued with. This "withdrawal" is fraught with very, very many problems, such as: failure to achieve one's goals, unawareness of oneself in a particular life situation. This is first. Secondly, pay attention: what are the most popular games we have today? In the social networks VKontakte is "Tyuryaga" - a game where you can feel like a real prisoner with all the attributes of a thieves' life and thieves' language. Our kids also tend to play "shooter games" where they only learn to kill each other. Take the game "Stalker" - the plot is based on a new disaster in the area of ​​​​the Chernobyl nuclear power plant, a zone has formed there and a civil war is in fact going on. Take "Counter Strike" - the players are divided into two teams and alternately kill each other. The game "Metro 2033" - deserted Moscow, radiation, mutants, the remnants of people are hiding in the subway. Is this what we want in the near future? There are games like "How to get a neighbor", where a young man in every possible way scoffs at his neighbor, dirty and klutzy. Or maybe it would be worth releasing a game in which he also re-educates a neighbor in a kind way? Why are the games of the GTA series, where you are given the role of the leader of a gang, where you have to kill, steal, distribute drugs, steal cars, are popular with us? Thoughts tend to become reality, thoughts and what we keep in our heads for a very long time. Think now before it's too late. Someone will say: "Here, we used to play war games, and nothing..." We played, after the civil war we got the Great Patriotic War, after the Second World War - Afghanistan, after Afghanistan Chechnya, maybe it's time to stop and start raising children in a different direction? I am not opposed to any constructive games, although they should not seriously lead a person away from reality. I myself am building the VKontakte metropolis, so I know what I'm talking about.

Wanderer, age: 26/14/04/2011

“A smart person learns from the mistakes of others, and only a fool learns from his own” What kind of stupidity? Conclusions\"smart \" people with high self-esteem. First of all, you need to learn from your mistakes, how else can you gain life experience? (So,\"smart \" is not mistaken, only looking for the shortcomings of others?) Elya, I agree, but the article is for those who are addicted. Ordinary (not addicted) people will only find advice.

Andrey, age: 17 / 23.02.2011

Hello, In my understanding, the author of the article, Tatyana Shishova, confused the cause with the effect. In order to become an alcoholic or a gambler, one must have an initial congenital or pathologically acquired predisposition to this. Not all people who use alcohol and even drugs, play games, become addicted. This is well described by the psychologist Vladimir Levy in the third edition of his book "The Art of Being Yourself". He\"addicted\" to drugs after the first painkiller injection, when he was in the hospital after the removal of appendicitis. Other patients in the ward experienced drug euphoria without these effects. I will be 47 in a few days. I bought my first computer 12 years ago. A month later I connected to the Internet. I have a moderate dependence on the computer, and on the Internet, and on games on it. My wife is 26 years old. She has a similar picture. This picture arose not because we overpowered ourselves, refusing trips to nature, from going to visit, or whatever else the gamer loses there. Initially, we did not enjoy the socially approved way of life. We initially had a predisposition to depression (to illness, not to a bad mood). I have hated nature for as long as I can remember. People like us need tools to create the "illusion of life". We cannot be cured or re-educated. I don't think gambling needs to be dealt with. It is advisable to learn to identify a predisposition to this condition and teach gamers to control their addiction. Gambling is a consequence of psychopathy, which cannot be cured. It can only be compensated. That is, you can only teach a psychopath to live more or less comfortably and safely with his peculiarity. I had to learn this myself. With great difficulty, but he received a good education, in his city he was the best in his profession. Trained his wife, now we work together. We buy as much money as we want and as much as we need. But I would have avoided very big troubles if I had not struggled with my personal characteristics, but immediately learned to live with them. Those who wish to discuss this topic further can write to me. Email indicated.

Vitaly Ivanovich, age: 47 / 06/30/2010

They turned it around somehow ... to see the president in the person of a nerdy gamer veteran of WOW., this is probably my nightmare ... although it doesn’t hurt many people to get out of the house more often ... as a person who served in the GRU special forces, it’s always fun to read discussions of shooting from the virtual\"Vintorez\"...since they are talking about the Internet as a universal evil, I would ban dating sites, because they lead to personality degradation, inflated self-esteem of both sexes, and loss of sociability in real life...I agree with Vadim 26 years old / about the zombie man ...

Valery, age: 20 / 30.05.2010

The article, unfortunately, is amateurish and here the very first comment in the topic is much more logical and reasoned. A person who is not personally familiar with computer games will never be able to write a correct article. In addition, the beginning is about a psychologist ... You know, if a child is brought to a psychologist with this problem, then this is really a very neglected case. There are already hundreds of millions of gamers, people who really need a psychologist 2-3% of them. Yes, gamers are quite different from people who, so to speak, of the previous generation. But usually this very last generation simply does not want to sanely and seriously understand gamers. And as a result, tearing out of the book begins with the original meaning inherent in them being clearly distorted. For example, take a piece with the Sims. Why did the author of the article decide that the game instills that gays are normal? Did you think of it yourself? On the contrary, the restriction of the game, which does not allow gays to marry, is wonderful, just to show that this cannot be done because it is not normal!!! And now let's turn on MTV, one of the most popular channels for today's youth. There is such a wonderful program where a girl chooses a couple for herself, BUT she chooses from people of BOTH sexes! Or another show where from a bunch of men a girl was looking for a normal one, the rest were gays. And knowing the love of our television to steal ideas for programs from the West, we will soon have this. So the number 1 evil in life is TV. As it is still called today\"zomboyaschik \", it is through him that distorted, dirty ideals are invested in the first place. Secondly, the Internet. That's where there is such an amount of uncensored dirt that a person with a fragile psyche will have severe stress. And youth magazines are something, I read a couple for interest. If a person takes this seriously, he will be a degenerate. And games (with a few exceptions, of course) are harmless enough for people with a healthy psyche, so you don’t have to expose them as universal evil. Games are a great way to relieve stress if they are not abused.

Vadim, age: 05/26/2010

Elya, I don’t know as a gamer, but a person who sometimes plays computer games, of course, can be normal. This is too obvious to write an article on this topic. Take and write. Okay, let's publish it. Only with arguments, with a story about a specific normal gamer and his certificate from a psychiatrist :)

Admin, age: ** / 10/13/2009

and you call yourself realists?! Where AT LEAST ONE article that gamers can be normal people? You are not realists, but maximalists. Argument your TK. I won't because I don't want to get into a pointless discussion.

Elya, age: I won't tell / 10/13/2009

If you do not educate the child, do not communicate with him, but put him at the computer so that the child does not interfere, then the output is like rz and the situation is as described in the article. Parents simply shift the problem of raising a child from their shoulders to computer games, and then complain why the child does not appreciate them, but spends all the time at the computer or game console. Do not confuse cause and effect, the child behaves within the framework set by the parents, and if the parents do not care about the child, then this does not end well.

Alexander, age: 35/08/28/2009

The article is good and helpful. Unfortunately, some fragments spoil it. In particular, this one: “And the psychological background of the “orange revolutions” became clearer to me. After all, unlike the “velvet” ones, they are somehow meaningless .... What kind of freedom and “independence” did the Ukrainians who gathered on the Maidan lack?” Dear Tatyana. When asking a rhetorical question, it is best to try to get an answer to it. Which, indeed, lies in the field of psychology, but not "gaming", but archetypal. The people of Kiev, with whom I spoke - quite adult people, fathers of families, explained to me that a significant part of their acquaintances came to the Maidan not in support of the "orange", but out of unwillingness to see Yanukovych as the president of the country. The person had two convictions, and under the article "hooliganism". No sane political consultant would ever advise such a figure to go to the polls. Therefore, the dubious victory of Yanukovych was explained by the weakness and mediocrity of his opponent, Yushchenko. When a man who wrote in his autobiography that he was a “professor”, a man with a criminal record, appeared on the threshold of power in a city, certainly a cultural one, not only teenagers, but also many adults were indignant at this. Hence the Maidan. Apart from this, I repeat, the article is useful.

Michael. St. Petersburg, age: 40 / 04/10/2009

Do not worry so much - this is the usual conflict of generations, as in Dostoevsky\"Fathers and Sons \" do not understand each other. It has always been so! Some of the statements of the authors of the book\"Finished out...\" hit right on the mark. For example, the ability of gamers to take risks and the high need for leadership. In general, all people love to play and be\"bumps \" in science or business whether it does not matter. It's just that gamers have these needs inflated at times + there is no patience and endurance. Hence the desire to quickly become an important person. And in a computer game, this can be done the fastest: in a couple of months or even hours! I admit that I have a high passion for computer games. But I see harm from computer games not in the\"corruption of the younger generation\". And that instead of playing in the real world, people spend their strength, health, time on the implementation of virtual successes. They become virtually rich, virtually successful and virtually recognized, instead of becoming so in reality. I think the sooner a generation of gamers starts playing in real life, the better. Let them not waste their energy on computer monsters, but try themselves in reality. I hope that over time, many\"overload \" on reality and begin to make progress here. That is what needs to be worked on. Your article reminded me of the Soviet ones about the dangers of masturbation. When\"smart aunts and uncles \" wrote to me, still fragile body, that masturbation destroys the personality, increases irritability, and in general, if abused, will be fatal! In short, complete nonsense. I know that deaths from exhaustion playing computer games are a reality, but not a pattern. I admit that at one time I went crazy with toys and now I’m going, although I’m already an adult uncle. I try not to play, but to spend my energy in real life. And I want a generation of gamers to do the same as me. I stopped playing in a fictional world and began to play in the real one. Look at the dictators - they play their soldiers, but these are not computer bots, but real people. You won't be able to play like this with a generation of gamers, because they don't want to be bots, soldiers, they don't recognize authorities. With gamers, you can only negotiate on mutually beneficial terms. This is the only way gamers will play as a team - a thoughtless order will not work here. It's like trying to give orders to a group of leaders. It will be like peas against the wall. My son went even further than me :-) If my parents could spank me with a belt, then with my son the orderly tone will not work. We have to negotiate, improve, to be an example and a real leader in the family, and not just in words. Physical strength, order and authority no longer work for the new generation. Only real skills and abilities are able to prove to their children that their parents are more experienced and skilled. And, of course, it is necessary to limit the number of hours at the computer until it grows up and decides for itself how to continue to live. Only it is necessary to press not with bare authority, but to go to the trick and make sure that the child himself decides not to sit too much at the computer. Because there is nothing stronger than inner convictions. Like this :) All the best!

(Alexander Olikevich, industrial inventor, father of three)
Who is playing who? ( Georgy Mayorov)
The enemy is within us Mikhail Bero, MD)

In our age, when spaceships plow not only the expanses of the Bolshoi Theater, but computers are implanted directly into the human body, it is difficult to protect a small member of society from getting to know various gadgets and using them. The most attractive area for children is computer games. Of course, the situation largely depends on the position of the parents in this matter. Here you can meet with a reaction from a strict ban to active encouragement.

What games are offered for children on the Internet

Many sites offer educational games for toddlers 3-4 years old, using the same familiar concepts with object sets, such as coloring books, puzzles, pyramids, cubes, etc. It should be noted that in the game with real objects, the child develops not only his color perception, thinking, logic, which can be successfully helped by a computer game, but also fine motor skills, coordination of movements, spatial imagination. He sees not a flat image of the pyramid to be assembled, but the object itself in space. Work on coloring, drawing, collecting puzzles teaches thoroughness, perseverance, a sense of time that needs to be spent to get the result.

Children aged 5-7 years old are attracted to more complex "shooters", "walkers", arcades, various simulators, quests and others.

Getting used to the computer from an early age, the child receives a kind of "crutch", without which it will be difficult for him to move in his later life. After all, he will not be able to understand what he is capable of in real life, with real objects, if he will learn the world only by pressing a button.

Allow or Deny

Researchers have identified several criteria for and against computer games for children. We note the main negative points of this enthusiasm:

1. Separation of the child from reality. In the virtual world, it is not necessary to make laborious efforts to achieve any goal, everything is decided by pressing a button. This simplicity often provokes a child, especially if he cannot realize himself in the real world, to go into an imaginary world.

2.Gambling. Unfulfillment in society, receiving positive emotions by a child as a reinforcement of his virtual achievements is often the cause of gambling addiction.

3. Problems of communication with others. When dealing with invented characters, the child often does not understand what emotions people experience in certain situations, which leads him to disorientation in society and a lack of empathy and compassion.

4. Uneven psychophysiological development of the sense organs. For example, with excessive enthusiasm for bright computer images, the sphere of perception of auditory signals suffers. It becomes difficult for the child to perceive various kinds of instructions by ear, which can adversely affect further education at school.

5. Neurological problems. Excessive overexcitation of a fragile children's nervous system can lead to disruption of the deep phases of sleep, thereby depriving the body of proper rest. In addition to the problems noted, there may be underdevelopment of speech, poor concentration, aggressive behavior.

But it must be admitted that along with negative aspects, positive trends in children's enthusiasm for computer games can also be noted. Thanks to colorful computer images, the perception of the color and shape of objects develops. Logic games stimulate the mental abilities of children, increasing intelligence, train attention and teach the basics of behavioral strategies. For example, in 2014, Microsoft certified an unusual specialist in computer technology. A month before turning six years old, Ayan Qureshi successfully passed the qualifying exam. From the age of three, Ayan's passion for computers was instilled by his father, who is engaged in IT consulting.

So is it good or bad?

We can summarize the advice of experts on the issue of whether it is worth allowing preschoolers to play computer games. First, it is worth assessing the health of your child and preventing the possibility of aggravating the problem, if it already exists. Secondly, careful control is needed in the choice of the game itself so that it meets the age criteria and benefits development. Thirdly, to monitor the emotional component of the child's behavior, not allowing him to escape from reality. Warning signals will be aggression or a state of depression if the child is not allowed to communicate with the computer. The desire to quickly redo all the cases in order to return to the monitor. Lack of interest in live communication and real gaming activities. Fourth, the optimal playing time on average should be ten minutes.

Well, parents really face a difficult choice in making a decision. An alternative replacement for computer games is the active involvement of the child in interesting activities. I wish you success!


It is impossible to imagine modern life without a computer, tablet or smartphone. But a huge number of parents would like their children to immerse themselves in virtual reality as little as possible and play less computer games that "" and "overload the nervous system." But are games and applications so harmful to the child's psyche and physiology? Perhaps they have some use? We deal with the child psychologist Natalia Kalinichenko.


Despite the active development of information technology, there is a strong belief among parents, grandparents, and even educators: computer games are evil for children. But it is not so.

The topic of the impact of a computer and gadgets in general on the body and mind of a child is being actively developed by scientists, especially Western ones. There are studies that have been conducted to identify how games affect various cognitive processes and personal characteristics of a person. The results of such studies indicate that computer games are not an absolute evil, their danger is exaggerated. This does not mean that they are only useful: I will also talk about the disadvantages. But there are more benefits than we think.

Increasing motivation

The game is interesting and fun. If she is , then she can help boost . There are children who do not want to learn at all, and games are a good tool to change this situation.

Discharging capability

Games can help a child reduce nervous tension. Sometimes, after a day at kindergarten or school, a toddler comes home upset or even angry. Game with elements restrained aggression- it is important! - helps him to throw out the negative. Of course, you can not play this game for hours.

Expanding horizons

Computer games are literally capable. Perhaps the kid has never been to the zoo, but thanks to the game in which you need to click on the pictures of animals, he will learn that the tiger cub growls and the cow lows. Didactic board games, which are also useful, cannot provide such clarity as computer games.

Disadvantages of PC games

Virtual reality is not an unconditional good, games have their drawbacks. They can negatively affect the emotional-volitional, emotional-personal and communicative spheres of the child's personality.

The emotions of virtual characters are exaggerated: one action causes exaggerated sadness, the other - abnormal delight. This is different from real life, in which people are not. You need to learn to recognize other people's feelings, and games don't give you that. It is difficult for a child immersed in virtual reality to communicate with real people.

Spending a lot of time at the computer, the child gets used to a rather primitive feedback programmed by the game itself. And it's different from real life. In addition, it is difficult for a child who is passionate about the game to understand that, unlike a computer, it will not be possible to play with a living person at any time.


How to choose games

To be not only useful for the child, but also safe, you need to take their choice very seriously. What should you pay attention to?

Age restrictions

If you have a three-year-old, a developmental application marked 5+ will not suit him: the baby is not yet ready to absorb information from it. A six-year-old child is unlikely to be interested in and useful games for children from four years old.

Design quality and game logic

When choosing a game, play it yourself, evaluate the quality of the graphics and the connection of the picture with the real world. There are green tigers and red elephants in the game, and the main character towers over the trees? So it doesn't suit your child. After all, for a kid of 3-4 years old, the game is also a source of information about the world.

System requirements

Is your computer powerful enough to play the selected game? Are its main features paid? If a child cannot play calmly, this can cause him anxiety.

Game Rating

When downloading a game from the app store, study its rating and user reviews, see screenshots. Information about computer games can be found on the parent forums.

Genre and its purpose of the game

If your kid is not older than three years, only educational games are suitable for him. Preschoolers, first graders can already be offered strategies and quests, but with a caveat: these games can be both harmless and. If the game shows destruction, it is not suitable for the child.

Games can contribute to the development of a variety of skills: logic, attention, reaction. For example, children aged 2-3 learn to manipulate objects, and you can hone this skill with the help of applications where you need to rank objects by height, look for the same objects. 3-4 years - the period of development of sensory standards, perception and attention. Good games at this age are catching birds or fish on the screen. At 5-7 years old, you need to develop logic and various aspects of thinking: find something superfluous, complete a row, fill in a table, build a turret according to the model. Simulations of sports games or pet care will also be useful.


How to play profitably

In order for computer games to be useful, it is important how the child plays. Follow simple rules:

    Keep track of what your child plays and for how long. There is even a formula for calculating the time in minutes that a child can spend at the computer without a break: his age multiplied by one and a half. This means that a six-year-old can play a maximum of 9 minutes per session per day. A preschooler can have no more than three such sessions a day, that is, less than half an hour a day. You can not sit down at the computer or pick up a gadget less than two hours before bedtime - this loads the baby's nervous system. This rule must be strictly observed.

    Correct posture and lighting are very important. It is necessary to maintain the optimal distance from the screen and make sure that the child sits exactly on a chair or sofa, and does not play lying down, even if it is so convenient for him.

    After each session at the computer, even a three-minute one, you need to take breaks. They should have gymnastics for the eyes and an outdoor game.

    Do not use computer games as a way to encourage.

No matter how carefully and diligently you choose a computer game, no matter how educational it may be, it should not become the main occupation of the child. It is good when he has board games and a designer at his disposal, when there is an opportunity to arrange role-playing or sports games. Computer games and applications help us pass the time on the road or in line at the hospital, but they cannot replace all other types of leisure and developmental activities.