The impact of video games in society part 2
Second Term:
repercussions of videogames on the daily life and behavior of children, adolescents and adults:
The world of games is stigmatized with several topics about its ability to isolate people or encourage violence. However, more and more people who join play and make talking about a video game is not the task of a few marginalized but it works as an element of socialization, an element of integration. The idea that the video game isolates the individual begins to wobble; however, violence in games is somewhat more difficult to justify.
Talking about addiction to video games is relatively new. However, cases of adolescents and young people with this disease have been reported.
However, the biggest criticisms that fall on videogames are marked by the issue of violence. There are many fighting games or wars that are accused of fomenting violence. A fact that is also alarming is the number of murders or suicides committed due to the so-called role plays. However, this is always linked to the age of game consumers.
However, games increasingly have healthier themes. Now you can cook thanks to them, play sports, learn languages or exercise your mind.
It is evident that the evolution of video games progresses in a dizzying way and that they influence society and culture while they soak up the environment and the advances that surround them. To this day, they no longer have the bad reputation they had and have positioned themselves as a more respectable leisure option.
positive and negative factors of video games:
Positive factors:
-What is a socializing agent
-It can work as entertainment.
-It is a focus of distraction.
-It brings fun
-depending on the game you can bring culture.
Among the negative factors:
-It can be addictive
-Can provide knowledge that is not suitable for the child
-Loss of time that could be used in the performance of other more productive activities.
-Sedentarization.
-Bad habits.
Finally just say that video games can be productive without being suitable for the child and provides culture and content from which you can learn necessary things, so they can be important resources if applied correctly.
It is recommended to dose the playing time, the best is for the child to play for a maximum of two hours a day and to intersperse this activity with other games or other forms of interaction with their friends or siblings.
referencias:
https://rosanaeduysoc.wordpress.com/sociologia/como-influyen-los-videojuegos-en-la-sociedad/
https://psicologiayempresa.com/el-impacto-de-los-videojuegos.html
repercussions of videogames on the daily life and behavior of children, adolescents and adults:
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEinH4rL4iJyzSUta5Xi1nLsSsZqrBjd__e8yZh_goHnEi8dXWhjfXNPigUxTDp3SqABjikZvZ_sLe3xf0TheI18DpjpkL5HCbxehc4YafvgOTKMG_Y-AhGnHl7I4R67VHRj24GzTqqBAv15/s320/i4.jpg)
Talking about addiction to video games is relatively new. However, cases of adolescents and young people with this disease have been reported.
However, the biggest criticisms that fall on videogames are marked by the issue of violence. There are many fighting games or wars that are accused of fomenting violence. A fact that is also alarming is the number of murders or suicides committed due to the so-called role plays. However, this is always linked to the age of game consumers.
However, games increasingly have healthier themes. Now you can cook thanks to them, play sports, learn languages or exercise your mind.
It is evident that the evolution of video games progresses in a dizzying way and that they influence society and culture while they soak up the environment and the advances that surround them. To this day, they no longer have the bad reputation they had and have positioned themselves as a more respectable leisure option.
positive and negative factors of video games:
Positive factors:
-What is a socializing agent
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiss9mqX9qmuE2q9STHWk8gc1Gy3px73374fS7Aufiz6_RrP7iWXNb_zhnOdK954fYqrdTRpQkd8sc5_-TTJNI9AT0OS6KGOcxNLVL4C7BD5CbZKShdUu8stKMqSPh6Llke4yy1FhY6lz88/s320/i5.jpg)
-It is a focus of distraction.
-It brings fun
-depending on the game you can bring culture.
Among the negative factors:
-It can be addictive
-Can provide knowledge that is not suitable for the child
-Loss of time that could be used in the performance of other more productive activities.
-Sedentarization.
-Bad habits.
Finally just say that video games can be productive without being suitable for the child and provides culture and content from which you can learn necessary things, so they can be important resources if applied correctly.
It is recommended to dose the playing time, the best is for the child to play for a maximum of two hours a day and to intersperse this activity with other games or other forms of interaction with their friends or siblings.
referencias:
https://rosanaeduysoc.wordpress.com/sociologia/como-influyen-los-videojuegos-en-la-sociedad/
https://psicologiayempresa.com/el-impacto-de-los-videojuegos.html
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