High technology has taken over our world and cannot fail to have an impact on the people who use it. Children are the ones who can suffer the most because they are "addicted to the screen" from an early age. According to Thomas (2011) the average modern child spends four hours and thirty minutes in front of the TV or computer every day, of which one hour and fifty minutes online and two hours and forty minutes watching television. However, Trybus (2014) argues that gaming technology can significantly help in the education sector. This essay focuses on a part of modern technology such as computer games. It will initially focus on analyzing the most popular games, then examine their effects, and finally cover useful applications of computer games. Analysis of the most popular games As for children, Parfitt (2012) reports that they spend approximately eight and a half hours a day during holidays playing different games on computers or other electronic devices. What is noteworthy is that out of 5 most popular games 3 are violent according to the “UK top 20 video games ranking” and a total number of 7 violent games are present in this ranking (The Guardian, 2013). According to Thornhill (2013) they are so attractive for two reasons. The main one is that the player feels like 'playing God' who is able to control the environment around him and the fate of the other characters. The other cause is the fact that the decision has to be made very quickly. As a result, the player experiences an adrenaline rush similar to what our ancestors felt when hunting wild animals. Effects of violent games on children In terms of the effects that hours of gaming cause, video games mainly damage two areas: mental health and behavior. As for the effe...... middle of paper...... hunting wild animals forgotten during modernization, but also the opportunity to train the mind accustomed to monotonous work. However, the time spent in front of the screen should not be wasted because the longer you stare at it, the more your health suffers. This research did not demonstrate long-term effects on children's behavior and did not examine violent gaming effects isolated from life problems that may have influenced the study. It would therefore be appropriate for subsequent research to find similar life situations among young people and explore how different computer games (e.g. violent games with a positive or negative purpose, educational applications, time wasters, etc.) will influence their lives. behavior and moral conditions.
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