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Children grow in their pace and develop through their own experiences. We think our instructions would work well, however, we can only say we are more on the wrong side. Children are more on the side of following, where they become what they see, or more precisely, what they experience. It is more or less applicable to all of us, but it works for the children as the core of their formation. Their boundary of experiencing events nowadays includes gaming significantly.

The uprising uses of the internet and mobile phones have enabled children to get access to gaming before their age. More availability of mobile phones and information on the world has given the children opportunities to devote their spare time to video gaming. However, as most of the time it occurs, their addiction to gaming does not limit to only their spare time and it does not only help in relaxation, rather they start eating out time from their necessary work, and create scopes to influence other important activities by the impact of gaming.

“We are all heroes in our stories, but villains in someone else’s,” – this quote fits appropriate when the world of gaming is considered. In that world, the players may even choose to become superheroes or even supervillains. But whatever the players live through in that virtual world, may seem to have an impact on the real world they live in. Now the concern is for the children, what is the magnitude of that impact on them?

The industry of gaming is vast, and they are coming up with distinctive genres with passing days. The more users they find, the more flourishing their businesses seem regardless of who their users are or what impact they have from gaming. Devoting less concern on the psychological views, the game companies keep on developing more interesting games than the previous ones. They are, however, well appreciated by the users who are mostly children. Not understanding the consequences, these children keep on moving from one platform to another, one game to the next. What they fail to realize is the impact of games growing crude on their psychological development.

The children at a developing stage often grow favoritism towards action games where the protagonist has to kill to survive or to win. This might seem very harmless initially, but such games definitely impose adverse effects on the gamer’s psychology. Playing such games with violent fights and gory graphic images makes the gamer more sustained to such issues. At a point, they start enjoying such things, even in real life.

The children at a developing stage often grow favoritism towards action games where the protagonist has to kill to survive or to win. This might seem very harmless initially, but such games definitely impose adverse effects on the gamer’s psychology. Playing such games with violent fights and gory graphic images makes the gamer more sustained to such issues. At a point, they start enjoying such things, even in real life.

On the contrary, a group can also be found who learns from the hectic games to implement the opposite in their lives. Research show, these people learn about the guilt and regret from what violence they exercise in games and apply the opposite in personal lives to exert kinder actions to make their neighborhood a better place. On the other spectrum, playing games that lift up the happy mood can leave a positive impact on the daily psychological settings of the children. They are more prone to stay in a happier mood and function happily in their daily activities.

The same applies to adults as well, however, the magnitude of the impact may very well vary. In the same context, playing such games that require strategic buildups and deductive reasoning may contribute to high functioning and improved performances in real life. Children struggle with studies at times but playing such games aid with the expansion of their intellectual operations that they can ultimately apply to perform better with their studies.

Regardless of what games children play, there remains a faded residue of takings from the games in their personal lives.

Video game addicts may grow with a different mold in their behaviors than a normal person. Chronic diseases like headaches and other psychological problems may follow as a consequence of excessive gaming, which may not point directly towards the impacts of gaming initially. However, in this era of urbanization and elevating competition, where the children find little time to breathe and even trivial scopes to explore their surroundings, gaming seems to be an appropriate escape for these little lives for relaxation and diversion of growing minds.

The facts are not to be denied, but what is the way out from all the problems that video games create? Can we even blame the children entirely for their parasitic tendency towards gaming with each passing day? Such questions always remain to be solved by own individual conscience.

Mohammad Rezaul Haque

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