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The positive and negative consequences of video games


Enviado por   •  25 de Mayo de 2014  •  769 Palabras (4 Páginas)  •  337 Visitas

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videogames

video games are a medium current entertainment that grabs the attention of children, teenagers and adults, this consists of a virtual game in which one or more people interact with each other by means of a controller and a device equipped with video images, this electronic device can be a computer, an arcade machine, a portable device and mainly a game console.

From its beginnings to the present, video games have become one of the industries of audiovisual and interactive entertainment more important of the world, surpassing even the film industry and the music, furthermore, it must be emphasized that form part of one of the main factors that influence the comprehensive development of every human being.

Currently, there are large number of people who play video games to entertain them in their leisure time, and this is not evil, and is even a very good way of distraction and a great way to make time pass in a friendly way, everything depends on the game that is used and toward that public is directed.

It is believed that video games are able to stimulate the imagination, as in turn helps to improve the motor and psychomotor, without forgetting its great method of entertainment that provides hours and hours of enjoyment, on the other hand it is thought that these same can cause a large amount of negative aspects in the physical and mental fitness, mainly in children and teenagers, this due to the excess time that put it to these becoming an addiction.

Negative Consequences of video games

- Stop appealing activities that used to practice.

- Difficulty falling asleep

- Abstraction in its world,with the consequent estrangement from family and friends.

- Serious difficulties to focus its attention on the studies, which may cause the school failure

- Does not respect in any way the timetables previously marked despite drag negative consequences.

Authorities of the National Institute of Mental Health called the mothers and fathers of families to monitor the games that are on the computers at their sons and daughters and prioritizing key a time limit for use as a way to prevent the addiction to this type of video games.

The ciberaddicts or addicted to the game, can spend long hours in their computers without caring about the time. This addiction can lead to states of fatigue, discomfort and fails in its daily life, keeping them in constant tension that can lead to depression and/or anxiety, as pointed out by the specialists in the mental health of the people.

Teenagers are the group most vulnerable to addiction to these video games, the consequences can be disastrous for their lives in every sense. If they control from the start, the risk can be that fall into the vicious circle of dependence to the games and develop the pathological gambling.

In other circumstances, when there is a psychiatric pathology associated with,

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