What NOT to do In the Games Industry

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What NOT to do In the Games Industry

By Rahul Upase | technorahul

Feb 20
  • You should be aware of risks and dangers of playing computer games

Taking into account the positive effects of computer games a large number of parents, teachers, and experts warning of the risks and dangers that they bring them. The first warning of violence and killing as an objective, social isolation and problematic use and addiction.

What NOT to do In the Games Industry

  • You shouldn’t hurt because of computer games

The main characteristic of a large number of computer games and video games is a big amount of aggression. Content analysis of computer games and video games shows that 89% of them contain some violent content (Gentile et al, 2004). Scientists particularly concerned about learning and rewarding the violent behavior by children while playing repetitive (Gentile, Anderson, 2003). The research has confirmed what we parents fear – the possibilities imitation of actions and procedures of the characters from the games (Gentile, Lynch, and Walsh, 2002). It was observed that children uživljavajući a game in their behavior copied characters from the games in movements, expressions, and character, giving their friends their names.

What NOT to do In the Games Industry

Violent behavior is developed by repetition (Freedman, 2001). Some authors warn that younger children are difficult to distinguish the real world from the world of games (Huesman, 1996 .; according to Baldzehev, 2009). Another danger is that the violence rewards points or the requirement to continue playing (Goldstein, 2001). Scientists are particularly alert to the danger message – kill opponents without mercy means to win, collect points and move forward (Laniado, Pietro, 2005).

Through games can develop insensitivity to violence and the tendency of the real justification of violence (Goldstein, 2001). All this affects the development of attitudes that violent behavior and solutions suitable and effective, and it encourages children and their use in a social setting. Aggressiveness contributes to the pressure and tension that are potentiated games, leading to a changed attitude on the values, norms, and life in general. Most often it manifests itself through neglect feelings and rights of others and aggressive and violent behavior of the same age, which is why those players are often discarded. For this reason, Goldstein (2001) draws attention to the formation of lifestyle influenced games.

What NOT to do In the Games Industry

Before the massacre, the killers have never held a gun, their practices were the only video game (Sanchez, Bach, 2002). A large number of researchers warns of damaging the relationship between men elektronič- games and aggression (Chambers, Ascione, 1987 .; Anderson, 2004 .; Anderson, Funk, Griffiths, 2004 .; according to Lawton, 2007). But we must draw attention to other studies that suggest that this is a temporary aggressiveness, or waves of aggression at the time of playing, which is a result of adrenaline, but it usually stops after playing (Anderson, Bushman, 2001). But the authors raise the issue of what happens to the aggressiveness with unlimited or extreme gaming. It should be noted and the individual differences in sensitivity to the impact of violent video games (Anderson, Bushman, 2002). At the end of this brief review is necessary to say that aggressive behavior does not have to be exclusively the result of playing computer games, or they can be encouraged. Several possible causes of aggressive behavior in children and adolescents who are associated with their personality, family, school and other causes. Therefore, we draw attention to future researchers on this important in our under-researched topic.

What NOT to do In the Games Industry

  • You shouldn’t play games too much

According to the World Health Organization addiction is “a mental and sometimes physical condition, caused by an interaction of a living organism and addictive substances, and is characterized by behavior and other mental processes always involve coercion for occasional or regular use of addictive substances, in order to experience its effect on mental processes, and sometimes to avoid the discomfort because of the absence of such resources (Lackovic, 2001). It was long thought that only chemical substances (drugs, etc.)

What NOT to do In the Games Industry

Can make people dependent. In recent years, some interpretations of addiction are so expanded that to include them and behaviors that are not caused by the intake of chemical substances: gambling, excessive use of the Internet, playing computer games and video games (Keepers, 1990 .; Griffiths, 1993 .; Young, in 1990. ; according to Jeriček, 2002). The behavior of addicts is defined as the repetitive pattern habit, which increases the risk of disease and/or related traits, particularly social problems (Marlatt, Baer, Donovan, Kivlahan, 1998 .; according to Jeriček, 2002, p. 88). The behavior of addicts is characterized by a loss of control and failed attempts to reduce or discontinue use. This definition includes dependence on substances and non-agents.

What NOT to do In the Games Industry

Prevalence Although there is no accurate data on the prevalence of addiction to computer games for children, we will set aside the results of some research available to us as a warning of a worrying spread of the tendency of growth.

The study Griffiths et al. (1995 to Baldzhev, 2009), which involved 816 children aged 10 to 16 years it was found that out of 5, 7% indicates addictive characteristics. Three years later, the same author conducted research, which involved 387 children from 12 to 16 years, and the results show that 20% of them shows the addictive characteristics. In a similar survey of the National Institute on Media and the Family, which was attended by 607 students of the eighth and ninth grade, 15% of them describe themselves as addicts (Hague, Gentle, 2003).

What NOT to do In the Games Industry

Playing computer games reaches a peak between the ages of 8 and 15 years (Walsh, 2005). But it should be noted that this limit expands more and to adulthood. Although indicators are worrisome and high, it is important to emphasize that all the players do not develop an addiction. The warning signs Based on Fisher’s works (1994), Jeriček (2002) and Valleure, Matysiak (2008). we shall analyze the possible signs of addiction to computer games and video games for children and adolescents.

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(6) comments

FLAMINGO TRAVELS May 31, 2017

Hi

Again, I am here. Thanks for your wonderful sharing and discussion. Your opinion and idea really very great. Thanks for your suggestion. Keep on good work. All the very best to you further ahead.
Cheers!!!

Krishan Kargwal
http://www.flamingotravel.in

Reply
    Rahul Upase May 31, 2017

    Thank You FLAMINGO TRAVELS.

    Reply

Hi

Again, I am here. Thanks for your wonderful sharing and discussion. Your opinion and idea really very great. Thanks for your suggestion. Keep on good work. All the very best to you further ahead.
Cheers!!!

Thanks

Reply
    Rahul Upase May 31, 2017

    Thank You Global India Passages.

    Reply
sidharth palai June 2, 2017

Hmm
very good article
Thank you bro

Reply
    Rahul Upase June 4, 2017

    Thank You Sidharth

    Reply
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