Computer games are
the most popular entertainments in modern societies and they target a variety
of people of different ages but the children and adolescents are most
vulnerable. In 2020, there were an estimated 2.7 billion gamers worldwide,
and their numbers are always rising. This rise in the popularity of video games
has led to a significant increase in people experiencing the negative effects
of these games. The addiction to the rivalry and excitements of the games
make them the most common recreational programmes for today's teenagers, so
that they do anything to reach a higher level of the game, they immerse in the
game so much that they completely separate themselves from their surroundings.
Challenging with the obstacles and reaching a higher level in the game, make
the players excited and losing the game make them anxious.
During our
childhood, we kids were busy playing with other children, mostly outdoors, but
children of today spend most of their time on computer / phone games as soon as
they understand and get acquainted with them. Unlike outdoor sports these games
cannot create any emotional and human relationship with others and so these
children lack basic social skills. This self isolation, they carry with them to
adulthood and find it very difficult to make friends with strangers.
History
In October 1958,
Physicist William Higinbotham created what is thought to be the first video
game. This was very similar to the 1972 computer game Pang, a computer tennis
game, and then developed in hardware and software systems. Improvement of
quality and variety of games increasingly spread it in the society especially among
adolescents. However, Spacewar! is credited as the first widely available and
influential computer game. As early as 1950, computer scientists were using
electronic machines to construct relatively simple game systems, such as Bertie
the Brain in 1950 to play tic tac toe, or Nimrod in 1951 for playing Nim.
Why are the Computer games popular?
It is believed that
computer games like watching TV provides opportunities for visual learning.
Especially because these games are more active compared to watching TV, they
are considered more effective. The reasons for adolescents' attraction to these
games include being excited and easily accessible while authorities and
families do not have any proper plan for students' leisure time and there is
not many options for their entertainments.
Benefits
There
are some cognitive benefits to gaming, such as better control of one’s
attention and improved spatial reasoning, though it isn’t entirely clear how
much these benefits extend outside of the video game sphere into the real
world. Some video games have medical applications, such as training people with
degenerative diseases to improve their balance, helping adolescents with ADHD
improve their thinking skills, or training surgeons on how to do technically
complicated operations and improve hand eye coordination.
Effect on psychological health
Opponents of these
games emphasize on their negative effects such as stimulating anger and violence,
costing a lot of money and having negative effects of physical and mental
health, all of which are much higher than the positive effects of these games.
Their effects on psychological health of people, and severity and significance
of that, depends on factors such as
·
level and intensity of violence in the
game
·
the ability of player in
differentiating virtual world and real world
·
player's ability to inhibit their
desires and motivation
·
the values they are brought up with or
living with
·
values that are in the context and
content of the games.
Children often fare
worse than adolescents, and adults are only slightly better in insulating their
own psychological health. Role of computer games on
social isolation, low self-esteem and violence have been studied by multiple
researchers. Since in computer games, players conform to the characters in the
game, in creating the new situations that occur in the game, the theory of
participatory modeling and active conditioning can be used in explaining data
on violent behaviors and possible rewards they get in response. Children who
mostly stay at home and play in their work-stations have significantly less
social skills and they carry this trait to adulthood.
What all can go wrong?
Plenty; from
physical ailments, to systemic effects, to psychological disorders there is a
long list of what all can go wrong. To summarize
them:
·
Poor sleep hygiene
·
Physical health atrophy
·
Exhaustion
·
Dehydration
·
Obesity and heart problems
·
Aggression
·
Lack of motivation
·
Depression
·
Suicidal thoughts
·
Social anxiety
·
Poor emotional regulation
·
Interpersonal conflict
Gaming injuries
Repetitive
stress injuries, or overuse injuries, are injuries that come from activities
that involve repeated use of muscles and tendons of hands, to the point that
pain and inflammation develop. If these injuries are allowed to progress,
numbness and weakness can develop, and permanent injury can result. Overuse
injuries of the hands and arms are rampant among gamers. Thus Carpel Tunnel
Syndrome, Gamer’s Thumb or Play Station Thumb (de Quervain’s tenosynovitis), obesity
in teens, mental stress, vision problems, headaches and poor
concentration and even seizures complete the entire spectrum of gaming injuries.
Gaming Addiction
Long
term involvement with these games leads to long term tension, restlessness,
anxiety, sleeplessness and fall in academic grades. Prolong sympathetic nervous
system stimulation can gradually make this system sensitive and ready for
response to even limited stimulants, while causes anxiety symptoms in the
player. The reasons for playing these games among boys are excitements and
challenges and the ego boost that comes with a win. Moreover, sport and violent
games are more attractive for boys and these have a tendency to typecast the
humanity. Thus, a white skinned guy with flaming orange hairs will be the good
guy and the game would be about chasing a bearded or a skull cap wearing dark
fellow across a desert or a dingy city ghetto and killing him and his goons.
Gaming
has also been associated with psychological problems. Thus, video game
addiction, or Internet Gaming Disorder (IGD) are known clinical entities
whose treatment is still work in progress, as the disorder isn’t fully
understood or agreed upon. Treatment strategies include public health approaches such as education and
harm reduction, stricter labeling on the packaging of the game, parental
guidance as well as cognitive behavioral therapy.
Many
studies show that most adolescents who are addicted to computer games have high
heart beat and blood pressure due to too much excitement and stress. Then these
games may create a more attractive environment compared to school works and
interfere with school and educational performance of children. Gaming has also
been associated with sleep deprivation, insomnia and circadian rhythm
disorders, depression, aggression, and anxiety. There has also been concern
that exposure to the extreme violence that is commonly found in video games
can desensitize teens and young
adults to such violence,
causing emotional problems and even leading to young people committing acts of
violence.
So, how do we go ahead?
As with many other
activities that have potential benefits and harms, moderation is the key. Most
of the harms that come from gaming can be improved, if not avoided altogether,
by limiting the number of hours spent in front of the screen. China has done
this with a face recognition programme and it only allows two hours of gaming
weekly, only on weekends. Children can be engaged in healthy activities like
exercising, or socializing in the real world instead of the virtual game world.
Education is an
essential key to injury prevention. Gamers need to be educated on how to
protect their thumbs, wrists, and elbows, their waistlines, their emotional
state, their sleep, and their eyes. Simple education around taking breaks,
stretching, eating healthy snacks, and resting and icing your thumb, wrist, or
elbow when it starts hurting can address injuries early, before they become
significant. For the eyes, gamers can try the 20-20-20 rule: every 20 minutes,
try to look at something 20 feet away for 20 seconds.
Playing video games
can be fun and a social activity when integrated into a healthy lifestyle that includes plenty of
sleep, exercise, and good nutrition, rather than letting the game become your
life.
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