ComputersComputer games

Computer Games: Benefit Or Harm?

The adult generation fervently accuses adolescents of being overly addicted to computer games. However, what is offered as a substitute? For example, such ways of spending time in my opinion are almost identical:

- Computer games. Causes most severe censures.
- Watch TV. If you do not take into account some cognitive programs, then in general a terrible option.
- Reading newspapers or online publications.
- Communication in social networks. Passes nicely, but they do not leave anything to replace.
- Communicate by phone. Same as above.
- Reading fiction.
- Listening to music. Doubtful use, but guaranteed pleasure.
- Travels. That's really where you need to have a normal amount of money that you can not earn for toys.

For all the dissimilarity, all these activities do not bring practically anything useful for the one who does them. All this is done for your own pleasure. And even if you consider the most controversial element of the list - reading books. I once was a fan of reading books, read a lot and, as they say, in a thrill. And it's been about 10 years since I switched to other kinds of entertainment, including computer games. Read became much less common. And what can I remember at the moment? Only the last 2 books read. The whole library has been left in the past and erased from conscious memory. Let a hundred times I will be told that this remains on the subconscious and now brings benefit. I do not believe. I do not feel, I can not touch and do not believe.

Now about computer toys. With the birth of a child sat down on World of Warcraft. The result of a senseless loss of time during 3 years of the game was the creation and maintenance of a site about twinnedness: Territory Twink. Perhaps, but not guaranteed reading books brought their results in the form of the ability to write articles. Unambiguously and guaranteed passion for online gaming has given a real tangible result.

But this example does not cancel the general criterion of our first list - the acquisition of pleasure. Ideally, of course, this process is combined with some useful points. And what points can be attributed to useful? It can be:

  1. Reception of material profit. That is, any options for obtaining both money and some valuable items.
  2. Gaining fame, especially this issue is relevant for young people. In many ways, and the process of getting used to computer games is associated with not wanting to be a white crow among peers actively discussing online games.
  3. Improvement of health. That's what is always useful and is almost the first wish on any holiday. At the same time while it is, so do not want to deal with them additionally.

Probably, and all on it. Indirectly to these three positions adjoin:

  • the acquisition of knowledge
  • Skills

Almost any entertainment can be used with advantage. And then it turns out that it's not the problem that young people sit behind computers, but that while doing so, it mostly only increases their fame, while losing the opportunity to extract additional bonuses from free time. And adults always want their children to do more and better. But do many of the adults use their time themselves the way they want it from teenagers?

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