The value of computer games in modern times. The role of computer games in human activity. Games - fun

Hello gamers!

What are games? Let's think about it, for a person it is, first of all, a way to relax after a hard day or have fun on the weekend.

There are different types of games - Shooters, RPGs, Strategies and each of these genres can somehow attract a person to or console games, which is not surprising, in our time, the game industry is growing at an incredible pace and earning incredible money, lures into its networks of more and more people.

For the most part, for the uninformed, games are just another way to entertain yourself, like a blockbuster movie or a one-night stand book. But a knowledgeable person understands how deep and elaborate a game can be, how deep its history can be, the history of the entire game world, the characters inhabiting it.

You don't have to go far for an example! The Witcher 3, 2015, a more elaborate and better game has not been seen before The Witcher for years, but what The Witcher did to the gaming industry impressed everyone without exception, so much so that all games began to be compared to The Witcher, even if their genre did not coincide with them .

The Witcher easily surpassed even Skyrim, making the little-known studio CD PROJEKT RED from Poland one of the most famous studios in the gaming world of our time.

What is the result of all this?

And the fact that games in our time for a person occupy a certain place, for many people! For millions of people! Various exhibitions, Blizz-Cons, Comic-Cons, Tournaments, all this would not exist if games were not an important part of human life.

They can be touching, scary, bloody, but the main thing is that good game will not leave a person indifferent and this shows that games are the same art as paintings, books, cinema, music, and sometimes they can be combined with other types of art, which makes them even better.

Thus, we extract the idea that games have long taken a firm position in human life and will never leave it, game designers are the great artists of our time, screenwriters are writers whose dialogues for characters, we will remember constantly, although many people and see games as a waste of time.

But after all, once books were burned, so listening to the opinion of the crowd is very unreasonable, given that most of them have never played games.

<Ощущения от игры, именно от хорошей игры, зачастую, не сможет описать не один критик, учитывая, что в наше время игровые критики далеки от игр, как бы иронично это не звучало.

Therefore, it is not worth operating with the opinion of critics or gaming bloggers, their opinion is often either drawn on the wrong conclusions, since they have not played games for a long time, i.e. they are not real gamers, or, unfortunately, their opinion has already been bought by someone, so it’s better to try the games yourself than to rake up different articles, watch videos of different bloggers and the like.

Know how to think with your head and listen to yourself, and not to any critics and bloggers. I hope this article helped you, and henceforth, you will be able to talk sensibly on the topic of games, understanding their significance in this world for each individual person.

Computer games have become an integral part of our lives, becoming one of the most popular leisure activities among young people. Virtual worlds open up great opportunities for us, we can play the role of superheroes, racing drivers, military leaders and many others. At the same time, game developers release hundreds of new games every year. Almost immediately after the appearance of computer games, there was talk about their harm to children and adults. Since that time, thousands of articles have been written on this topic and hundreds of studies have been conducted, but there is still no clear answer. What is the danger of computer games and can they be useful?

The first thing that opponents of computer games talk about is the danger of developing a gambling addiction. Indeed, this is a rather serious deviation of the psyche, which requires the help of specialists. People who have become addicted to games in the virtual world live longer than the real one, which becomes "dim" and uninteresting for them. In extreme cases, which are described in detail, the gambler loses his appetite and may die from exhaustion. The most dangerous thing in such situations is that such an addiction develops unnoticed by others.

This addiction can develop in both adults and children, but for obvious reasons, this condition develops much more often in children. The fragile children's psyche very quickly succumbs to the negative influence of games. Children are simply unable to control their behavior enough to resist computer addiction.

At the same time, gambling is becoming a serious problem for adults as well. The passion for computer games in the list of the most common reasons for divorce is gradually catching up with alcoholism and adultery.

However, gambling is not the only problem. She is accompanied by vision problems, overweight, neurological problems (especially for the hands), etc.

However, there are benefits to playing computer games. And here, as in many other areas of human life, everything depends on a sense of proportion, and in the case of children, also on the age for which they are designed. Most of the games played by children in our country are rated 16+ or even 18+. In this case, the responsibility lies solely with the parents.

Many games contribute to the development of intelligence, attention, reaction, spatial orientation and logical thinking. There are educational games for the little ones, and games that will help you learn foreign languages ​​or some scientific disciplines, and you can always play "super mario".

But time dictates its conditions and we must be selective in games. A modern student should be with a strong psyche, in my opinion, computer games are a good pastime for young people. I only urge parents to keep an eye on what games their children are playing in order to prevent harmful consequences.

Bibliography:

1. Brevnova Yu.A., Khodakov N.P. Computer technologies in the education of preschool children // Moscow Scientific Review, 2011. No. 9 (13) P. 51-53.

2. Ibatova A.Z., Formation of the readiness of students of non-linguistic specialties for professionally oriented communication in a foreign language: dissertation ... candidate of pedagogical sciences: 13.00.08 / Ibatova Aigul Zufarovna - Surgut, 2009.- 210 p.

Relevance.

We and our classmates enjoy playing computer games. But at home from mothers, at school during breaks from Elena Alexandrovna, we hear: “Do not sit at the computer for a long time, do not play phones and game consoles, this is harmful!”. We wondered if computer games are so harmful?

We believe that the topic we have chosen is important, since most of my classmates spend a lot of time playing a computer game.

We put forward two hypotheses :

playing computer games is harmful,

playing computer games is useful.

The purpose of our study - find out the positive and negative aspects of the influence of computer games on younger students.

object studies are computer games.

Subject research - the impact of computer games on younger students.

Tasks our research:

Find out what games our classmates play, how much time they spend playing.

Find out what are useful and harmful for children computer games.

Find out what rules you need to follow when playing on a computer.

Find out how to choose games to your advantage.

Methods research:

collection of information,

survey of classmates and their parents,

action-experiment "One day without a computer game",

consultation with specialists: school health worker, computer science teacher,

analysis of results.

Practical part

Collection of information

To answer these questions, we took advantage of the Internet, found the necessary information and analyzed it.

We have learned that the game is an activity aimed not at obtaining a result, but at the pleasure of the very process of the game.

Games can be: mobile, board, sports, computer, etc.

We found out that computer games can be both harmful and beneficial.

Computer gamesuseful because they:

Develop responsiveness and attention

Logic games develop the brain and memory

Develop a desire to create, teach a non-standard approach, imagination

You can learn to work in different programs

You can have fun in your free time.

We also learned that computer games are not only useful, but also bringharm . If you play violent games, they lead to violence and aggression. If you sit at the computer for a long time, your eyesight will deteriorate, the desire to communicate will decrease, diseases of the joints and spine may appear, computer games are also addictive, and school performance will decrease.

We also found out whichregulations children must observe when playing on the computer:

Choose games according to age.

Unfortunately, Russia does not have its own well-established system of age categorization and labeling of computer games, so below we will give the designations that are used to label computer games from foreign manufacturers (see slide).

Take the correct posture when playing: do not lean close to the monitor, do not stoop.

Take into account the time of the game: no more than an hour a day, take a break every 15 minutes.

Do exercises for the eyes and gymnastics for the musculoskeletal system.

Choose educational computer games.

Questioning classmates and their parents.

We and our classmates answered the questionnaire questions with interest. The survey involved 25 students in grades 2 to 2 and 21 parents.

aim The questionnaire was to find out what kind of games students like to play in 2 to 2 grades, and how much time the guys spend playing.

We present to your attention some of the results (see diagram).

results The study carried out showed that:

To the question "Do you like to play computer games?" 22 students answered YES, 1 found it difficult to answer, 2 answered NO.

To the question "How often / for how long do you play computer games?":

36% answered "all free time"

16% - several hours a day

12%-- 1 hour per day

12% - several times a week

24% rarely or only on weekends.

We carefully processed and analyzed all the games that our classmates indicated in the questionnaire to the question “What games do you like?”, and came to interesting conclusions.

We have divided the listed games into 3 categories:

games that are not suitable for younger students due to the age limit,

games are harmless, but not useful,

developing, educational, intellectual games.

In 2-15 games.

In 3-- 7 games (see diagram)

As we can see, our classmates often do not know how to choose useful educational games.

At analysis of parent questionnaires we got the following results:

100% of parents believe that their child likes to play computer games.

When listing the games that the child plays, the parents indicated only 2 games that did not correspond to the age (recall that the children indicated 7 similar games). We came to the conclusion that parents often do not know what games their child is playing.

67% of parents believe that computer games are harmful. Among the comments, the following most often came across: “they spoil their eyesight”, “after games the child develops aggression”, “spends little time on the street”, “study suffers”.

33% of parents believe that computer games are beneficial:

The child learns how to work with a PC,

Logic, attention, reaction develop.

Action-experiment "One day without a computer game"

After processing the results of the survey, we decided to conduct an experiment-action "One day without a computer game" in the classroom. The action was attended by 25 students of grades 2 to 2.

We got the following results (see diagram)

Those children who were able to endure the experiment (11 years) note that they replaced computer games with other activities: outdoor walks, board games, reading, communication with loved ones, help around the house, going to visit. The children noted how much they did that day.

The second part of the guys (4 students) admitted that they struggled with temptation for a long time, “walked around the computer in circles”, “picked up the phone to hold it”. Finally sat down to play. The guys could not find an interesting replacement for computer games.

The third group of our classmates (10 students) did not even try to fight gambling addiction. They commented that it was "too complicated".

Thus, we saw that some of our classmates got into gambling addiction.

Expert advice

We consulted the school physician on this issue. Svetlana Nikolaevna answered that computer games are more harmful:

Decreased visual acuity

Overloading of the joints of the hands,

Influence on the fragile psyche,

Children spend little time outside.

Svetlana Nikolaevna also advised to observehygiene when working on a computer:

Rest every 15 minutes.

Do exercises for the eyes.

Do exercises for the whole body.

Ventilate the room.

Do self-massage of the neck to improve blood circulation in the head.

Do not sit at the computer for more than 1 hour a day.

Don't play before bed.

With a question of interest to us, we turned to the computer science teacher Olga Vasilievna. She believes that computer games are harmful, especially she singled out such a problem as “gaming addiction”.

Thus, we see that experts note mainly the harm from computer games.

Analysis of results

Our hypotheses were not fully confirmed. It cannot be said that computer games bring only harm or only benefit. The impact of computer games on children is ambiguous. Someone develops logical thinking, memory, and someone forgets about the surrounding real world in the game.

After analyzing all the collected data, we came to the followingconclusions:

In modern life there is a place for computer games.

There must be reasonable adult supervision.

Games must be age appropriate.

Choose games that develop, logical, educational, intellectual.

Do not forget that in life there are interesting exciting activities: hobbies, reading, walking, communication, creativity, sports.

Conclusion

We think that our work was useful for our class. At the very next class hour, we will definitely share our achievements with our classmates. Now we will carefully choose games, pay attention to age restrictions, to the genre of the game.

The use of computer games allows: much easier and faster to develop memory, attention, imagination, the ability to find patterns. At the same time, we learned about the harmful effects of such games. Recent studies by scientists have shown that it is not the computer itself that negatively affects the human body, but its incorrect location, non-compliance with time limits, age restrictions.

It is necessary to talk with the guys about the benefits of a healthy lifestyle, physical education and sports. If all these conditions are met, the computer will turn into a friend and faithful assistant.

Thank you for your attention!

Sources

How to protect your eyes when working at a computer: http:// constructorus. en/ health/ how- uberech- vision- pri- work- za- computer. html

A set of exercises for people who sit at the computer a lot: http:// answerkak. en/ health- beauty/ complexes- uprazhnenij- dlya- lyudej- which- many- sityat- za- computer. html

Gymnastics while working with a computer: http:// stolikus. en/ articles/ computer- gymnastics. aspx

Article "What is the harm, and what is the benefit of computer games?": http:// shkolazhizni. en/ archive/0/ n-7264

Seven video game myths: http:// www. vitamins. net/ rus-9234-0-0-2958. html%7 C

Children's computer games under the control of parents. Age categories of computer games: http:// www. cybermama. en/ overview_ pc_ games. php

Age restrictions for games: http://4 mmog. en/ article_ vozrastnie_ restrictions. htm

Games Educational: http:// multi games. en/ games- razvivaushie

Games Educational for kids: http:// playshake. en/ games- razvivaushie- dlya- children

Educational, developing computer games: http:// childrenskieradosti. en/ load/25

Applications

Attachment 1.

Questionnaire for children "Computer games and I"

Do you have:

computer (or laptop)

tablet

game console

phone with computer games

Do you like to play computer games? Not really

How often / for how long do you play:

all free time

about 1 hour a day

several hours a day

few times a week

rarely

What games do you like: ________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________

Thank you for your responses.

Appendix 2

Questionnaire for parents.

Dear parents, we ask you to take part in the survey "Computer games-FOR and AGAINST".

1. Does your child play computer games? Not really

2. How often/for how long does he play?________________________________________________

3. What devices does your child play on?

computer (laptop)

 Tablet

game console

 telephone

multiple devices

4. What games does your child prefer? ________________________________________________________________________________________________________________________________________________

5. Do you think computer games are harmful or beneficial to your child (explain your answer)? ________________________________________________________________________________________________________________________________________________

Thank you for participating in the survey.

Appendix 3

Reminder when working with a computer.

1. Spend at the computer no more than one hour a day.

2. Take breaks and gymnastics for the eyes.

3. Eye exercises: Look at your finger for 10 seconds. 10 seconds per tree outside the window. Repeat 2-3 times. Close your eyes and turn your head left and right, up and down, towards your shoulders. Close your eyes tightly for 10 seconds, open your eyes wide for 10 seconds. Repeat 2-3 times.

4. Be sure to do some kind of active sport.

Appendix 4

Gymnastics while working on a computer for the whole body

Appendix 5

Charging for the eyes while working on the computer

Section: THEORETICAL CULTUROLOGY
Keywords: games, fantasies, virtual world
Annotation:

The article deals with computer games, which have become not only entertainment, but also a carrier of culture. They bear little resemblance to a ballet stage, a gallery wall, or a book page, but just as much capture modern morality, ethics, illusions, hopes, and ideas about the past and future of most people.


Computer games are the marvel of the twentieth century. They became part of pop culture in the late 1970s. The history of computer games spans five decades. Nobody expected them to show up. For the vast majority, they were a complete surprise. The atomic bomb or flights into space in the mind of an ordinary person also did not have a prehistory, but at least science fiction writers dreamed of them, although they attributed the time of their appearance hundreds of years in advance. Computer games in the mass consciousness do not even have such a backstory.

In the modern world, computer games have become not only entertainment, but also a carrier of culture. They bear little resemblance to a ballet stage, a gallery wall, or a book page, but just as much capture modern morality, ethics, illusions, hopes, and ideas about the past and future of most people.

Computer games give people a new unique opportunity to be transported to the fantasy world. Previously, there was no way to dive deep into the unreal world and have freedom of action there. The superiority over cinema, theater and books gives computer games their interactivity: games involve in joint activities, the player ceases to be a passive observer, he actively influences current events. The "personal" essence of the computer exempts from the laws of physics, morality and the criminal code.

The study of computer games in modern social and human sciences is still a relatively new direction. Few researchers turn to the history of the development of this category of games. Somewhat more has been done in the field of socio-psychological study of the problems of game addiction, deviation and age development.

The words "computer game" are usually associated with shooting and monsters. Then sometimes a second thought arises: "Not all games are like that." But a stereotype has already formed - saying “computer game” or “playing a computer” means only one specific type of game. It is often referred to as "shooter" ("first-person shooter"). For all their visual diversity, they are very similar psychologically. Five years ago it was impossible to create glitter and ripples on the surface of the water, multi-point lighting or fog on a personal computer screen, and now they have become standard effects for games. Progress is obvious, but it concerns only the video sequence, the player's subjective experiences remain the same: a lone hero in an intricate labyrinth destroys monsters.

The story of how people play such games consists of two parts: the features of the visual perception of the player and the content of the virtual world. The division is due to the technological structure of games: they usually consist of two components - the "graphics engine" and the "game world". "Graphics engine" - a program that creates the effect of the player's presence in the virtual world. "Game world" - the content of this world. Different game worlds can use the same graphics engine.

The task of the graphics engine is to create the effect of presence in the virtual world. Usually, a person receives most of the information about the world through vision, so computer graphics make the main contribution to creating the effect of presence.

It is difficult to explain what the effect of presence in the game is to a person who has never experienced it. Many players say that they merge with the character into one whole after half an hour of play. The player remains a man, but around him is not a room, but a completely different world. He feels it in exactly the same way as his whole non-game life - the real world.

In addition to the computer, there are other ways to create the effect of being in the virtual world. There are so many of them that in some countries they have become a national disaster. Today, leaving the real world with the help of synthetic or natural substances is a serious violation of the laws of most developed countries. Perhaps computer games exist only because no one expected the threat of derealization of consciousness from computers. Computer illusion destroys the human body less, although the harm from increased eye strain and a sedentary lifestyle is quite obvious. It is more manageable - the player can turn away from the monitor at any time or simply close his eyes.

People love to look at someone else's death. Interest in murder, in the contemplation of violent death, first influenced public policy in ancient Rome: in 82, the Colosseum was created. The archetype of death forced people to build this complex and expensive stone building. Its size is 190 by 155 meters, the capacity is fifty thousand spectators.

Until the twentieth century, religion and art provided information about death. Science until recently ignored the process of dying. By becoming an atheist, modern man satisfies an interest in death from non-academic sources - books such as The Encyclopedia of Death, Life After Life, or the movie Faces of Death. Computer games are a new level of archetype realization. "Shooter" gives you the opportunity to survive your own and someone else's death as many times as a person needs.

In the past, most Western psychologists and philosophers believed that the normal person presents death and birth as unique events in their lives. The popularity of computer games such as "shooter" suggests that modern man easily and comfortably accepts the concept of many deaths and births of one person.

Violence exists in real life, and perhaps the games only reflect the degree of real violence that exists in society. It follows from this that a person needs to be prepared to a certain extent for both the role of a victim and the role of a rapist. Therefore, it is possible that the experience of virtual violence in electronic games will be useful in understanding these complex things. Especially men, whose natural aggressiveness can and should be a positive force in their ability to compete, transform the world, and deal with their own violent impulses (if only by discharging them in the game, not in life). Interestingly, research by psychologists confirms the connection between violence in the game and a person's gender. Boys are much more interested in such aspects of the game as struggle, confrontation, violence and the heroism associated with them (the hero, of course, is a man), as well as the possibility of a catastrophic outcome of the game. But girls are more likely to be attracted by the usefulness and beauty of the game, as well as the possibility of interesting communication. Nevertheless, a computer game is a great alternative to drugs, alcohol and other more harmful forms of entertainment.


In the near future, people's typical ideas about a pleasant pastime at a personal computer will change significantly. This will happen mainly due to the mass distribution of Multiplayer Interactive Virtual Environments and Erotic computer games.

Attempts to create Multi-User Interactive Virtual Environments have been made before, but have not been widely adopted. Perhaps this is due to the fact that the bandwidth of information networks did not allow creating the effect of presence at a level acceptable to the player and the rules of the game were not sufficiently developed.

Game development continues. The more perfect the technique, the less it imposes restrictions - the more accurately popular games will reflect the needs and properties of the human soul. There is no doubt that new games will make it possible to speak more definitely about the relationship between consciousness and the unconscious, about visual perception and archetypes, about obscure and non-obvious phenomena in the psyche, which so far simply no one pays attention to. In any case, today computer games are the newest source of information of a psychological nature.

Computer games have become one of the largest and most developed areas of practical application of psychology: they intensively use psychological knowledge and methods, and a modern person plays more often than participates in political elections or turns to a psychotherapist.

Culturological research inevitably leads to ethical and philosophical problems. Further systematic interdisciplinary research of a new type of gaming experience is necessary for its socialization and integration into the general context of modern culture as a space for personal and sociocultural development.

Literature:

Kafai E. Game and technology. Changing realities, new potential // Game from all sides. Moscow: Pragmatics of Culture Foundation, 2003.
Provenzo Y. Electronically mediated game landscapes // Game from all sides. Moscow: Pragmatics of Culture Foundation, 2003.
Burlakov I. Psychology of computer games M .: Independent firm "Class", 2000.



 
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