The impact of computer games on human life. Computer games and their impact on the human body

The article presents data from the analysis of the impact of computer games on a person's daily life. The analysis made it possible to reveal the degree of influence of computer games on various areas of human activity, on his mood and relationships with others.

Key words: computer games, video games, the impact of games, the benefits and harms of computer games.

Computer games are a fairly new direction, and aggressive behavior in humans is often associated with them. Disputes about the benefits and harms of computer games have been going on for a long time. The rise in suspicion of computer games in the past is due to cases of mass murders, the perpetrators of which were teenagers who were addicted to computer games.

An example is the Columbine High School Massacre on April 20, 1999. Games are accused of pushing to commit crimes, have a negative impact on the human psyche, a person begins to confuse the real world with the virtual one. Studies show that computer games are not harmless, but accusations of their strong negative impact, in our opinion, are often exaggerated.

Very often, the media touches on the topic of the harmful effects of computer games, which raises the fears of many people about video games. In most cases, fears are based not so much on scientific facts as on "media hysteria". As mentioned earlier, computer games are not harmless, they have both pros and cons. An example of the positive aspects include the fact that many computer games contribute to the development of intelligence, attention, reaction, spatial orientation and logical thinking. This is directly related to the mechanics of the game, which develops one of the skills or several, such as increasing perception and cognitive skills. Games with non-violent interaction (mutual assistance) can develop pro-social behavior.

There are also educational games for the little ones, games that will help you learn foreign languages ​​or some scientific disciplines. It is worth adding that people who play video games (including violent ones) can cope better with stress than non-players, and these people are also less depressed and irritable after stress. The negative effect of computer games includes a sedentary lifestyle, severe eye strain, the danger of developing computer addiction and narrowing the range of interests in people.

There are many studies confirming the safety and positive aspects of computer games, and there are completely opposite studies that claim the negative impact and severe harm of computer games, but there is no exact answer to this question. Therefore, the influence of computer games on the norms of human behavior among people who are fond of computer games should be studied. In the course of the study, using the method of anonymous questionnaires in March 2017, 57 people playing computer games were interviewed using a random sample. About two thirds of the respondents are men (61.4%), the proportion of women is 38.6%. The age of the respondents is from 18 to 30 years. Most of the respondents are aged 19-21 (56.2%).

More than half of the respondents (54.4%) spend 1-3 hours a day playing games, 21.1% noted the option “3-5 hours”, 3.5% of respondents spend 5 to 8 hours playing games. On average, respondents spend 2.9 hours a day playing games. To the question “Do you have hobbies besides computer games?” 96.5% of the respondents answered “yes”, the share of those who answered “no” was 3.5%.

The most popular game genre among the respondents was CRPG (31.6%). CRPG (RPG) - computer role-playing game. In this genre, the player interacts with characters, performs various tasks (both completely safe and calm, and with the use of force), moving through the story in an open world at his own discretion. Such interactive storytelling turns ordinary static worlds into dynamic and adaptive worlds, where the player chooses by his actions how and what to do. In other words, RPG is a genre where the player plays any role he wants (you can be a virtue and help everyone, or be a villain, harming everyone around you, or someone else, it all depends on the player's imagination). 17.5% of respondents prefer MMO RPG. This is the MMORPG genre, in other words, the RPG genre is crossed with the MMORPG genre.

The same number of people prefer shooters - a game genre in which the entire gameplay is completely based on shooting. Aggressive behavior is most often associated with this genre, but as we wrote earlier, people who play video games (also violent ones) can cope with stress better than non-gamers, and these people are also less depressed and irritable after stress. 10.5% of respondents prefer RTS (real time strategy), i.e. a genre in which the gameplay consists of collecting resources, building a base, gathering an army and destroying the enemy or his base. Answering the question about the influence of computer games, the respondents most often said that games do not affect them (40.4%), 31.6% of respondents have the opposite opinion, 26.3% answered “maybe”. Almost a third of the respondents (31.6%) had quarrels with relatives, friends or acquaintances because of computer games, the majority of respondents (50.9%) had no quarrels over computer games.

Answering the question "do computer games affect your mood?" respondents most often answered "sometimes" - 45.6%, "no" answered 31.6%, "yes" - 10.5% of respondents. The vast majority of respondents spend their time playing games at home - 98.2%, 1.8% answered "anywhere I can access games." Two thirds of respondents (64.9%) answered that games do not affect their daily life. 15.8% of respondents say that games affect their daily lives. The influence of games on academic performance is denied by more than half of the respondents (54.4%), the opposite opinion is expressed by 22.8% of the respondents.

In the question “If you didn’t have the opportunity to play computer games, would you lose more from it, or gain more?” more often than others, the options “nothing has changed” and “acquired (a) more” were chosen (36.8% each). The option “lost more (s)” was chosen by 21.1% of the respondents. Our data showed that among those surveyed, the proportion of those whose daily life, mood, academic performance, and behavior are affected by games is significantly smaller than the proportion of respondents who are not affected by games. In the question about the impact on mood, only 10.5% of respondents answered “yes”. Based on the survey data, it follows that games, although they have an impact, but this impact is small.

Literature

1. The influence of a computer on the performance of middle-level students [Electronic resource]. - URL: http://fauna42.ru/lib/children/researcher09/computer/02/ (Date of access: 03/20/2017).

2. Kozhevnikova, M. L. Influence of computer games on the human body [Electronic resource]. - URL: https://interactive-plus.ru/ru/article/16597/discussion_platform (Date of access: 04/12/2017).

3. LCI. The meaning of game genres [Electronic resource]. - URL: http://www.lki.ru/text.php?id=37#epos (Date of access: 04/05/2017).

4. Petrova, E.I. Children and computer [Text] // Philosophical problems of information technologies and cyberspace. - 2012. - No. 1. - P.133 - 141.

5. Generating Educational Interactive Stories in Computer Role-Playing Games. [Electronic resource]. - URL: https://link.springer.com/chapter/10.1007/978-3-642-04636-0_46 (Date of access: 04/05/2017).

6. Texas A&M International University. [Electronic resource]. - URL: http://www.tamiu.edu/newsinfo/7-08-10/article5.shtml (Date of access: 03/20/2017).

7. The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence from Correlational, Longitudinal, and Experimental Studies. [Electronic resource]. - URL: https://www.ncbi.nlm.nih.gov/pmc/articles/PMC2678173/ (Date of access: 03/20/2017). 8. Video games as a tool to train visual skills. [Electronic resource]. - URL: https://www.ncbi.nlm.nih.gov/pmc/articles/PMC2884279/ (Date of access: 03/20/2017).

Gortinsky V.A., Shatrov S.M.

Computer games today are regularly played by 60 to 90% of teenagers. Many parents are at a loss, because they are sure that an active virtual life interferes with learning, hinders the development of social skills and, most importantly, that games with elements of violence infect a teenager with their cruelty.

“Research refutes this dependence,” explains developmental psychologist Timur Mursaliyev. - Most schoolchildren, plunging into the virtual world, forget about reality. Recklessly shooting 50 opponents per minute, the teenager is aware that his enemies are pixels, they are drawn. It is impossible to learn how to kill a person by shooting pixels. It may be interesting for a teenager to perform a virtual operation and see what the person has inside. But just as enthusiastically, he dismantled the typewriter in childhood, wanting to understand how it was made ...

Role-playing games develop social skills, strategy games train the ability to analyze

Truly aggressive behavior of a teenager in real life is a symptom of his inner trouble, and “shooters” and other “action games” attract him precisely because they allow him to relax, throw out aggression in a socially acceptable way. Evil antics are a reason not to turn off the computer, but to think about what is happening in his soul, in his relationships with peers and in your family life.

The influence of computer games can be quite positive. Many games - if you devote a limited time to them - are useful for the formation of various skills. So, role-playing games (for example, Baldur’s Gate) develop social skills, strategy games (Heroes 3 or Warcraft) train the ability to analyze, and shooters (Quake or Counter-Strike) develop teamwork skills, tactical decisions and reactions. Simulation games (racing, flying on airplanes, like IL-2 or NFS) broaden one's horizons and help to understand technology, logic games develop spatial thinking.

Find out more

On the site Internet Development Fund parents can find the most complete selection of scientific research on the topic "Children and the Internet", comments by leading Russian psychologists, and also sign up for a consultation with specialists.

“It is difficult to control a teenager's relationship with the Internet,” admits Timur Mursaliyev. - Moreover, you should not put passwords on your computer, the ban only increases its attractiveness. Try to agree - both on the time spent playing, and on the choice of games in compliance with age restrictions (today they are indicated on all licensed versions).

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Computer games and their impact on the psyche

With the advent of computers, computer games appeared almost simultaneously, which found many fans among users. Games developed and improved, attracting more and more people. Modern games offer a beautifully drawn 3D world that, if played, can be mistaken for a real one due to the high quality of the image and sound effects.

Games and the problems associated with them take second place in the list of computer evils (after eye diseases). Gambling is more dangerous than carpal tunnel syndrome, Internet addiction or information overload. Firstly, there is a powerful gaming industry that contributes to the development of negative phenomena associated with computer games. Secondly, many associate computer games with gambling, which are a real danger, especially for the wallet.

The development of gaming technologies leads to an increase in the number of fans to play - gamers. Among gamers there are different people - watchmen, heads of large companies, housewives, journalists or artists and, of course, programmers, designers and system administrators.

Among gamers there are those who take their hobby calmly and understand that the game is not life. However, there are those who go into the game from reality. This is where the serious problems begin. The game replaces the real world for such people. Their social circle is narrow, other activities are aimed at satisfying elementary needs, and everything else is subordinated to the game.

From time to time there are proposals to eradicate the "gaming evil". Examples are given in which gamers, having played enough of a shooter, go to destroy and kill in the real world. It cannot be said that such cases are an invention of journalists, but it is not worth blaming all lovers of computer games and banning games as a form of entertainment.

The influence of computer games on a person has many aspects. One of the visible problems is related to the fact that gamers spend too much time at the computer, and this, as you already know, is fraught with health problems that are not directly related to computer games, but are a consequence of them. These are problems with vision, with the spine, hands, psyche and sleep, as well as information overload.

The game requires close attention. While playing, a person practically does not stop looking at the screen, which causes dry eye syndrome.

Long games also affect sleep and the psyche: if you play for a long time and then go to bed, then such an abrupt transition is fraught with problems with sleep - closing your eyes, the player will see pictures of the game that prevent you from falling asleep. Especially often this situation occurs with relatively simple games with a repeating picture - Tetris, Minesweeper or Lines. The subconscious work of the brain not only makes it difficult to fall asleep, but also makes sleep of poor quality. The game is dreaming, and not in the best manifestations. Such dreams are even more tiring: a person can sleep for a sufficient amount of time, but such a dream cannot be called a good rest.

Recently, gambling addiction is often compared with drug, alcohol and other more well-known ones. It cannot be said that they are equally dangerous, but they have common mechanisms of occurrence. Any addiction is the result of psychological problems that lead to its development. The type of addiction - alcohol, drugs or gambling - is a matter of chance, the result of the manifestation of the environment in which a person lives. For this reason, if gambling addiction has manifested itself, you should not hide discs, but turn to a psychologist.

Gambling addiction is a variable value. Over time, it can grow, as, for example, addiction to drugs grows, although for many players the passion for computer games eventually fades.

The dynamics of the development of gambling addiction usually looks like this: after a period when a person gets a taste, there comes a time of sharp growth and rapid formation of addiction. As a result, the dependence strength reaches a certain maximum point. Further, it remains unchanged for some time, and then declines and is fixed at a much lower level.

The degree of dependence can be associated with various factors, for example, with the process of becoming a person and increasing life experience. Experienced players who began to get involved in games in adolescence, over time, there is a reassessment of values ​​​​and the game no longer replaces the world for them. True, this happens at best, at worst, gambling addiction becomes rampant.

There are four stages in the development of gambling addiction, each of which has its own specifics.

Light infatuation stage arises after a person has played a computer game several times and saw the beauty of graphics, appreciated the reality of sound effects, as well as the possibility of simulating real life. The computer allows a person to realize dreams by approaching reality. A person enjoys playing a computer game, while feeling positive emotions, and wants to repeat it. However, this desire for play activity is more situational than systematic.

A factor indicating the transition of a person to the next stage - passion stage, is the emergence of the need to play. Spending time playing is systematic.

addiction stage characterized not only by the significance of the game, which becomes as important as, for example, sleep or food. This dependence can manifest itself in one of two forms: socialized and individualized. In the first case, the player communicates with people, however, more often with the same game fans. However, the connection with society in this case is not lost. The social environment, even though it consists of the same gamers, does not allow a person to completely go into the virtual world and bring himself to mental and somatic deviations.

With an individualized form of dependence, such a prospect is real. In this case, a person loses contact with the outside world and a computer game can already be compared to a drug. Such attachment requires the intervention of a psychologist.

attachment stage It is characterized by the extinction of a person's gaming activity, a shift in the psychological content of the personality as a whole towards the norm. This is the longest of all stages - it can last a lifetime (depending on how fast the attachment fades).

Gambling addiction can stop at one of the previous stages. The most dangerous is the third, where you can not do without a specialist. However, the natural transition to the fourth stage does not pose a danger to the user. Moderate time spent playing a computer game can even be beneficial.

There are reasons that lead to gambling addiction. The main one is the escape from reality, the desire to throw out emotions. The term "escapism" is used for such a process. In the absence of addiction, computer games can have a good anti-stress effect.

The process of the beneficial effects of role-playing games is presented as follows: a person goes into virtual reality for a while to relieve stress, distract from problems, etc. However, one should be careful not to cross the fine line when the beneficial effects of games turn into a painful addiction. In pathological clinical cases, the opposite happens: a person leaves the virtual world for a while. The real world begins to seem alien and full of dangers, since it is impossible to do in it what is available in the virtual one. The statement “everything is poison, and everything is a cure” is especially true in the case of computer gambling.

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Stress Prevention - BackupInternet - addiction - fiction or disease

People, what do you think? Does the game affect your life? On the psyche? On the behavior of the surrounding circle of people?

I am an ordinary student, and I quite think that computer games have influenced my life.

And now I will write a short article about it.

The technological progress of the 21st century is not just a leap, it is a revolution. If 30 years ago, no one could have thought that it would be so easy to find information, have fun, study or even work using some kind of computer. That it will be possible to talk using the phone from anywhere in the world, and besides, not only talk, but also play and read. Modern technology works wonders. It not only entertains and teaches, but also helps, saves and pleases a person.

Computer games are programs that are designed to entertain a person, to occupy free time. Playing computer games, people relax, go headlong into the virtual world. Sometimes it is possible to calm a child down only with the help of computer games, sometimes, when there is nothing to do, this is a remedy for boredom. However, not all people think about how computer games affect the human psyche.

How games affect children is discussed in many manuals, articles, newspapers and magazines, they talk about it on television, radio and in children's clinics. After all, this problem is becoming more and more urgent. Children are drawn into computer games worse than adults. Indeed, the psyche of a person, especially a small one, can be easily influenced from the outside.

Walking down the street, you will no longer see, as before, a crowd of children playing hopscotch or catch-up. Not everyone even remembers such games. But this is real life, not virtual. Parents, in order to distract the child, not to follow him and not to worry about him, simply hand him a mouse. It's not right, and it's poisoning society. Computer games are, of course, fun and interesting, but in a certain amount. Otherwise, their influence on the human psyche will be too strong and it will be difficult to break away from computer games.

Psychologists do not advise children to abuse computer games, as this has a dangerous effect on the human psyche. The child may grow up nervous and violent. If a person is taught from childhood that cruelty is good, he will not be able to distinguish between boundaries, he will not be able to follow the rules and laws. Computer games affect the psyche of the child, because the main task of games is rivalry. With yourself (break the record set earlier), forgiving your partner, or even against the game itself. Therefore, the child becomes irritated, becomes nervous and twitchy. It is difficult for a child who plays computer games from early childhood to get along with peers. He is withdrawn, shy, tight-lipped.

Computer games also have an impact on adults, both good and bad. Games make you fight, games are excitement. Each computer game can teach you something: strategies, logic, they teach you to think and draw conclusions, to strive for something. However, a person who abuses computer games may forget about real life. It is an addiction, just like alcohol, smoking, drugs and gambling.

There are many online games on the Internet. This is a great way to make money. A person, carried away, drags on. As a result, he is ready to give all the money for the sake of some kind of game. This is psychology and those who know how to influence the human psyche can make good money on it.

Getting into the virtual world, people do not think about their problems in the real world. The virtual world is often more interesting than the real one. It captivates, attracts. There a person can live the life he wanted to live once or wants to live now. However, many people forget that a person himself builds his life, and only he can change it. Computer games are just a way to hide from reality. That is what attracts people.

Computer games are not only an interesting game. Movies, cartoons, books are written on computer games. People gather themed evenings that are dedicated to a particular game.

Many couples get acquainted with the help of computer games, many find good friends, comrades or just a fun company. Therefore, the virtual world is closely connected with the real one.

Computer games are not such a safe thing. After all, many go crazy on this very soil. People do not withstand the load that comes to them from the real world, and besides, they are influenced by the virtual universe with all the cruelty, murders and fake emotions.

Strange as it may seem, but computer games affect not only the mental state of a person, but also physiology. Firstly, they affect male potency. Now, in modern computer games, there is just nothing. Men are no longer happy with sex, games are pushed into the background. Secondly, computer games are a passive activity. If you abuse them, a person's physique will change. Cellulite, muscle dystrophy, joint pain - all this is due to sitting at the computer for a long time. Vision also deteriorates, the head hurts, blood vessels burst in the eyes, black circles under the eyes.

Because of computer games, it is difficult for a person, especially a guy, to communicate with people in reality later. In the game, you can be anyone: an elf, a dragon, a knight or a prince. When a person leaves the virtual world for the real one, he realizes who he really is. There is nothing wrong with being just human. However, this means that there are no those adventures and that heroism that was in the game. People just get frustrated with their lives, get depressed, irritable and unfriendly.

If you sit at the computer for a long time, playing games, you can lose your individuality. Learn to separate good and bad. Computer games in small quantities make life more fun, in large quantities they kill the desire to live. A child should not be allowed to play such games for a long time, otherwise he may grow up wild and naughty. It is hardly possible to make someone happy if you disappear in virtual reality all the time. Don't make yourself happy in the first place. Therefore, you need to see sulfur in everything, and not go to extremes, because nothing good will come of it.


Are Quaker Christians OK?
- How do computer games affect a person?
- Can we let our kids play on the computer? games?
- Do computer games affect the psyche of people?
- What do experts think about computer games?

Influence of games, opinion of the creator

Games are becoming so realistic that it looks like we will soon have to acknowledge their impact on our psyche. Good old DOOM took our breath away with its artfully crafted atmosphere. At the same time, there was no doubt that DOOM was just a game: the feeling of unreality was created by poor graphics and imperfect technologies of the time. In contrast, the new version looks almost real. From such realism directly shudders; although you know that monsters are just game characters, when you immerse yourself in such a realistic space, you forget about it.
Demonstration of the new version of the game looks just like a movie.
Indeed, it is, and any toy that looks so realistic is bound to have a strong impact on the player, a much larger impact, because you are inside the game.
Now the technology has gone so far that we even started to fight against some games as propaganda of violence.
Employee of 3DActionPlanet, GameSpy Industries

Influence of games, expert opinion
During the game on the computer, in general, the same thing happens as when
watching TV or videos. However, there is one fundamental difference.
The specificity of a computer game makes a person not a passive spectator, but an active actor. And he lives, he acts no longer in ours, but in another, illusory, world. This world exists according to primitive and rigid laws, which the player is forced to obey. He makes the decisions already provided for him. So in the mind of the child there is a programming of certain skills and moral stereotypes.

What exactly is happening?
Firstly, a positive (almost familiar) attitude towards the world of evil spirits is being formed - a world inhabited by "alien" monsters, vampires, killer robots and outright devilry. Thus, the barrier established by God between man and fallen spirits is gradually destroyed. Some games (for example, "Quake", etc.) have a pronounced demonic character.
Secondly, games teach to live according to the laws of this demonic world, where
"wins" the strongest, the most cunning, the most ruthless. The human personality ceases to mean anything in this world; she is perceived not as a neighbor, not as an image of God, but as a "conditional adversary" or "building material." The fact that computer games allegedly develop intelligence is a myth debunked in medical and religious literature long ago. They place the child in a highly simplified world, governed by a few clearly formulated rules, whereas in science and in any "living" human activity, it is not a set of algorithms that is required, but creative intuition.

Doctor of Medical Sciences Anatoly Berestov

To date, more than 1000 studies conducted by leading institutions and specialists in the field of psychiatry have collected indisputable evidence that there is a causal relationship between violence on the screen and the aggressive behavior of a certain group of children.
The conclusion of the medical community, obtained as a result of more than
A 30-year scientific search is that watching scenes of violence can lead to the development of aggressive feelings, reactions and behavior in children. Moreover, prolonged viewing of violent scenes leads to the fact that a person becomes insensitive to violence in real life.
http://kolpashvo.vov.ru/games/

The influence of games, the opinion of psychologists

What games do people play? Conventionally, the entire set of games can be divided into several main types. The most common types are 3D Action (usually these are all “walkers”, “washers”, “flying games”, “races”, etc.) and Logic (“arcades”, “quests”, “strategies”, etc.). ). Actually, there are many more game styles, but 3D Action and Logic are the most striking and beloved.
http://school.iatp.by/parent/eigra/psigames.htm

In this study, we will deliberately consider only two genres of games, thereby sowing the basic principles of the correct attitude of a Christian to computer games.
These genres will be strategy and role-playing game. The most popular examples of the genres under consideration at the moment are WarCraft III and Quake, respectively.

2. WarCraft III: Reign of Chaos (or Age of Mythology)
Genre: Strategy is one of the safest genres.
According to a survey of players of this game, it takes from several hours to several days to complete one level of the game without using cheat codes.

What does the Bible say?
"Therefore, take heed, walk carefully, not as foolish, but as wise, cherishing
time, because the days are evil."
(Ephesians 5:15-16)

The parable of the talents warns those who misuse their time of the danger of being subjected to the fate of "... the deceitful servant and the lazy." (Matthew 25:14)

3. Quake (CounterStrike)
Genre: action, role-playing game, arcade, rpg, shooter.

Research socio-psychological faculty of the Department of Psychology
Kemerovo State University.

"What is understood in the psychological sense by role-playing computer games. Role-playing computer games are games in which the player assumes the role of a computer character, i.e. the game itself obliges the player to act as a specific or imaginary computer hero.
The selection of role-playing computer games from the whole variety of games is done because only when playing role-playing computer games can we observe the process of "entry" of a person into the game, the process of a kind of integration of a person with a computer, and in clinical cases - the process of losing individuality and identifying oneself with computer character. Role-playing computer games give rise to a qualitatively new level of psychological dependence on the computer than non-role-playing computer games or any kind of non-gaming computer activity. We do not deny the possibility of the formation of psychological dependence on non-role-playing computer games, as well as on such types of computer work as programming or working with the Internet. However, we make the obvious assumption that the psychological dependence on role-playing computer games is the most powerful in terms of its impact on the personality of the player. Based on this, there is reason to assume a great danger of the harmful effects of role-playing computer games in case of abuse of the game, and, conversely, the possibility of their use as a therapeutic method in psycho-correctional work.

Role playing cons:
a). the presence of elements of magic in the game.
In most role-playing games, with the exception of games with a plausible scenario (CounterStrike, DeltaForce), the player is forced to use magic to their advantage.

Quote from Online Review of Games

"The RPG (role play game) genre in 85 percent of cases uses a wide
"use of magic" that make this genre extremely attractive".

What does the Bible say?
"Do not turn to those who call the dead, and do not go to wizards, and do not bring yourself to be defiled by them. I am the Lord your God." (Leviticus 19:31)
"... a charmer who calls spirits, a magician and questions the dead ... everyone who does this is abomination before the Lord, and for these abominations the Lord your God drives them out from your face; be blameless before the Lord your God." (Deuteronomy
18:11-13)

B). the presence of satanic symbols (this also applies to films).
A huge number of role-playing games, with the exception of games with a plausible scenario (CounterStrike, DeltaForce), contain numerous images of satanic symbols (inverted cross, pentagram, etc.).
What does the Bible say?
“The lamp for the body is the eye. Therefore, if your eye is pure, then your whole body will be light; but if your eye is evil, then your whole body will be dark. So, if the light that is in you is darkness, then what kind of dark?". (Matthew 6:22-23)

AT). presence of violence.

A selection of news related to the issue of the impact of computer games on humans.

"Three believing schoolchildren were killed and five wounded at the school
the American city of West Paducah (Kentucky) in 1997. You can listen to Ben Haddy's eyewitness account.
Attacker Michael Kerniel was only 14 years old. As it became known, the young man learned the experience of dealing with weapons only from the computer games DOOM, Quake and Mortal Combat, which he was fond of. At a meeting of the US Congress devoted to the problems of cruelty and violence in computer games, the mother of one of the victims said that this incident was provoked by the films that Kerniel watched, the games he played, and the Internet sites he visited. The families of the murdered schoolchildren filed a $33 million lawsuit against 25 companies, including Nintendo, Sega and Sony Computer Entertainment. The accusation was based, in part, on the fact that video games "trained Kerniel to aim and shoot without any moral restrictions, thus turning him into a real killer."
"Two years later, in 1999, two high school students Eric Harris and Willan Klebold killed 12 students [some of whom (Cassie Bernall, Rachel Scott, etc.) were Christians] and a teacher at a school in Littleton, Colorado, after which they committed suicide Investigation revealed that they were avid players of DOOM and Duke Nukem 3D and often played against each other online in the so-called "deathmatch".
"Concern about such events has arisen around the world. The games Resident Evil II, Unreal,
Sanitarium, Wild 9, Grand Theft Auto and Carmageddon II due to their "low social profile" and "extremely pernicious influence at a time when youth violence is becoming a major social problem," as the Familles de France lobby group put it.
"Six video games that contained violence were banned in Brazil under the pretext that they provoke violence in real life.
Under pain of a $10,000 fine, sellers pulled DOOM, Postal, Mortal Kombat, Requiem, Blood, and Duke Nukem 3D off the shelves. The reason for such harsh measures was the attack on the audience of the cinema, which killed three people. It was committed by a medical student while watching the movie "Fight Club" (Fight Club), allegedly under the influence of the game Duke Nukem 3D. And this case was not the first time that computer games were persecuted in Brazil. Carmageddon was previously banned due to the fact that this game had the ability to shoot down passers-by, including children and the elderly."
"In early 2000, due to complaints from parents that their children
Too much time is devoted to Half-Life, the Singaporean authorities banned (but not for long) the sale of this game. Previously, similar measures were taken in relation to the Redneck Rampage and Kingpin games under the pretext that they contained rude speech and a lot of gore."

In the gymnasium of Erfurt, Germany, a computer game was played.
According to the German newspaper Frankfurter Allgemeine, Robert Steinhäuser - the killer of teachers and students - played "Counterstrike" all day long. This game simulates real-time terrorist attacks and antiterrorist war - according to the manufacturer, about 500,000 registered players are present on the site at any time of the day. Robert Steinhäuser, as his schoolmates say, “could play Counterstrike endlessly.” The sheer number of coincidences is striking. pump-action shotgun, revolver and a huge amount of ammunition. And he copied his camouflage suit from the game characters. "Kill me," one of the teachers said to Steinhäuser, tearing off his mask, and thereby breaking the game. And the young man who had just killed 16 people, responded with the words of a child turning off
computer: "I don't feel like it anymore." Recall that on April 26 at the gymnasium. Gutenberg Erfurt, former high school student Robert Steinhäuser shot 16 people - 13 teachers, two students and one policeman, and then committed suicide. Ten other people also received gunshot wounds. Before pulling the trigger for the last time, the young suicidal summed up his life: "Now I've played enough..."

What does the Bible say?
“Here are six things that the Lord hates, even seven that are an abomination to His soul: proud eyes (strive to prove their superiority), a deceitful tongue and hands that shed innocent blood (chopping and shooting everyone in a row), a heart that forges evil plans (the heart of one who lies in wait for angle to evil), legs quickly running towards evil (running mode is activated by pressing and holding the Shift key)..." (Proverbs 6:16,17)

4. Bottom line:
Joint Statement on the Impact on Children of Violence and Abuse in
computer games US Congressional Health Summit, July 26, 2000.

There is an opinion in the entertainment industry that, firstly, violence and cruelty in games are not dangerous, since there is not a single scientific work that reveals their connection with the aggressive behavior of children; and second, young people realize that TV, games and video games are just fiction.
Unfortunately, both of these opinions are wrong. To date, more than 1000 studies conducted by leading institutions and specialists in the field of psychiatry have collected indisputable evidence that
there is a causal relationship between on-screen violence and regressive behavior by a certain group of children. The conclusion of the medical community, obtained as a result of more than
A 30-year scientific search is that watching scenes of violence can lead to the development of aggressive feelings, reactions and behavior in children. Moreover, prolonged viewing of violent scenes leads to the fact that a person becomes insensitive to violence in real life.
By no means do we mean to say that these factors are
the only or most important things that contribute to aggressive and
antisocial attitudes among youth. Family breakdown, peer influence, the availability of firearms, and many other factors also contribute to this problem.
The duration, severity and degree of impact of violence and cruelty in games on children may vary from individual to individual, but in general, negative effects can be identified and characterized quite clearly.
Children who often experience violence in games are more likely to view violence as an effective way to resolve conflicts and consider aggressive behavior acceptable.
Viewing scenes of violence leads to a decrease in emotional sensitivity to violence in general, as a result of which the likelihood that help will be provided to victims in real situations also decreases.
Violence in games reinforces the perception of the world as a place where evil reigns and
cruelty. In addition, there is a growing fear of becoming a victim of violence and in
As a result, the psychology of self-defense and distrust of others is affirmed.
Watching scenes of violence can lead to violence in real life. Children who are exposed to violent computer games are more likely to be violent and violent than those who do not have access to them.

Signed by heads :
American Academy of Pediatrics,
American Psychological Association,
American Academy of Child and Adolescent Psychiatry
American Medical Association".

After all of the above, God sums up,
and those who are open to the voice of the Holy Spirit will hear it. Remember:
"Therefore, whoever knows how to do good and does not do it, to him it is sin." (James 4:17)


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