Video Games
Many children today spend countless hours playing video games. Game developers make the games increasingly realistic, dynamic, and interactive. They’re also increasingly violent and erotic. Children and adults alike are easily addicted to gaming, which has become a major issue for parents, schools, and even the government.
Video games are now a form of popular culture that follows people from childhood to adulthood, but what sort of culture is it? It is a culture of destruction, no different from drugs. Those who are addicted to video games can’t see the drawbacks in a sober and objective manner. They simply think of the games as fun and interesting and won’t give up as long as there is another level to advance to, another kill to make, or a new high score to set.
In addition, almost all video games today, from their gameplay and plot to aesthetic atmosphere, are about violence and killing, or contain erotic content or cold-bloodedness. Simply put, the messages conveyed appeal to the demon nature in humankind. All of this is inappropriate and harmful for teenagers and young people. Delivering a sense of excitement from killing, destruction, violence, and fighting can desensitize young people by introducing them to unhealthy thoughts and behaviors, and can even contribute to some committing crimes.
Online games are even more addictive. In the past, games were used to pass the time when people were alone and felt bored. Nowadays, online gaming has become a competitive sport and a social activity in and of itself, especially for children. Because a large number of players interact in a game, they can quickly become enthralled in the game’s virtual world.
Huge amounts of effort and capital are invested in such games, and kids who don’t play them may be the odd ones out among their peers. Thus, almost against their will, parents feel forced to allow their children to join the online gaming community, then witness their children develop an addiction. Video games take up time that should have been used for study, outdoor activities, and normal socialization. Instead, children are turned into captives of video games.
Scholar Erik Hurst said he allowed his twelve-year-old son to play video games for only a couple of hours on weekends after finishing his homework. But if the child had been left to his own devices, he would have played almost nonstop, skipping showers and meals to keep gaming.
Scholarly research has shown that video games come to occupy and dominate the leisure time of young people. Data suggests that young adults, especially those in lower income brackets and with lower levels of education, increasingly find happiness in video games, reducing the time they spend on their jobs and in the real world. This is a common phenomenon in the United States and other developed countries.
Hurst has observed a trend in today’s society in which video games lead young adults to refuse to enter the job market and instead rely on their parents to support them financially. It’s unlikely that video games will help them earn a living, or that they’ll be able to improve their skills or find better jobs. When these young people become parents, their children won’t be able to rely on them for guidance. Video games have thus reached the point of undermining normal human life.
Video games are spiritual drugs. Unlike the manufacture of hard drugs such as heroin, which is illegal in most countries, video game development is a major industry. What are the consequences of this? As the companies produce these drugs that destroy the next generation, the countries that embrace gaming are sabotaging their own futures.
The emergence of the internet and mobile phones has opened up an even broader market for the video game industry. Research firm Newzoo, in its April 2018 Global Games Market Report, forecast that gamers around the world would spend $137.9 billion on games in 2018, representing an increase of 13.3 percent from the previous year. More than half of all gaming revenue was projected to come from the mobile segment. Digital game revenues would make up 91 percent of the global market.
The report also predicted that the games market would maintain double-digit growth in the following several years. While the GDP growth rate in many countries is struggling in the single digits, the games industry continues to advance. Mobile gaming alone was expected to reach $100 billion by 2021. The top three countries in the global games market, according to the report, would be China, the United States, and Japan, with China accounting for more than 25 percent of the total market.
Traditional games, including sports and other outdoor activities, are limited by the natural environment, the weather, equipment, and physical strength, and players don’t typically develop an addiction to them. Video games have no such restrictions. Players are invited and lured to immerse themselves in the virtual world of the game nonstop, going without sleep or breaks. This, on top of the fact that such games rarely have anything edifying to recommend them, means that those who play them come increasingly under the influence of negative factors.
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