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With the significant development of technology within a few decades. A great number of teenagers are drawing attention to the Internet gaming. According to the latest survey results of China Internet Network Information Center (CNNIC), by the end of December 2018, the number of Chinese Internet users had reached 829 million, making China the largest Internet user in the world. The majority of China’s Internet users are still young people aged 30 and under, who account for 68.6 percent of China’s Internet users, more than two-thirds of the total. The scale of online game users in China continues to show a trend of rapid development. In June 2018, the usage rate of Internet users was 58.3%, and the user scale reached 147 million. In the same period, the usage rate of online games in the United States was 35%, far lower than that in China. Because the scale of online game users in China is so large, it has become a concern of the government and the industry. This essay will argue whether online gaming is beneficial for teenagers.
The issue of online gaming must be looked at dialectically, the network has advantages and disadvantages. As a combination of culture, art and high-tech, online games are of great economic and cultural value and play an important role in inheriting and prospering national culture. According to the statics report by CNNIC, in recent years, online games have become a cultural form widely participated in and paid attention to by teenagers, which has a great influence on Chinese society. Therefore, Chinese scholars should put online games in an important position to analyze and study, to guide all sectors of society to recognize and face it with a correct attitude. There is a wide range of online games, which can be divided into 7 categories according to the content: role-playing, strategy, action, simulation, sports, desktop, and racing. All kinds of games have their characteristics, among which a considerable number of games are helpful to the growth of teenagers.
Firstly, playing online games can develop the brain. improve the intelligence of some puzzle games, can be through the players hand brain cooperation, make the brain through high-speed operation, improve and exercise the brain response flexibility, long-time exercise can play a role in developing the brain, improve the intelligence according to research by Kai Yuan, the leading researcher of ‘Cortical Thickness Abnormalities in Late Adolescence with Online Gaming Addiction’.
Secondly, PhD Peter Gray mentioned that playing online games can cultivate a certain degree of enthusiasm, improve the consciousness of innovation online games. If teenagers play seriously, certain achievements will be gained in the game world, the game model can cultivate players in life a certain degree of enthusiasm. Besides, some businesses have developed games that can combine study with entertainment to stimulate the interest and enthusiasm of teenagers in learning. Some online games let players in the process of playing, can recognize their strengths and advantages, in the virtual world than in real life is easier to break through the routine, the courage to try, to gradually stimulate the individual consciousness of innovation, improve themselves.
Thirdly, reporter Bartholomew mentioned in a report from ABC News that teenagers are bound to face various pressures in work and study. Games are also a way of entertainment, in which players can divert their attention, relax their mood and relieve pressure. Some role-playing games allow players to show their skills in the game, reduce pressure and make them believe in their ability, cultivate their sense of accomplishment and enhance their confidence.
Moreover, playing online games can strengthen the spirit of teamwork almost all online games are endurance and time, success in the game, but also to pay a lot of effort, more twists and turns in the process, players can usually hone their endurance and will in the game. Many games need cooperation between members. In the game, players must cooperate properly to achieve success. In this way, the teamwork spirit of game users is subtly enhanced.
However, online gaming can be a double-edged sword. Phippen mentioned in his report ‘Children’s online Behavior and Safety: Policy and Rights Challenges’, online gaming can lead to addiction of adolescents. Different from the real social life, online gaming is a virtual world, which not only meets the needs of teenagers, to occupy all kinds of information as soon as possible, but also leaves a broad imagination space for interpersonal communication, and does not have to bear the pressure and responsibility in real life. These characteristics of the virtual world make many teenagers would rather indulge in the virtual environment than face real life. Addiction to online games has brought many negative effects on the physical and mental health of teenagers. Medical experts from WHO (World Health Organization) argue that, from the perspective of physiology, teenagers addicted to the network will cause bad influence on the health of the body mainly shown on adolescents’ eyesight, mental health, language competence, and nervous system, serious, even directly cause death.
In all, this essay address both the positive and negative impacts of Internet gaming. Game is the ninth-largest art form, is the combination of the first eight art forms, is the golden product of entertainment in this electronic world, excellent game works contain all aspects of the top art. The artistry of the game and the greatness of its existence can’t be denied. Games for most adolescents e are just a form of entertainment. Just like watching a movie, watching a movie with rich content can gain a great amount of information. On the other hand, the mind can be corrupted by watching some bad movies. The same is true of games. Good games can relax adolescent’s mood, enrich imagination and so on. On the other hand, there are some games full of pornography and violence, which do no good. Therefore, the negative impact of online gaming can be outweighed by the positive impact on the younger generation.
References
- Bartholomew, (2017). Online Gaming More than ‘Frivolous’ Entertainment, Says Academic. https://www.abc.net.au/news/2017-02-24/gaming-development-conference/8301676
- CNNIC, (2018). A Statistical Report on the Development of China’s Internet. https://tech.sina.com.cn/i/2019-02-28/doc-ihrfqzka9929357.shtml
- Gray, (2018). Benefits of Play Revealed in Research on Video Gaming. https://www.psychologytoday.com/au/blog/freedom-learn/201803/benefits-play-revealed-in-research-video-gaming
- Phippen, A. (2017). Children’s Online Behaviour and Safety: Policy and Rights Challenges. London: Palgrave Macmillan UK. https://primoa.library.unsw.edu.au/primo-explore/fulldisplay?vid=UNSWS&docid=UNSW_ALMA51228478810001731&query=any,contains,Children%E2%80%99s%20online%20Behavior%20and%20Safety:%20Policy%20and%20Rights%20Challenges&_ga=2.262457487.208262698.1571741456-621547683.1565012494
- Rivenes, (2017). The History of Online Gaming. https://datapath.io/resources/blog/the-history-of-online-gaming/
- World Health Organization (WHO), (2018). Online Q&A. https://www.who.int/features/qa/gaming-disorder/en/
- Kai Yuan, Ping Cheng, Tao Dong, Yanzhi Bi, Lihong Xing, Dahua Yu, … Jie Tian. (2013). Cortical Thickness Abnormalities in Late Adolescence with Online Gaming Addiction. PLoS ONE, 8(1), e53055. https://doi.org/10.1371/journal.pone.0053055
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