How gaming use to be?

About half (52%) of teens say that playing network games helps them feel connected to people they're not otherwise connected to. Girls, on the other hand, report substantially lower frequencies, with 5% of girls who play network games talking to their friends every day while playing and 9% talking while playing every few days. A higher percentage of teens say that playing games allows them to feel more relaxed and happy than the percentage who report anger and frustration. In addition, the preference for loneliness, shyness and loneliness were positively correlated with the potentially problematic use of video games.

Including gamers' reasons for playing video games and their preferred game genres helped to deepen the understanding of the specific and differential associations between video games and psychological health. Even buying an old PlayStation 1 or Dreamcast and a bunch of games from your local car boot sale will give you an idea of whether you like to play or not. Games have been shown to improve hand-eye coordination, cognitive flexibility, decision-making, and even vision. This fight-or-flight response to that perceived danger is triggered by exposure to intense stimuli and violence in the game.

Set reasonable limits for your child's screen time and types of video games, especially if your child's use of screens makes it difficult to participate in other activities. Younger boys who play are especially likely to play together in the same room as each other, more likely than any group of girls playing. In summary, it seems relevant to evaluate not only the extent of the use of the video game, but also the reasons behind this behavior (for example, it is interesting that, for players who played video games due to the story and relaxation, there was a relationship only with the positive effect but not with the negative during the game). Teens who play in a network environment also play with and against other people they don't consider friends.

Finally, the positive effect of gaming and a greater number of online friends were the strongest single predictors of potentially problematic video game use, followed by psychological symptoms, lack of offline connections and poor school performance. Despite popular stereotypes, games are sociable and inclusive, with large, supportive communities and some brilliant events.

Doreen Dunster
Doreen Dunster

Typical bacon fan. Incurable twitter geek. Passionate music lover. Incurable social mediaholic. Lifelong twitter nerd.