The idea of using gaming applications in virtual environment generally influences offline behavior, attitude, perceptions of teenagers and their ability to freely explore into viewpoint of 'being in someone else shoes', foaming a strong association between the games character representation and their own identity.
Originally, synonym for gaming was gambling which today do not involve any sense in gaming applications further with the introduction of technology teens preferred playing games on mobiles and happily slouching on the sofa becoming couch potatoes and upsetting their health and parents. Gaming on mobile apps have led big business, exposing students personality into dilemma of thoughts as all teenagers are gaming for two or more hours per day, spending more time at home and less time out socialising but hpothically the gaming applications plus side can be shown in motivational skills, problem solving, strategic thinking, escape from stress, bullying, discontentment but 'how much is too much' for the overall well beings of teenagers that rises to hinder their social development, physicology, sleep, mental health and school performances. The gaming app craze swept over the entire world with the biggest applications like Candy Crush Sage, Clash Royals, Draw Something and beating them all, a free-to-play-location-based Pokemon Go launched recently appears to be in almost every part of the world. A user has to capture, train, and battle around outdoors searching for our very own Pikachu, Charizards and magical anime creatures with special powers gaming alive fantasy in very real way. Tragically playing games on digital platform sparks many teenage tragic incidents which drives brutality into the fantasy world and this trend shows no sign of stopping as the games viral popularity hasn't always been for the best.
Wednesday, January 25, 2017
Gaming app and its effect on students and teenagers.
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