Is It Better To Play Video Games Or Not?

Many people find entertainment and relaxation in games, whether they are casual or complex virtual worlds. Addiction can set in if you play video games all the time. However, the greatest danger of normal gaming behavior is spending too much time sitting down. Almost all children and young people do not get enough exercise, which can have serious health consequences. Playing video games helps you learn new skills more quickly. The United States military, for example, makes use of video games to mentally prepare its soldiers for potentially stressful situations. Studies have shown that video games can aid in the treatment of depression and anxiety as well. There is also a game for adults such as online slots malaysia to improve their memory.

The risks of gaming

The most detrimental effect of normal gaming behavior is sitting down a lot. A sedentary way of life poses a significant health risk to nearly all children and adolescents. Gaming can cause behavioral issues, a lack of social interaction, poor sleep, and, in the worst-case scenario, gaming addiction. However, this is only true if you play for more than 8 to 9 hours per week. Problematic gaming behavior varies from child to child and is influenced by a variety of factors. In the scientific community, gaming has never been proven to cause a person to act aggressively. There are situations where children are more likely to react violently to games, and these situations should be sought primarily in the home environment. There may be a chat feature available in some games. This carries the risk of putting you in contact with people who have false identities and bad motives. Examples include molesting children or extorting money. See the internet files Digital child locks and Safe for details.

How do you recognize a gaming addiction?

Excessive gaming can lead to problems like addiction. Addiction to video games is a serious issue that requires the assistance of professional organizations. Addiction clinics with a youth department saw an increase in the number of young people seeking help in 2014, according to data. These young gamers are often only ten, eleven, or even twelve years old. They’re also more addicted than they were a few years ago. They’re more addicted.

In-game purchases

Many well-known video games can be played for free. Many of these games make money by allowing players to make purchases while they are still in the game. You can, for example, pay a small fee to receive additional points, cosmetic changes, or a loot box. A loot box is a virtual treasure chest that fills up with extra items or upgrades at random. The Gaming Authority is worried about loot boxes in children’s games because it exposes them to gambling elements.

What is eSports?

eSports refers to the practice of participating in online competitive gaming. Each player in a match attempts to gain an advantage over the other players. Consider popular video games like Fortnite and FIFA. Streams are available to everyone, so anyone can see what’s going on in real-time. Twitch, YouTube, and Facebook are the most popular places to watch live streaming of video games. eSporters are individuals who compete in video games on a professional level. Participating in tournaments, streaming matches, and sponsoring generates the majority of the revenue. The eSports game League of Legends is widely regarded as the leader. According to a 2017 study, 39% of Dutch youths (aged 14 to 35) are eSports fans. People’s changing relationship with technology is illustrated by the growth of eSports. There has never been a way to broadcast and narrate your own gameplay to such a large audience before. Gamers at the time mostly communicated via headsets. eSports are attracting hundreds of millions of gamers and spectators around the world thanks to current technological possibilities.

Live to a stream of games

Gamers are increasingly watching games being streamed live over the internet. Twitch is where most of this takes place. Game streaming’s rapid growth can be attributed to the close interaction between the streamer and the audience. During the live broadcast, viewers can interact with one another and the streamer,’ for example, can answer questions. Twitch streamers are accustomed to soliciting donations from their audience. For example, in return for a donation, a viewer can request a song or play a message in the live broadcast. Twitch has the drawback of exposing users to coarse language and graphic images more frequently than other platforms. This is because the broadcasts are live and moderation is slower as a result. Moderation takes longer because the broadcasts are in real-time.

Gambling Addiction Is Something That You Teach Your Students

1 in 5 students (14-18 years) already gambles for money. This is apparent from the student survey of the Flemish expertise center Alcohol and Other Drugs (VAD). How do you know if your students are gambling? And how do you discuss the theme? Jolien Moernaut of the VAD gives advice.

Is the theme of gambling alive in your class?

You can’t tell from someone’s face that he is gambling. There are no specific signals. Because gambling mainly happens in free time, it is extra difficult to see signals at school. The best thing you can do as a teacher is to be aware of changing behavior:

  • New cliques in the classroom: teachers can often infer more from group behavior than from individual signals. So be alert if new cliques are suddenly formed in the classroom. Especially if they isolate themselves from the rest and are the subject of rumors.
  • Less time for hobbies and schoolwork: Those with a gambling problem spend more and more time gambling. That comes at the expense of other things. He can isolate himself, drop his friends and hobbies. His schoolwork can also suffer: reduced performance, truancy, being late.
  • Suddenly a lot more money or money problems: A youngster who often wins at gambling can be tough about it. They talk less about losses. But who often loses, is in need of money. They can start borrowing money, negotiating money, or – in extreme cases – even extorting fellow students.
  • Important: These behavioral changes do not necessarily indicate gambling. They can also be expressions of normal teenage behavior, other problems, or another addiction, such as drugs, alcohol, or gaming. So try to treat the signals as discreetly as possible. After all, it’s mostly about conjectures.

Discuss gambling problems

Do you discover that students gamble? Have a conversation

  • Listen to the students. Do they often talk about winning or losing? Is money an important topic of conversation? Do they borrow from each other? Highlights all aspects: how to handle money, earn money, save and spend money.
  • Show interest. Why do they like gambling? Do the disadvantages outweigh the advantages? Can they find the same benefits/kicks elsewhere?
  • Don’t ignore the topic. for fear, it will
    spark even more students with ideas. Put gambling in the list of other stimulants: smoking, drugs, alcohol. Things you become addicted to.
  • Highlights gambling from the pitfalls most gamblers finds in gardens. Poll their own strategies and experiences. How do they make sure they win? From there, debunk their faulty reasoning about gambling.
  • Students often gamble out of boredom. Provide other recreational opportunities that students get a kick out of, such as a football tournament like เปิดUSER100 at lunchtime.
  • If gambling becomes problematic, you can refer a student to the Drug Line: 078 15 10 20. He can go there anonymously via email, chat, or telephone (Mon-Fri 10 am-8 pm). The employees can also inform him about emergency services in his neighborhood. For example, young people can contact the CLB or the ‘early intervention alcohol and other drugs’ projects of the Center for Mental Health Care (CGG).

Prevent your students from gambling

Are your students not gambling? Even then it is important that you inform them properly. Talk to them about the pitfalls and dangers of the many gambling games. Take the time to exchange experiences, for example through a game of propositions. Listen to what is going on in your class. Teach them to handle games of chance responsibly and to be critical of advertising for games of chance and the promised (or hoped) money profit. If gambling is part of your school drug policy, you’re all set. Prevention workers from the Flemish Centers for Mental Health Care (CGG) can help you with this.

MICROTRANSACTIONS IN VIDEO GAMES

The market for digital games is growing. In the past years, 4.4 billion euros were implemented on the  market for computer and video games – an increase of nine percent compared to 2017. The “In-Game Purchases” division was particularly strong, with sales of almost two billion euros. On the other hand, revenue from the purchase of games is declining.

The smallest of all the purchase options of a game is called “microtransaction” and has long since become a billion-dollar business. The Fortnite game shows the extent: In May 2018, SuperDataestimated that monthly revenue is 318 million dollars, even though users don’t have to pay a penny for the game. The revenue comes solely from in-app purchases for purely cosmetic features such as new costumes or additional challenges. There are more social incentives for purchases to show fellow players visually that you are no longer a beginner. Everything according to the motto: If you want to be beautiful, you have to pay. With “Candy Crush” you can save time by money = . If you have used up your life, you have to wait before you can continue playing, or just pay for a new round.

 

Want to check or verify the foods you eat? Head to

먹튀검증

 

FREE-TO-PLAY BUT PAY-TO-WIN

The games themselves are free and can be played without any further expenses. It began inconspicuously in 2006, in the picturesque province of Cyrodill on the continent of Tamriel: a shimmering horse armor is offered for sale under the name “Horse Armor Pack” and is perceived by many players of the fantasy role-playing game “The Elder Scrolls IV: Oblivion” as useless and expensive – and still sells well. Since then, there has been a permanent attraction in the game community.

A recent example is the “Shitstorm” around “Star Wars: Battlefront II”. Crucial content, such as game characters, could only be purchased with the help of a “loot box”; a box of unspecified content that had to be purchased with real or play money. After a wave of outrage over developers “DICE” and publisher “Electronic Arts” broke in, the companies rowed back and banned the purchaseable loot boxes from the game. Loot boxes are also viewed critically from the legal side; in Belgium and the Netherlands, the controversial mechanism is now banned.

 

WHO IS RESPONSIBLE?

Apple wants to break new ground with its Apple Arcade model. The offer is likely to be of particular interest to parents, as Apple wants to curate the games offered by hand, thus reassuring the parents’ consciences, in which the children are only offered high-quality games that are ad-free and without banners or in-app purchases. A monthly contribution is probably due for this, but it is not yet known (most media assume around ten euros per month).

In the end, as in many other areas of life, the question of who bears what responsibility. It should be a mixture of manufacturers, vendors & platforms as well as the customer himself, because even in real life we like to buy things that are not absolutely necessary, but simplify or beautify our lives. By the way, there are also extensions to buy in classic board games, without which this has been criticized so far. So, as is so often the case, it depends on the sense of proportion and the sound mind.