Why Games Are Fun

Only 10 minutes left!” How often do parents hear this phrase when it comes to video games. Ever more sophisticated games are coming onto the market and are extremely fascinating for children and young people. No wonder that as a parent you ask yourself: Do I have to worry if my child wants to play all day? What do I do if I can’t do anything with the whole game world? How do I find games that are educational and fun.

Really true? Prejudices and what to think of themOpinions differ as to the benefits and negative effects of video games. It is important to use the medium responsibly, to accompany the adolescents attentively by their parents, to convey values ​​- especially with regard to the issue of violence – and generally varied leisure activities.
→  Tips for parents

Table of Contents

opportunities

  • Training of various skills: Computer games promote the ability to think, spatial orientation, fine motor skills, teamwork or creativity.
  • Playful access to the digital media world: Today, children are confronted with digital media earlier and earlier. Educationally valuable computer games facilitate access and help to promote media skills.
  • Fun and a sense of belonging: video games are part of youth culture. Whether alone, as a couple or in groups – games banish boredom, provide topics of conversation and strengthen the sense of community.
  • Developing problem-solving strategies: Games often involve complex tasks. Creative solutions and strategic thinking are required.
  • Real vs. virtual world experience: In games, children learn how to move between the world of experience and adventure, between virtual and real space. Experimenting with different identities is particularly fun. There are no limits to the possibilities.
  • Intercultural experiences: By networking the digital world, you become part of a global community, playing with people from other countries and in different languages.
  • Success and flow experience: Whether you are a beginner or an expert – games enable a sense of achievement. And even more: Anyone who has ever had a real “run”, has mastered the game better and better and has progressed from level to level, knows what a “flow” feels like.

Risks

  • Excessive use: If you play a lot over a certain period of time, you don’t have to be dependent. However, studies show that online addiction often manifests itself in the form of a game addiction. In online role-playing games, you quickly identify with your own “avatar” (personal character), which you want to develop and improve on and on. Since many challenges have to be tackled in a group, the pressure to always be there increases. In young people – especially those who already have other problems – this can lead to problematic use with harmful consequences.
    →  Online addiction
  • Unsuitable content: Children and young people can easily come into contact with violent, sexualized, discriminatory or other game content that is unsuitable for their age. With online games in particular, it is easy to bypass the age limit or access content that is not suitable for minors via links
    →  Tips for parents
  • In-game purchases, loot boxes and other cost traps: With in-game purchases (also in-app purchases →  smartphones & tablets) new content, game functions, features or upgrades are activated for a fee. In this way, games that are initially free of charge can also be recorded. Another phenomenon are so-called loot boxes, i.e. virtual treasure chests or surprise bags. This includes accessories such as items of clothing or equipment, but these are not decisive for the further course of the game. Depending on the game, loot boxes can be opened as soon as you have achieved certain goals or when you pay for them. After all, with games that work on the pay-to-win principle, certain progress is only possible through additional payments. Overall, additional purchases can be made quickly if credit card or bank details are stored in the app store and password protection is deactivated. Practically all video games also have an online game variant that z. Partly based on a subscription system that brings with it recurring costs.
  • Online players: Other players may behave inappropriately, e.g. B. insulting, bullying, manipulating, cheating or being aggressive others. In addition, it is not always clear who is behind a profile. Children in particular can be induced to share personal information or meet strangers in real life through the relationships that are built up in play.
    →  Security & data protection
  • Escape from everyday life: The fascinating worlds of video games and the possibility of taking on different roles can tempt children and young people to flee real problems into virtual space. →  Online addiction
by Abdullah Sam
I’m a teacher, researcher and writer. I write about study subjects to improve the learning of college and university students. I write top Quality study notes Mostly, Tech, Games, Education, And Solutions/Tips and Tricks. I am a person who helps students to acquire knowledge, competence or virtue.

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