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Beware of young people: from ludopathies to violent video games

This worrying moment made the attention of the insiders divert, perhaps only for a single moment, by the usual problems that invest violent video games that are increasingly found on the web and that in a possible lockdown, or even in the juncture of the Distance school that could escape the control, they can interfere in the minds of our young people, already thus tried by a very particular situation and that even adults struggle to face. Let alone a "clean, free and clear mind from greater thoughts" and ready to acquire information such as that of the youngest part of our society! For this reason, but also not to force us to a comparison only with the Coronavirus, we want to deal with a topic that is particularly dear to us: that of dangerous video games that unfortunately exist and of which it is better to talk about it rather than pretending that they do not exist and that not are part of the "offers" that are insistently subjected to the web.

On the other hand, it is firm opinion that it is better to face an unpleasant situation and try to solve it rather than avoiding it: how should you do, moreover, with the problem of alcohol, smoke or drugs especially when the boys are involved, again Fragii emotionally and sometimes influenced and easy soil for those who use without many concerns these decidedly dangerous and engaging situations. Juvenile fragility is certainly the subject to keep an eye on to insist on the possibility of studying new programs aimed at families to collaborate with the school or with the educators to control the children and, above all, what they "see on the web", Including games and video games, the violent way that, unfortunately, attract attention as honey for flies. These games include the so -called challange among which the best known "Blue Whale" and the Online game Blackout, or Choking Game that even pushes to deprive yourself of oxygen until it passes out.

They are challenges made on the net, launched by minors, which consist in obeying increasingly dangerous commands. We move from acts of self -harm to even come to suicide: in practice they "disguise from games" extremely dangerous acts and behaviors that manage the mind of the most vulnerable people. A massacre from all points of view: those who learn the orders, those who unfortunately perform them and above all those who have studied these paths and those who "distribute them", of course gaining us. If to all this violence via the web, we add the loneliness with which several young people are forced to live and the use of drugs and alcohol is to have a strongly altered perception of reality and evidently you are not in presence Neither a game, nor a video game. And to complete this rather nefarious scenario it must be specified that the boys who consult video games or violent games are unfortunately "recipients" of fears and uncertainties and in turn absorb extremely aggressive behaviors with negative consequences also in terms of learning.

We must not forget a generalized speech: the boys today are subjected to many pressures that until a few years ago did not exist with many interests to keep them busy after school with sport and other artistic activities such as gymnastics or dance or other. So the day is very full for "development men and women" of varying gender commitments and it is clear that our children would also have the right to play and entertainment: here is the task of the family and educators to suggest the right ones and convenience. And since today it is clear that youth was born and raised with the cell phone in hand And with the web available their choices are oriented in that direction. Making them choose them and recommending the most suitable products to their growth is becoming more than indispensable: on the net there is everything and you have to orient their choices on online games or video games that can entertain, involve, have fun without risking falling into the network of the subjugation or a possible ludopathy.

Extreme attention to the boys, therefore, and to the use they make of the web since the same network has become a tool through which someone carries out dangerous conduct such as bullying, and therefore the cyber-bullying that we often hear about , but which deserves to be addressed in another article. But we must also reflect on too many sexual crimes committed via the web: hence the suggestion to control and educate to its correct use and above all raise awareness of the risks that the same hides, including the games or video games that has already been written. However, in all honesty, how do you "pass by play or video game" a product that pushes suicide? There must be something in the distribution or control of these game proposals that clearly does not work! But, doing extreme attention, you have to look at how positive the network for young people can offer and how they can grow them with the timing they need.

And this must happen with the constant presence of the family that can prevent them from being victims of games or video games that basically seem to be "falsely" funny. The best strategy appears to use the web rightly to communicate with the world, but with intelligence and making sure that the boys grow, have fun but that their maturation is also accompanied by an adequate development on an emotional level: do not precede the times , do not become forcedly large before the necessary and, above all, do not confront each other with products or offers of dangerous and misleading games that can destabilize its growth, sensations, development. It should not be forgotten, always, that games or video games must not "frighten" must "have fun and entertain" and they must not become an obsession: this is the purpose of the games and must be exclusively this, and certainly cannot have it The aim of pushing to suicide, otherwise there is something wrong in those who studied it and the boys must stay away from it.

Publication date: 8 December 2020 at 18:00

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