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Should Games Be Responsible for the “NEET Group”?

by Kathy Li online game

For many problems that appear in the society now, such as violence and degradation of social skills, learning disabilities, need group etc. it is difficult to find specific root of the problem. And when people are eager to make a definition to this phenomenon, the game appeared, and its own entertainment properties let people’s eyes bright at the moment. Suddenly, all the fingers pointing to online games such as WoW, RS, Diablo and so on.

 

If game addiction is the reason that leads to young people don't want to work and at home, so we'll firstly find out that whether the game really will have so much charm.

 

An article published on the tech blog which named The Next Web has analyzed "game addiction" phenomenon in depth, it points out that the authority currently have no clear evidence to say that this phenomenon is a mental illness, we should not regard it as a scourge just because very few players problems when they devote themselves to upgrade their diablo iii accounts, but to consider the issue more comprehensive.

 

Whether game companies intentionally encourage addictive behavior?

 

To people who do not play games, those game players who are willing to buy diablo 3 account and spend time on the pursuit of achievements may be marked "naive" and "escapism" label. Whether the game design company shall be responsible for players’ addiction or compulsive behavior?

 

Jane Libby, a reality and interaction game designer said from the angle of the designer that though she also played a lot of social and multiplayer online role playing games and mesmerized into them, but the designers of course won't have the idea to design a "unhealthy game", they are just trying to make people fall in love with their own game and to play over and over again, this is a very normal practice.

 

Others believe that to capture user's lasting attention is not only the goal of game companies, but also the media hub. Just like games, news, novels, movies product and so forth, they catch your attention for a living.

 

Some scholars pointed out: "in the game designer is fuelling 'unhealthy' way on this one problem, the answer depends on what do you put the heavy games as a positive 'passion', or an unhealthy addiction." We have been the highlights of game addiction and Internet addiction with a variety of disadvantages, not for a wider range of "class" element, pay more attention to focus on game's advantages and disadvantages on both sides.

 

Technology is a double-edged sword; it can bring people convenience as well as a lot of social problems. Whether it brings us more benefit or harm, it’s all a problem concerning about “degree". So, guys, when you are strive to earn more diablo 3 items for sale, pay attention not to let it affect your normal life and health.


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About Kathy Li Innovator   online game

18 connections, 0 recommendations, 61 honor points.
Joined APSense since, May 23rd, 2013, From changsha, China.

Created on Dec 31st 1969 18:00. Viewed 0 times.

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