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Teenage kids entangled in the web of online games and video games
Vijay Garg3/29/2022 11:20:20 PM
During our school days, when the group of friends was big in the house and around the locality, then sports like Kabaddi, Kho-Kho, Rope Jumping, Long Jump, Football were popular. During summer, children used to play games like snake-ladder, carrom board in Ludo in their homes. In every village, there were local games like Olha-pati, Chikai, Nau Gotwa, Barah Gotwa, wrestling with less resources. On the occasion of Nag-Panchami, many villages of Uttar Pradesh, Bihar used to organize Dangal in their place, in which the whole village used to participate with enthusiasm. But with the changing of time and technology, now the traditional games, songs related to them are being forgotten.
Today, teenagers all over the world are slowly entangled in the web of internet based online games and video games. A large number of young people spend an average of three to four hours playing online games and this includes students pursuing school-college, engineering or medical studies. Video games were introduced by some students in the 1980s. Then came ATM-like machines, in which games of one or two minutes could be played by putting coins. At that time, playing this game required additional resources, time and special purposes, but today the expansion of technology has allowed online games to enter from school to home through mobile-computer. Now children are sitting in the room and playing football online.
Due to the increasing attraction of youth, hundreds of companies, investing thousands and millions of dollars, are launching their respective online games in the market. With the expansion of technology, such games are turning into a big business in the world in the twenty-first century. According to one estimate, the international trade of video-online games could reach approximately $340 billion by 2027. Mobile companies are also working on plans to introduce new mobile phones and laptops for gaming with 5G networks. While most of the games are ‘free’ downloadable, there is a whole team of professional people behind them, which includes psychologists, actors, artists, directors, technocrats, cartoonists, marketing people. The format of many such games has started to be like cinema and some serial. In some, a virtual world is created through characters, in which new words and new language are being coined.
A sea of entertainment appears as soon as psychologically prepared games are attracted to the stage, but once children get used to such games, they are no longer a true player and become a consumer. . All the popular games, from ‘Candy Crush’ to ‘Roblox’, all involve various ways in which the companies that make them make their profits. Within such games, there are options to buy extra time or player, custom clothing etc. The characters associated with the online game, from their costumes, cosmetics to the characters’ posters-calendars and cards are available in the real market. Children also insist on their parents to buy them.
There are a plethora of free videos and video games, the allure of which deter children from playing outside the home and engaging in social interactions. Many online games are based on violence and weapons, which give children the joy of ‘victory’ and stir up emotions. The feeling of jealousy, enmity, victory, defeat, pity, cruelty etc. involved in the creation of the game keeps the players online for hours. In the long run these sports can have effects on the eyes as well as on mental health. These games are also influencing children’s eating habits, dress and behavior and in such a situation they are also prone to incidents of cyber crime.
There was already a lot of demand for many online games in India. School-college closure due to the epidemic has increased the online games by almost thirty percent. It is a strange irony that the economy of many countries of the world was ruined due to Corona, at the same time online game has become one of the fastest growing business. This world of online games is unknown for the aged people who have come from villages and small towns to metros. Now they had to move beyond cricket-football to understand golf-lawn tennis, till then technology has created the world of online games. Looks like some festive season kabaddi-wrestling memories will get dusted now as Ludo-Carrom is also available on mobile and computer!
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