On November 12, 2019, a round table was held at the Department of Informatics at the ArcTII named after I. Altynsarin on the topic “The Impact of Online Games on the Psychology of Teenagers”. Students of 1-3 courses of a pedagogical university argued about how to protect the younger generation from all these unnecessary evils and turn the computer and the Internet into helpers rather than pests. The dean of the faculty “Natural Sciences and Informatization”, the head of the department, and teachers were invited to the event.
The opinions of the participants in the debate were divided. Some have argued that teens have many benefits of playing computer games. Another group of students argued that young people should spend their free time doing sports, favorite hobbies, reading books, etc.
To begin with, computer games develop memory, playing as a teenager tries to remember all the details. In addition, games develop logical thinking, language, and basic computer skills. You can make virtual friends. Since this is another way of communication. Also, computer games are a good way of entertainment.
At the same time, computer games have a detrimental effect on health. Pupils who are overly keen on computer games and social networks lose interest in the reality surrounding them, do not want to go out on the street, chat with their peers, are not fond of active lifestyles and sports competitions, hardly sit down at homework and practically do not read books. They fall into the network of computer addiction - they are ready to spend days at home, gradually losing touch with reality, and sometimes, to get them out of this state, the help of a psychologist is required.
Summing up, the debaters emphasized that the problem has both many strengths and weaknesses. Fighting computer technology is stupid and irrational - we ourselves have developed them to make our lives easier. They need to be mastered as soon as possible and continue to be implemented. Nor did they deny the danger of computer addiction.
And therefore, there should be a culture of behavior, a set of rules for using a computer.
Virtual reality should not occupy all of a person’s free time, nor should it provoke him to cruelty, develop aggression and bitterness in him. This should be just one of the options for relaxation, along with sports, walks in the fresh air, reading books, watching movies, meeting with friends. It is worth fighting not with computer games at all, but with the child’s inability to use his own free time.