Fortnite Phenomenon: the game that makes addicts addicted to teens and anxiety for parents



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Social retreat, isolation and confinement. Marathons from 12 o'clock until dawn I beg parents who mute in bitter family discussions and adopt drastic measures: to hide the controls of the Game, to accept dissuasive methods in WhatsApp groups to move them away from ] "Vice" until consulting psychologists in the face of evidence that behaviors have jumped from normal to compulsive.

Behind this, the prevalence of what appears to be a single interest emerges mainly adolescent boys: boys fanatised or co-opted by an "addictive" game able to change forms of connection, since they now refuse to join homes with friends because the virtuality synchronized at some point as the only meeting place

For many parents this "demon" called Fortnite Battle Royale a " drug "that breeds addiction" They do not even dream of being football players, lawyers or anything, now they aspire to be players because they love them and know that they can earn fortunes "

Complaints Concerning Both Anxiety and Helplessness

" I Come Home and Shoot the Game " graphically represented this week Matías Martin in the radio in reference to "the hell" that suffers at home. All for the omnipresence of a video game that put parents in alert and with their guard on the winter holidays.

 Fortnite, The Teenager Boom Game (Getty)

Fortnite, The Teenager Boomer Game (Getty)

Nearly the Antipodes, Local Specialists Relate the Negative Impact of the game and explain that are not objects (in this case Fortnite Battle Royale) which generates the dependence but the predisposition and the lability of the individual who takes refuge in the 39, object .

To add more angles to the phenomenon, the World Health Organization (WHO) gave them the reason to parents: defined video game addiction as a disorder of mental health . In other words, I included this pathology in its new International Clbadification of Diseases.

 Javier can spend 12 hours playing without interruption

Javier can spend 12 hours playing continuously

Of course, these extreme cases involve well defined pictures: A I describe it as a "persistent or recurring gambling behavior that is primarily done on the Internet" .

And they mention the inability to control the frequency, intensity, and duration of the activity; the prioritization of the game on other interests of life and daily activities and, ultimately, the recurrence of behavior over time despite adverse negative consequences. The WHO estimates that between 2% and 3% of people who play video games have abusive and pernicious behavior.

A real fight in the virtual world ]

Unlike the boom of Pokemon Go Augmented Reality Game, where Bulk fans roamed the cities in the pokemon hunt, Fortnite, is a type game Real Battle and Survival developed last year by Epic Games. There is a lot of individual strategy and collective help. According to parents, has established a new form of self-absorption and even alienation, through its two versions: Fortnite Save the World (payment) and Fortnite Battle Royale (free, and most used.)

  Fortnite (2)

In the virtuality of the game, which begins on an island, as the stages progress, they can be almost infinite, although battle spaces are getting smaller and smaller. . However, in physical reality, the player remains confined to the enclosure where the game screen, the PC and, to a lesser extent, the mobile phone are inducted (it is available for iOS and will soon reach Android ).

9 to 17 years old Fortnite is a colossal, planetary boom . Jump a generation – say the gamers to Infobae – which ranges from s 17 to 20 years old and then displays its appeal to adults up to 35. Age group less inclined to postpone family experience or responsibilities for playing time.

In Battle Royale mode of play, participate online until 100 players alone or in teams of 2 or 4 members ] The last player or team alive wins. The key is the elimination of opponents and the skill to deploy survival tactics: with different tools, all kinds of weapons are provided and structures are built to "eliminate or hit" the enemy. The game of the team requires a virtual team work. As a result, many users organize to meet their friends online.

Virtuality as the only meeting place

" The meeting place is no longer a house or a burger like up to recently but the virtuality and that's what worries me .With the winter holidays, my son celebrated that unlike other years, we have not done any traveling since this allowed him to stay home until 12 noon uninterrupted .I had the habit of worrying myself when I went out and came back late. Now, my insomnia is that it does not go out. "

The speaker is Mariela, the mother of Javier, a 14-year-old girl who barricaded herself in her house's playroom and, except to insist on the table, the boy does not leave the screen .

Roxana, Martin's mother, describes it as follows: "It's three o'clock in the morning and you hear the cries of him and his friends for the loudspeakers, everyone in his house. Almost always exalted, as possessed by the game .With my husband we tell him to turn down the volume and the next day to do another program.This includes girls as before in joined – c 39 what they say at their meetings – but there is no case: was not released from the house for 15 days . "[19659002]  Boys can spend all day playing at Fortnite

Boys can spend all day playing at Fortnite

Javier, who is a good student according to his mother, contradicts: "I play Fortnite another thing more interesting to do.Also I like to be with my friends .While we play, we are talking about no matter what. "He acknowledges that among his friends he often hears the same warning:" "You are again" we tell ourselves when we see that the other one can not s'. stop a moment ". the parents but not at the point of what happens to Roxana, with his 12 year old son.

Changes in Behavior

"Mom, I need card data .If I do not buy the cards from fight today, I will kill myself. " Tomás told his mother. Tomás is a quiet boy, but that night he was out of control . He kicked the bed, cried all the time and was out of it. That night "I had to" connect me because it was the end of the season. And that was "the last chance" and "had to" do it because if it was not the end of the world. From this virtual world that sometimes blurs the border with reality.

This episode was unleashed a month ago and it was the turning point for Roxana to turn to a psychologist to treat what she already considers "an addiction". "

 New season of Fortnite video game

New season of Fortnite video game

These small signs that she observed months ago, and that seemed to him to be" boys things " ", were actually symptoms of something more serious .

" My son was like an addict who was suddenly removed from the drug. And all that because I asked him to turn off the game and go out to play ball or at least catch his breath " Roxana says.

His son came to secretly use his credit card, to skip meals because he did not want to "cut" and spend hours on the cell phone to coordinate games with his friends.This apart from so many hours in front of the game screen for to play this adventure of virtual survival

"In addition to seeing my son insane, I feel that I live in a kind of Big Brother I have no privacy because plays the games on his YouTube channel all day long. I told him to brake, and cut a second, but then follow. That's crazy, says anxious Roxana

Fortnite was also in the World Cup

Antoine Griezmann France striker and player Atletico Madrid, is a declared fan of Fortnite. And do not hide it. The video of the celebration of their goals during the World Cup, in which imitated video game dances became viral in the networks. He did it when he celebrated the goal against Argentina, and also after scoring the penalty that meant the 2-1 for France against Croatia . On this occasion, Griezmann imitated the steps of the characteristic dance Take the L .

 Antoine Griezmann kicked in the World Cup before celebrating it with one of the dances of one of the game's characters. Fortnite

Antoine Griezmann Strikes Penitentiary in the World Cup before celebrating it with one of the dances of a Fortnite game characters

This is not the only known dance: it also shows that it can move at the rate of ] Ride the pony or Wiggle . And dozens of other avatars.

The British Dele Alli is another of the players seduced by the game. The call was imposed on a planetary level and even slid into the World Cup: the DT Teams from Germany and England had to turn off the wifi at night to eject the game between players . Argentine footballers have also succumbed but not to the point of the Europeans.

 Blevin in the Fortnite Championship which was made in Los Angeles, June 12, 2018 (AFP)

Blevin in the Fortnite Championship The Rapper Drake is also very active in the universe of Fortnite. The game with the streamer and youtuber Tyler "Ninja" Blevins which aired in April from Las Vegas was record: saw over 600 thousand people.

For some, behind the pbadion there is a profitable business : Blevins, which has 5 million followers on YouTube and nearly 4 million on Twitch, 500 000 bill $ per month thanks to 250,000 paying subscribers who follow him

The numbers are stunned and Blevins is an exponent of this unstoppable phenomenon : Fortnite Battle Royale reached a record of more than 125 million players in 9 months and revenues of $ 1.2 billion . Only in May, he came to charge $ 318 million . While this game is for free download, money is made by buying dances or skins (characters).

Is this or is it not addictive?

This seems to be the big question. The degree in psychology Diana Litvinoff author of the book " The hidden subject in virtual reality" and member of the Argentine Psychobadytic Association is categorical: "We must differentiate the enthusiasm, although seen from the outside, it is considered excessive, from what is the addiction " he says.

"If the boy stops doing his homework, he becomes anxious when he does not play and isolates then there is a pathology.But in order to emerge there must be a predisposition to addiction A boy adheres to the game as anything else, but the addictive thing is never in the subject but in the psychic structure of the subject "

Litvinoff points to the wound:" What alternatives do parents provide for this game? Parents have the power to set limits and for that you have to offer them something. They must understand that the virtual world is now the place where boys relate .The girl who was looking for a boyfriend before going to the place, then to the bowling alley.Today is going to Tinder The virtual world, even, can facilitate the meeting just like the video game is today the place meeting in virtuality. These are all phenomena of the time that do not need to be demonized. We must rather think that adolescents do not isolate themselves from the world, isolated from their parents since the elderly are excluded from their world. It's a generational struggle. And the proof that they do not withdraw from the world, that is, at school, the boys are all day together.

 One of Fortnite's Marathons Streaming (AFP)

One of Fortnite's Marathons Streaming (AFP)

The Psychiatrist of the University of Paris 12, Juan Eduardo Tesone agrees with Litvinoff and he draws a parallel: " It's as if this game allowed them to train to survive in an increasingly difficult world. . And as for the modality, they are only contemporary ways of relationship with others. Before they meet in the houses, now they do it online with this community component that has the game. And the virtual does not stop being so real. It all depends on how the person relates to the game. "

With similar arguments Tesone is adamant in defining addictions" like meeting a personality with a product ", whatever it is "I had a patient that I had to treat because of his addiction to something as harmless as water." He was taking 16 liters a day and this strain was affecting his kidneys. 19659002] The UBA sociologist, Manuela Gutiérrez Master in Social Medicine, observes the video game as an example of postmodern society. "The game reveals some of the socio-cultural transformations in which we are immersed." The virtual link between those who play seems to have the same intensity as a face-to-face bond . is not exclusive to Fortnite, but has become a defining feature of the globalized society. "

However, Gutiérrez postulates that the anxiety of parents is accurate in the face of the threat of losing collective meeting spaces . And that, he says, applies to both adolescents and adults.

"Going to the club, the theater, the cinema, the park to counter the individualism of consumption, which becomes an invisible tyranny that sneaks by different ways into our daily lives. This is where you have to put the magnifying glbad. We are social subjects, not robots – he argues. Technology presents us with undeniable progress and benefits, but we must manage with caution and caution to avoid the more complex situations that can generate addictions, phobias and violence. "

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