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About 13 years ago, the psychologist Cristiano Nabuco, of the Institute of Psychiatry of the Hospital das Clínicas de São Paulo, brings together young people to discuss and treat technological addictions, among which the use excessive video games. From the last decade to now, one of the differences is that participants are getting younger and younger. If they were before the age of 15 or 16, now they serve children of 7 and 8 years old.
Last week, the World Health Organization (WHO) came to clbadify addiction in games as a mental illness. For him, this opens a space to discuss support for dependents and calls society, from school to game development companies, to think. For him, games are built to capture more and more attention. "Today, unlike before, games have more play," he says. "There are direct and indirect pressures for you to always want to play more."
What is this change promoted by WHO?
For 15 years, we have tried to recognize this technological dependence as a pathology. Now, we can have, for example, a health insurance that pays this attention. Several clinics had to be closed because they could not afford it. In China alone, there are more than 150 hospitals for drug addicts. This will make you look more clinically, understanding that it is a new disease of the 21st century.
Is there a risk that the change will cause unnecessary parental concerns?
You'd better exaggerate the fact that you pay less attention. What we do know is that games are designed to attract attention. At the beginning, many points are distributed, creating facilities because they know that the young person is very sensitive to social badessment. Insofar as it distributes punctuation, it affects the self-esteem, usually unconsolidated, creating attractiveness, making that after a while, it has to devote more and more of it. hours to play. And worse: if we had games where the game was over, today it does not exist anymore. Your team is a group depending on your efforts. It comes from not being able to disappoint and let others in the hand stop to play.
And what is the difference with the public served 13 years ago?
He becomes more precocious. They were older children. Today, they are 7, 8 or 9 years old.
When is the use of video games sick?
When we start sacrificing activities like studying, exercising, interacting, being connected. This gains a greater proportion with the mobile, creating a perspective of access to the game in any location.
How does the treatment work?
Typically, the primary aspect is psychotherapy, in some there are medications to try to control this behavior when it is over.
And how should the family act?
The big question is: how much would it be fair or appropriate to play? What we usually suggest is that the young man can use, since all the other obligations have already been done – he was studying, sleeping, feeding, taking care of him. 39; hygiene. Always with supervision and never exceeding deadlines. In digital life, these people may have a degree of reality management that they do not have in real life. This makes them prefer virtual reality because they can have a sense of belonging.
Is it a problem exclusively for children and adolescents?
Priority, teenagers, young people. But other platforms are also very addictive: social networks, all kinds of applications in which there is continuous use. The information comes from the newspaper O Estado de S. Paulo.
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