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"Mom, the Angel killed for the first time without me". "I will not die in truth, huh?" "I'm going to make some victims with the shotgun and then I'll eat." "The machine gun breaks them". Speak as these parents hear about their underage children (even eight years old), who do not see the time to land on the digital island and "kill" anyone in front of them to survive.
The adventurous world of Fortinet Battle Royale, the American game Epic Games (won 125 million players in a few months), conquers the Greek children, while disturbing some of the parents. According to the experts, the concerns stem from three "traps" of the game: hidden violence, the risk of dependency and online communication with strangers.
CONSEQUENCES
In fact, the US authorities in New Jersey announced today the arrest of 24 people belonging to the pedophile and online category with minors, including via Fortnite, while the Greek Center for a more internet sure warns of five possible dangers of free video games (available on mobiles and tablets): addiction, violence, live chat, cyberbullying and integrated shopping.
Aphrodite Ralatou, psychologist "NEA" (MSc Potential Communities, Cyber Psychology) responds to parents' concerns and indicates whether the minor's thinking about survival-violence games is affected and reveals that the scientific community is divided: the subject continues to be investigated. Some data show that violent players have found reduced activation of brain regions controlling inhibitions and self-control, but also in areas of high emotional arousal. It's not accidental age limit to use a game. A younger child can more easily reproduce what he sees, unlike the older child. "
Removes cards
Referring to "Fortnite", he describes an electronic environment of underground violence, reminiscent of cartoons, without blood injections or characters dancing even when they kill. "This is how it becomes expensive for very young children, beware of advice to play from 12 years," stresses and emphasizes: "The biggest concern is always whether the content is suitable for children. However, this concern is beginning to mimic the lack of parental information about the precise activity of the child and how to protect him in the era of new technologies. hours that the child could lose, "addiction" or "problematic use", it is important that the parent sets a time limit. "She emphasizes that in online games, nobody looks like what he looks like. "That's why this child needs to know how to ward off strangers". In cases where basic needs are neglected, isolation or academic performance is declining "we are no longer talking about prevention, the parent should contact a specialist".
COOPERATION
The miners, however, say that thanks to Fortnite, they work with their friends, which happens unlike all the old (solitary) electronic games. "Demonization is clearly not a solution, violence in the game has always existed and will be disconnected or online.It responds to a basic survival instinct," advised the psychologist, advising all parents to play " Fortnite "once:" In a life full of interests, emotions and real "presence" relationships, would the child have the same need to spend so much electronic time? Or is it? an issue and a source of relief? I think these are essential questions that every parent should ask. "
CHANGE OF HONORS
"A badtail of hormones is released"
The functioning of the brain when the minor is involved in a game of violence – survival is badyzed by the psychologist Aphrodite Ralatos. "The feelings of threat to the brain, and especially to a part of the" primitive "brain, the amygdala that controls the instinctive functions, emotions, and especially fear and reaction, activate the mechanism of" leakage " "or" fight. "We then release a badtail of hormones that prepare us to stay alert, such as adrenaline, dopamine, serotonin." These cause alternating emotions, of fear, but also of relief and euphoria, as he explains. "In the second year, the frontal lobe, part of the upper brain, responsible for regulating higher cognitive and emotional functions, as well as logical processing, evaluates the threat in a fantastic way" I'm just playing a game ". However, the frontal lobe develops as the child grows up: "The age of seven does not have the same thought as that of 13. However, a child who develops phobias can potentially develop them on another occasion and conversely, as many children play Fortnite, we could not say that they have phobias, but phobia could be an alarm signal. "
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