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Sunday, July 29, 2018 14:35
Social retreat, isolation and confinement. 12 hour marathons
At dawn, I beg parents who molest in bitter discussions
family and adoption of drastic measures: to hide the controls
of the game, agree on dissuasive methods in WhatsApp groups to
far from "vice", even consult psychologists before the evidence of
that behaviors have jumped the threshold of normal towards that
Behind this, the prevalence of
seems to be considered a unique interest mainly in men
teenagers: boys fanatised or copped by an "addictive" game,
able to change the linking means because they now refuse
get together in homes with friends because synchronized virtuality to
the specified hours are the only meeting place.
Many parents that "demon" is called Fortnite Battle Royale, a "drug"
it generates dependency – they say – and turns their kids into zombies.
"Ya
they do not even dream of being football players, lawyers or anything, now
they aspire to be players because they are passionate and they know that they can win
fortunes " tell a mother.
In their complaints appear both concern and helplessness.
house and shot the game" this week Matías Martin graphic on the radio
in reference to "hell" he suffers at home. Everything for the
omnipresence of a video game that puts parents on alert and with the
High guard on these winter holidays.
Fortnite, the game of the perch of adolescence.
in the antipodes, local specialists relativize the impact
video game and explain that they are not the objects (in this case
Fortnite Battle Royale) which generates an addiction but the predisposition and
the lability of the individual who takes refuge in the object.
Add
more angles on the phenomenon, last month, the World Organization of
Health (WHO) gave the reason to parents: it defined the dependence on
video games as a mental health disorder. In other words, he understood
this pathology in his new International Classification of Diseases
Javier can spend 12 hours playing uninterruptedly.
Claro
that these extreme cases involve well-defined images:
described as persistent or recurring gambling behavior
it's done mainly online. "
And they mention the
inability to control the frequency, intensity and duration of
activity the prioritization of the game on other interests of the
life and daily activities and, finally, recurrence of behavior
in time despite the generation of negative consequences. WHO estimates
between 2% and 3% of people who play video games
an abusive and pernicious behavior
A real fight in the virtual world
A
Unlike the Pokemon Go boom, augmented reality game, where
Bullying fanatics roamed the cities in search of pokemons,
Fortune, it's a real fighting and survival game,
developed last year by Epic Games. He has a lot of strategy
individual and collective help. According to parents,
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).
In virtuality
of the game, which starts on an island, like the
scenarios can be almost infinite, although spaces where
the fighting is more and more reduced. However, in physical reality,
the player remains confined to the speaker where the screen is inducted
Play, the PC and, to a lesser extent, the mobile phone (it is available for
iOS and soon will come to Android).
Fortnite is a colossal boom and
planetary, which produces fascination in adolescents and even in
According to a Newzoo study, which includes data from 16 countries,
68% of the players have between 10 and 30.
In the modality
Battle Royale Online Game Up To 100 Solo Players
or in squads of 2 or 4 members. The last player or team
I live victories. The key is the elimination of adversaries and the expertise
deploy survival tactics: with different tools
provide all kinds of weapons and build structures to "eliminate or
hit "the enemy".
As a result, many users are organized to
to be online with friends
Virtuality as the only meeting place
"The
meeting place is no longer a house or a hamburger like
recently the virtuality and that is what worries me. In these
winter holidays my son celebrated that unlike the other years not
we made a trip since that allowed him to stay at home while playing
until 12 hours uninterrupted. I worried when I went out and
I was late Now my insomnia is that it does not come out. "
The speaker is
Mariela, Javier's mother, a 14-year-old girl who has barricaded herself
in the playroom of his house and, with the exception of the insistence to make him feel
at the table, the boy does not take off the screen.
Javier, who is
good student according to his mother, the contradicts: "I play a lot of hours at
Fortunite because I have nothing else of interest to do. Also I
It's fun to be with my friends. As we play, we talk about
thing ". He recognizes that among his friends we often hear the same thing
warning: "You're hooked again we say to ourselves when we see that the other
he can not stop for a moment. "
For her part, Alejandra, the mother
from Martín, describes it in these terms: "It is three o'clock in the morning and
the shouts of him and his friends are heard on the speakers, each
in her house. Almost always exalted, as if possessed by the game. With my
husband we tell him to turn down the volume and the next day do another
program. This includes girls as before in the meetings, so that they
they say at their meetings – but there is no case: there are 15 days, he does not go out
Boys Can Spend All Day Playing at Fortnite
These cases disturb parents, but not about what happens to Roxana with her 12-year-old son.
Changes in Behavior
"Mom,
I need data on the map. If I do not buy combat cards today
I'm going to kill myself, "Tomás tells his mother, Tomás is a quiet boy,
but that night was out of control. Kicked the bed, cried all the time
and he was out of it tonight "I had to" connect because that was final
of the season. And it was "the last chance" and "I had to" do it
because if it was not the end of the world. From this virtual world that sometimes
blurs the limit with the real.
This episode is unleashed
a month ago and it was the turning point for Roxana to resort to a
psychologist to treat what she already considers "an addiction".
New season of Fortnite video game.
small indications that she had observed for months, and which seemed to him
"boy things" were actually symptoms of something more serious.
"My
His son was like an addict who is being kicked out of the drug. And all
because I asked him to turn off the game and go out and play the ball or
at least to breathe a moment ", tells Roxana.
His son came to
secretly use your credit card to skip meals
I wanted to "cut" and spend hours on the cell phone to coordinate games in
Network with your friends. That apart from as many hours in front of the
Game screen to play this virtual survival adventure.
"
to see my son insane, I feel that I live in a kind of Grand
Brother, I do not have privacy because he plays games all day long
on your YouTube channel I tell him to brake, and cut a second but
then continue. That's crazy ", Roxana's anxious account
Fortnite was also in the World Cup
Antoine
Griezmann, striker of France and player of Atlético Madrid, is a fan
declared Fortnite. And do not hide it. The video of the celebration of their
goals during the World Cup, in which he imitated the dances of the game,
they became viral in the networks. He did it when he celebrated the goal against
Argentina, and also after scoring the penalty that meant 2-1
for France against Croatia. On this occasion, Griezmann imitated the steps of
characteristic dance Take the L.
Antoine Griezmann kicking
the penalty in the World Cup before celebrating it with one of the dances of a
Fortnite game characters
This is not the only little dance
he is known: he has also shown that he can move at the pace 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 appeal prevailed
planetary level and even slipped into the World Cup: the
DT selections from Germany and England had to turn off the wifi
the night to eject the game between the players. The
Argentine footballers have also succumbed but not to the point of
The Europeans
Blevin in the Fortnite Championship that was made in Los Angeles on June 12, 2018.
Rapper Drake is also very active in the world of Fortnite. The game
with the serpentine and youtuber Tyler "Ninja" Blevins that aired in April
from Las Vegas it was a record: more than 600 thousand people saw it.
Some, behind the passion, there is a profitable business: Blevins,
has 5 million subscribers on YouTube and about 4 million on
Twitch bills $ 500,000 a month through the 250,000
payments from subscribers who follow it.
The figures are for the
amazement and Blevins is an exponent of this unstoppable phenomenon: Fortnite
Battle Royale reached a record of over 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 from
free download, the money is made through the dances or purchase
skins (characters)
Is this or is it not addictive?
This seems to be
the big question Bachelor in Psychology Diana Litvinoff, author
from the book "The hidden subject in virtual reality" and member of
The Argentine Psychoanalytic Association is categorical: "We must differentiate
the excitement, although from the outside, it seems excessive, what is the
"If the boy stops doing his homework,
anxiety when he is not playing and he is isolated then there is a pathology. But
to emerge there must be a predisposition to addiction. A boy is
it sticks to the game like anything else, but the addiction is never
in the object but in the psychic structure of the subject. "
Litvinov
put your finger on the wound: "What alternatives do parents offer?
at this game? Parents have the power to set limits and
it's something to offer them. They must understand that today the world
Virtual is where the kids relate. The girl I was looking for
boyfriend before going instead, and then to the bowling alley. Today is going to Tinder. The world
can even facilitate the meeting as well as the
The video game is now the meeting place in virtuality. Are all
Phenomenal phenomena that should not be demonized. You must think, more
well, that teens do not isolate themselves from the world, they isolate themselves from their
parents, since the elderly are excluded from their world. It's a fight
generational And the proof that they do not withdraw from the world is that in the
the guys from school are all day together. "
One of Fortnite's marathons in streaming.
Psychiatrist of the University of Paris 12, Juan Eduardo Tesone, agree
with Litvinoff. And he draws a parallel: "It's as if this game
to train to survive in an increasingly difficult world. Y
As for the modality, they are only contemporary means of relationship
with the others. They met in the houses, now they do it online, with
this community component that has the game. And the virtual does not stop
be true too It all depends on how the person relates to the
jeu. "
With similar arguments Tesone is emphatic when defining
Addictions "like the encounter of a personality with a product",
no matter what. "I had a patient that I had to treat because of his addiction to
something as harmless as water. I drank 16 liters a day and this constraint
it affected his kidneys. "
The sociologist of the UBA, Manuela
Gutierrez, a Master in Social Medicine, observes the video game as
epitome of postmodern society. "The game leaves a few highlights
sociocultural transformations in which we are immersed. The
virtual link between those who play seems to have the same
the intensity of a face-to-face bond. But this element is not
Fortnite, but it has become a hallmark of the identity of the
global society. "
However, Gutiérrez postulates that the
parents' concern is accurate facing the threat of losing
the spaces of collective meeting. And that, he says, applies as much to
teenagers and adults.
"Go to the club, the theater,
in the cinema, at the park to counter the individualism of consumption
he becomes an invisible tyranny who sneaks in different ways in
our daily life. This is where you have to put the magnifying glass. We are
social topics, not robots, she argues. Technology presents us
progress and undeniable benefits, but it must be handled with caution and
precaution to avoid the more complex situations that can generate
addictions, phobias and violence. "
Source: https://www.infobae.com/sociedad/2018/07/29/fenomeno-fortnite-el-juego-adictivo-que-concern-to-parents -and-generates-profits-for-millions of dollars /
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