Summary

Modern young human is subjected to multimedia impact faster and faster. Traditional forms of education and contact are replaced by television, internet, computer games or colorful magazines. That kind of spending free times displaces traditional methods of education and known games and fun.

To properly develop it is necessary to contact with other people and communication with him. Thanks to communication, people learn to like each other, respect, build mutual trust and realize common goals. In the old days parlor games were popular. Several people had to play, that is how direct interaction occurred. All families were playing in that way very often, which caused the develope and improvement of family ties. Expensive gadgets were unnecessary to play. Piece of paper, gum and chalk were enough to play.

However in the twentieth century and in the beginning of twenty-first century took place the rapid technological development. Media and technical measures started to replace other human as dialogue partner very often. Real world, direct contact with other person became replaced by virtual world. This state of affairs causes that human loses slowly his identity and gets lost in the surrounding reality.

Parents do not have the time to play with their kids, because they need to “make money”, and when they come back from work, they are too tired very often and have a lot of household duties. Direct contacts are displaced by “contact” with computer, which is limiting personal contacts meanwhile allows acces to newer electric devices. Very often kids play computer games all by them self communicating only with the machine – computer.

That form of spending free time became for kids that attractive, that they want to stay at home with computer than go out for a walk, sport or meet with friends.

Phenomenon of computer games rises now very strong emotions both for kids as for youth and adults. Somehow computer games are received as modern and very attractive forms of fun, which are giving a lot of fascinating adventures in virtual world.

On the other hand these modern forms are terrifying by a large dose of violence, atrocities waking legitimate concerns of educators, psychologists and educators.

A lot of teachers and parents do not see the problem of computer games. They can not see that computer games can addict. Average person does not believe to information that internet, computer games, shopping, job can addict and make havoc in their life. Society’s knowledge about addictions to computer games is alarmingly low. Note, however, that computer games raises threat, but also allows develope of young man and new experiences.

The main thesis of the work is to present the phenomenon of computer games, their history of develop, kinds, and also to present positive and negative impact for youth.

When writing jobs used to analyze the available literature on the psychology, pedagogy and sociology, and there are presented results of surveys conducted on 60 people aged 15-16 years old of Public Junior High School student No. 4 in Opole. People in this age range were selected for the study, because it is the young people have the most contact with computer games and network, which can result in addiction. Is selected survey as a way to perform the test because it is the most commonly used technique research. Using the questionnaire it is easier to cover a large number of people with specific guidelines.

To clear and legible introduce the subject of games referenced to the pioneers in this field like M. Braun – Gałkowska, I. Ulfik – Jaworska, J. Izdebska and other authors of a literature of computer games and their impact.

The work consists of four chapters. In each of them they show different aspects related to the topic of computer games and network.

In Chapter I contains the history of the rise of computer games, the concept of the game, their division and an outline of modern games, such as online gaming. Based on the available literature and self knowledge is created division games types. The chapter ends with a characterization of the phenomenon of online games such as online gaming.

In Chapter II. is shown the impact of games on children, adolescents, and adults, as well as the impact of games on building and maintaining relationships in the family.

In Chapter III. is shown a positive and negative impact of games on children and adolescents, and addiction on them. This chapter presents two approaches to the game to preserve the objectivity of the growing interest in computer games and network. There are presented the phases are gambling addiction, prevention and institutions dealing with behavioral addictions.

Last IV. Chapter entirely devoted to the results of surveys which were carried out on young people aged 15-16 years, in Public Junior High School No. 4 in Opole This chapter contains the main goal and specific objectives of the work, hypothetical assumptions, research problems and methods of research and analysis of research. The results are presented using tables in a clear and readable way.

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