Virtual Heroes fighting the “bad guys”. Swords vibrate, blood splatters, bodies falling left and right. Some of these types of hobbies are authorized only for adults but also are played by many children.
Virtual reality is part of everyday life. Children spend an average of two hours per day with computer games. The most popular are those of skill and strategy.
In the group of addicted gamers, who spend up to seven hours in front of the screen, enjoy much favoritism to violent games, it is this group that has placed the biggest problems in the real world. Something that is interesting is that the more violent the games are, the worse the youth notes.
What is not clear yet is whether the poor performance in school decreases because young people play with the computer or, as their yields are at school which leads to seek redress in the computer: be winners, so to speak in the virtual world.
Players addicts, those who play more than eight hours per day, reacting to the images much more emotionally than those who only play occasionally. These virtual players react to stimuli immediately, “training” while their ability to react to real-world stimuli.
Several studies have shown that this type of dependence whether games console or computer can create disease, depression between these stresses. It has been found that almost 80% of players have a syndrome of depression and it appears that the dependence of the computer is more a symptom than a cause.
No computer is what triggers the depression, but the depression that leads people to seek refuge in the virtual world, where they have everything under control and experience success.
Games can be seen as a form of self-medication, but only creates more problems instead of solving them. Only a psychologist can help those people by treating the underlying illness, ie depression.
It would then be seen if the company can live normally in the tightrope that is the balancing act between a real and a virtual world as presented by the same console or computer.