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Thirst to play computer games is familiar to each curious and developing person. Age, a sex - any restrictions. All of us play, not noticing as passes time and events by us (crookedly) much. The aspiration to get in the virtual world grasps any who has preferred to spend time, having plunged in the next game novelty a novelty. Whether someone sees in this employment hardly a kind of sports, others simply try to distract and have a rest from heavy day.
Any rules, any restrictions
Thirst to play computer games is familiar to each curious and developing person. Age, a sex - any restrictions. All of us play, not noticing as passes time and events by us (crookedly) much. The aspiration to get in the virtual world grasps any who has preferred to spend time, having plunged in the next game novelty a novelty.
Whether someone sees in this employment hardly a kind of sports, others simply try to distract and have a rest from heavy day. So harm or advantage, necessity or aimless expenditure of time - that represent computer games? The set of fields of activity of people passes to the automated functioning. Now it is possible to operate the personal bank account from office, instead of to go to bank; to send letters, using more effective and fast e-mail; to communicate in a mode of real time, seeing the interlocutor on the screen of a computer, but being for hundreds kilometers from it.
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| Kill and enjoy! |
Thus, in conditions of a prompt computerization of a society the personal computer (PC) of the house any more is not a rarity, and possession of the personal computer even at a level of the user to become obligatory quality of the modern person.
In order to prevent negative influence of street on the child many parents get the personal computer, including, that so he (or she) can learn new, be trained. A following step - connection to a network the Internet - to ocean of the information and boundless opportunities.
Games classification
Let's notice, that the most primitive games are built in operational system and is on each personal computer without exception (the Kerchief, the Patience "Spider", the Sapper). They are simple, not long and quickly bother. And here for adventurouses more intellectual kinds of games which variety is capable to satisfy any inquiry and taste of gamers are created. We shall result their elementary classification: • Action-arcade (Need for Speed: Underground 2, Half-Life 2, Star Wars: Battlefront); • RPG (Star Wars: Knights of the Old Republic); • Simulators (Football Manager 2005, FIFA 2006, NHL 2005); • Strategy (Knights of Honor); • Action/RPG – (Diablo II); • Adventure, Quest (Larry Magna); • Action/Adventure (Silent Hill 4: The Room, Lara Croft Tomb Raider: The Angel of Darkness); • Mix (Port Royal 2, Harry Potter and The Prisoner of Azkaban); • Logic (Ballance, Chessmaster 9000); • MMOG (Star Wars Galaxies: An Empire Divided, Unreal Tournament 2004, Joint Operations: Typhoon Rising).
Apparently, to borrow is than: it is possible to run and kill terrorists, to be the killer (to receive tasks and to kill) or the hero (to enrich the lock and to grasp others to collect an army to search Graal) to participate in racing competitions, to travel in the Universe as the space ranger, to create the civilizations, and easier to be worm and to struggle with other team of worms. In the Internet-games the opportunity to meet and communicate with people from different corners of the world is given.
New virtual drug
Besides according to researches of employees NY University of R.Shona Green and D.Bavele, active genres of type RPG and racing simulators improve ability of a brain to process the visual information. A player on 30 % cope with problems on tracking simultaneously behind several fast-moving subjects is better. On Counter Strike even the world annual championships (with monetary compensation) which, in opinion of organizers, develop feeling of solidarity, speed of reaction and strategic thinking are spent. And now we shall think of an underside of a medal.
And who has solved what to play - harmfully? Actually, the problem "game mania" cannot be named one of new. In 80th years there were preventions of dangerous influence of a computer and computer games on mentality of teenagers in mass media. In 1994 sociologists have designated a phenomenon of psychological dependence of the person from the software. Today many scientists consider, that computer games are a drug. In fact they cause accustoming, raise passion. A wide circulation "drug" has received among students and schoolboys. And now, having come from employment, students choose a computer, instead of reading or sports. What for to go on street to play football if already there is its electronic kind and it is possible to play houses with a computer?
What for to play a chess or backgammons with the person if with a computer even to think not necessarily, in fact it offers possible variants of courses? There is an opinion, that games develop aggression, narrow a circle of interests, impoverish emotional sphere. Gamers cause inability to be switched to other entertainments and feeling of the imaginary superiority over associates.
The negative picture is supplemented with infringements of health: decrease in visual acuity, fast fatigue, and other pains. Besides for that it is possible to wait from the teenager who has spent all time behind games. To that has it learned and whether can live in the real world, instead of virtual where all is solved one movement of a mouse? Probably, for this reason in China it is forbidden by the legislation to play network RPG more than 3 hours per day. For today the problem of computer games remains not solved. Disputes became more loudly and more aggressively, and games - are more numerous and are more various.
But, perhaps, let the society uses a virtual drug, than perishes from real. It is important to calculate only a doze, in fact as great people spoke, ONLY the DOZE DISTINGUISHES the MEDICINE FOR POISON.
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