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Computer games and reality

 

I think, that I’ll not be mistaken, if I’ll say that a personal computer is an integral part of an interior of each house, at least, in cities. And the most part of users for the first time sit down to computer with the purpose to play a game. And only then they started to use it in work and in study. Why?

And what is reality?

In ancient sacred Indian texts we find out that "the World of a matter is only the game of consciousness and its other form, just like the web weaved by a spider, is a part of its own substance in other form ".

Did you ever observed the person playing the game? Where there is a player? At room, or at the other side of screen? The Virtual reality into which we plunge besides games by viewing films, performances, reading of books and so on is absolutely alive substance, as well as our real world. Therefore, what is our life without our perception, our feelings, emotions, i.e. the game of our consciousness?

There has come an epoch of brands. Both at cinema and in games the common ideas today are realized. Now here a game is based on a film, now there a film is based on a plot of game…

Why this invented world is so attractive? Probably answer is that technical progress has simplified conditions of existence of mankind. It is not necessary for men to chase with spear for predators with huge feeling of famine in contrast to become someone's dinner themselves.

We got a free time to explore the world around, time for imagination and for creation. But thus we search for strong emotions and self-expression which not always we can test in our real life. Often we want to be "in a skin" of opposite sex, to become the general, the king, the president, oh, what there to speak, the-god, the Creator, the Master. We would like to drive a plane or ship, to be the “Formula-1” racer, to become the hero, to rescue the world. And a wide assortment of various manipulators, dancing rugs, helmets, gloves and control panels is promptly approach virtuality to realities. Base difference of computer games from other sources of virtuality is in interactivity, i.e. in opportunity of game to cooperate with the player, to react to his decisions, to change a course of events depending on his desire, etc. We attracted by partnership, instead of passive observing. It is necessary to remember the online-games, in which such accomplice’s quantity become ample, and there are people from the different countries, different social statuses, religions, concessions, etc. Frequently, in virtual game they take the role not lived in a reality, they change a sex. Yes of course, people often would like to be in different hypostatizes, to try themselves in negative from the point of view of morals of a role: to be ruthless skinhead killer at number 47, or to vent their angrily, or to test the madness of "Postman".

In such freakish manner games have occupied our life reality. How much is their influence on it? Researches of different psychologists do not give the unequivocal answer to this question. Necessity to play, to model, to solve a puzzle is one of base needs for our life. Games allow to relax, to get virtual experience, to learn to quickly estimate a situation, to plan the actions beforehand, to foresee a possible course of events.

And transfer all this to the real world. To be the hero, to rescue princess, and this will lift up a level of a self-estimation. Solving puzzles, we form the mind, logic and figurative thinking.

However, games negatively affect the general condition of inveterate players. Long sitting leads to an osteochondrosis, illnesses of eyes and hemorrhoids. Thus it’s not a secret that the clinics for the people, suffering of dependence on videogames which were lost in that reality and cannot adapt in this, already exist. But in madhouses there were patients long before the occurrence of computers.

            It is necessary to analyze the influence of computer games on a reality of different age and sexual categories of their consumers. Overflowing by teenagers game clubs cause the ambiguous attitude of the public, but many mothers speak, that it is pleasant to them, because their children are under supervision and it is not necessary to search them on different cellars like the last generation. Their level of English raises by itself, and also raises the knowledge of history, figurative thinking, design abilities and then some. Well, it goes without saying that males of middle age are the kings of game industry, basically they create those games and, certainly they will not offend themselves and will embody all their imaginations. More difficultly with a beautiful half, when women are not greedy for actions, so the emotional plan is more interesting for them, they usually do not dig in details, but cover wide horizon. These features of perception of the world by the woman are seldom considered by games creators, may be for this reason the number of playing women of much less than men … Additionally, the weaker sex often does not like, and at times simply offends, how their heroines are represented, and it hearts for women the comical attitude to sexuality …

People of the senior generation often demand from game of greater depth at simpler interface, also they love historical games about events, witch witnesses and participants they were.

It is unequivocally possible to tell one - computer games have densely filled our life. Virtuality and a reality are harmoniously supplementing each other. Heroes of games appear on shelves of shops, games influence a fashion and life style. On the other hand, the life dictates, whether there will be actual this or that game.

But all is good moderately. To play or to not play – is your choice.

Anyway, re-read an epigraph ….

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