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What effects do online games have on teenagers?

Frontier thinking

Addicted to sales is the "highest realm" of online game players.

There is essentially no difference between online game consumption and drug consumption.

The tears of many parents have made China a group of new rich.

Online game giants have advanced to the central decision-making level.

Online games are competing with the country for talents.

Network is both a noun and a verb.

"Net" includes French Open, Power Grid, Skynet and Love Net. "Collateral" includes meridians, veins, collaterals and veins. Connect the network with the network to form a phrase, which is mysterious, grand, complex and tangled. A collection of emotions, images and ideas is a good word.

Games are also good words. Flowing, short-lived, fleeting, five horses for six sheep, is the original intention of tourists, spring outing, cursor, wandering, hunting, nomadic, wandering, wandering. "You" is a verb and "Xi" is also a verb. These two verbs make up a bigger verb. Originally, the game is a game, not a serious thing, but this magical thing that can't be touched and caught, combined with the Internet, makes many people addicted and makes many teenagers addicted. Good things have turned into bad things, and they are invisible and unstoppable. My parents' tears can't stop, and neither can the government's intimidation. In that small window, there are too many things that look like gods, demons, ghosts and people. Dazzling, dancing.

Three years ago, I said: Heroin is the first drug, more toxic than heroin is the power without supervision, and more toxic than power is the uncontrollable online game.

Mother's Bow and "Spiritual Opium"

Tian Bingxin: You don't specialize in networking. How can you be interested in things other than study and work?

Zhang Chunliang: I think of online games because of the tears of my mothers.

A cousin from a distant hometown used to be a good student with excellent academic performance at school, but eventually he neglected his studies because he was addicted to online games. He dropped out of high school, and still plays Legend in the Internet cafe for eight hours every day. Every time my aunt calls, she cries and asks me for help to find a way.

In September 2004, I witnessed such a scene in an Internet cafe: a mother in her 500 s walked into the Internet cafe with a sad face and went to her son. My son is staring at the exciting online game screen on the computer screen with rapt attention, and his mouth keeps shouting "kill him!" " Kill him! "I don't know my mother's arrival. Seeing this, the mother knelt down in front of her son: "Son, please, mom, let's go to class. Mom has been looking for you for a week ... "Say that finish, she burst into tears, heartbreaking.

I once read a sentence in a literary publication: the collapse of all mothers in the world is great, including wolves. But the mother's collapse is the greatest sorrow of mankind.

Tian Bingxin: The lure of online games to children is the same as the poison of opium to China people, regardless of wealth or status. Whether you are laid-off workers, wealthy businessmen or Gao Qian, countless parents' earnest hopes for their children's future may be destroyed by online games.

Zhang Chunliang: In China, the harm of online games to teenagers has reached the point where serious attention must be paid, and case reports on the harm of online games to teenagers abound in the media.

Tian Bingxin: How many teenagers are addicted to it?

Zhang Chunliang: According to the latest statistics, there are about 20 million online game teenagers in China, including 2.6 million online game addicts. Another report shows that people aged 16 ~ 30 account for 87.4% of online game players, especially teenagers. From modern cities with high-rise buildings to closed and backward traditional villages, Internet cafes spread like viruses. Online games are attached to social organisms like cancer. The online game industry greedily grabs profits from social organisms and injects poison into them, but it is highly respected by virtue of the aura of high technology, relying on the monthly output value of more than one billion and policy support.

Tian Bingxin: Where did you get these figures?

Zhang Chunliang: The 2004 annual reports of IDC (Internet Data Center), China Publishing Association and Online Game Working Committee are authoritative. It is no exaggeration to say that a war against the younger generation has been unveiled. This is a war without smoke. The shocking reality of blood and tears shows that this war is related to the future of China and the fate of the Chinese nation. Therefore, it can be said that if online games are not well controlled, they will probably become "electronic opium" and "spiritual opium" in the 2 1 century.

Tian Bingxin: Will this sentence be a bit heavy?

Zhang Chunliang: No, other kinds of drugs are obviously "toxic" and everyone should take precautions. But people don't know much about online games, thinking that it is high-tech under the guise of civilization. The government supports and encourages them with great fanfare, but they lack supervision, and most teenagers unconsciously become addicted. The government publicly supports it, the media vigorously publicizes it, the merchants vigorously develop it, the market is introduced crazily, and Internet cafes try to manage it ... It seems that everyone regards it as a stimulant for economic and social development and rushes into the artery of developing China.

Online Games, Industry Pearl or Cancer?

Tian Bingxin: To what extent is it harmful to teenagers?

Zhang Chunliang: The data mentioned above is enough to illustrate the seriousness of the problem-there are currently more than 20 million online game teenagers in China, including 2.6 million online game addicts. In other words, at present, at least more than 20 million families have been hurt to varying degrees, and 2.6 million teenagers are in danger of physical and mental injury, even on the verge of tragedy. Through the subtle erosion of young players' body and mind, online games directly destroy the harmonious and stable structure of a large number of families, push the originally happy families into a terrible abyss, and seriously weaken people's social and moral consciousness.

I don't want to demonize online games, but countless shocking facts make us run away from home, steal and even kill people rashly, wondering whether the online game industry is a pearl that brings huge output value or a cancer that creates tragedy and pain. !

Tian Bingxin: Online games have a subtle effect, and it is easy to confuse the illusory world with the real world. Now online games have become the third largest drug-I think the first drug is opium, the second drug is power, and the third drug is internet. Online game is a kind of drug that is more poisonous than heroin in a high-tech, Gao Wenming and highly modern coat. Because its coat is too colorful, especially for some "computer-blind" parents, letting children learn the Internet and computers in order to master a high-tech knowledge will eventually have a great negative impact.

Zhang Chunliang: You are absolutely right. Nowadays, due to the lack of computer knowledge, parents can't supervise their children's behavior. Teenagers are addicted easily because of their poor self-control. They lose and want to win, and win and miss by going up one flight of stairs, which is endless. With the continuous progress of technology, the scenes of online games are more realistic and the plots are more attractive. Players are not just playing stand-alone games, but fighting against invisible people on the internet, which provides players with greater stimulation and temptation. Many underage teenagers in internet cafes are holding cigarettes in their mouths, waving their fists and shouting: "chop him to death!" " "What they compare with each other is' what kind of advanced weapons do I have' and' how many people have I killed today'. This responsibility should be attributed to game developers and operators. What they sell to teenagers is an addiction, and selling addiction is their highest realm. And this kind of sales behavior should be effectively restricted, otherwise it will bring serious harm to the younger generation and corrode the generation.

Tian Bingxin: Making money is very important, but it must not be at the expense of destroying the wisdom and personality of young people.

Zhang Chunliang: On the other hand, the actual buyers of online games are teenagers' parents or guardians, and the victims are teenagers themselves. In other words, these parents buy their own tears, and the developers and operators of online games get the highest profits. It is the tears of many parents that have made a batch of new wealth in China.

Online Games and the Country's Competition for Future Talents

Tian Bingxin: These negative effects may last for ten or twenty years. Have you studied online games abroad?

Zhang Chunliang: I have studied Korean, Japanese and Taiwan Province Province. There are100000 people in South Korea who have been addicted to online games for a long time, and all of them are teenagers under the age of 35. They are the strongest labor force and social productivity in a country. This has caused serious damage to social productive forces. I think of the opium war in the past. The British kept bringing opium to China, turning China people into "the sick man of East Asia". Today's online games also make teenagers in a country addicted to them, which is a terrible thing. Online game players know exactly what medicine they are selling, so no one dares to say that their games are good for physical and mental health.

Tian Bingxin: In another ten or twenty years, this generation of teenagers will grow up and produce the pillars of the country and elites from all walks of life. But according to the present situation, the hidden trouble is very terrible. What do you think is the biggest harm of online games?

Zhang Chunliang: The biggest harm is endangering the future of the motherland. First of all, it encroaches on the study time of teenagers. More and more teenagers are addicted to online games, which not only wastes the hard-earned money of countless parents, but also wastes their time and energy that should have been used for study. Once many talented teenagers are captured by online games, their studies plummet and the country's precious talents are destroyed!

Secondly, it erodes the moral standards of society. A large number of low-level, absurd and naked online games that promote egoism and cold-blooded money worship are spreading spiritual pollution to teenagers who are addicted to them and are in the critical stage of forming their world outlook, making them lose their ideals, moral sense and, in extreme cases, even the minimum standard of being a man. This kind of "electronic waste" and "mental drugs" are competing with schools, parents and the whole society for our younger generation. If a generation of young people have accepted this subtle indoctrination and can do whatever it takes for their own interests, what will the future China society look like? Do people still have a sense of social responsibility? Is there still self-sacrifice and patriotism? Is there still cohesion in society?

Third, it reduces the social responsibility ability of teenagers. Once inexperienced teenagers indulge in the internet, they will greatly reduce the opportunities for social communication and increase social knowledge, and their will quality, self-control and communication ability will become more fragile, and their sense of social responsibility will become weaker.

Fourth, it endangers the health of teenagers. A large number of recess and even class time are used for surfing the Internet, which takes up the necessary exercise time and reduces the health level of teenagers. What's even more frightening is that scientific research shows that the damage to people's nervous system caused by indulging in online games is very similar to that caused by indulging in substance drugs. The content of today's online games is an out-and-out "mental drug".

Fifth, online games have caused crimes to a greater extent, played down family relations, and played down the role of schools and families in the growth of minors. To make matters worse, online game developers are stepping up efforts to attract some of our best software engineers to develop more "interesting" (in other words, more addictive) games. These excellent software engineers could have created knowledge that is really beneficial to society, but now they are used to create more destructive "weapons" (games), thus attracting more teenagers to be obsessed with online games. This is of course a virtuous circle for online game developers, but for the future of our country, this is a vicious circle that can't be worse. Therefore, it is no exaggeration to say that online games are competing with the country for talents.

Tian Bingxin: The Internet is one of the greatest scientific and technological achievements at the end of the 20th century. Science and technology are neutral, and people who master science and technology can do both good and evil. Just as the discovery of atomic energy can bring great energy to mankind, it can also destroy a city in an instant. The original intention of video games is to increase people's pleasure opportunities, but today, when it comes to online games, its attractive ways and development goals are increasingly moving towards the opposite side.

Zhang Chunliang: Yes, it depends on the design concept of online games-specifically "addictive" and divorced from the real world. Online games basically let players play a role in the game. Boys and girls who are unknown in the real world, as soon as they enter the illusory scene of online games, they can choose their dream roles at will-you can start from gangs and be promoted to "king" by various means; Pretending to be a miracle beauty can conquer the world. This kind of virtual scenes and characters, virtual confrontation and conquest, virtual vertical and horizontal cooperation, tempt you to pursue the pleasure of conquest, and it is easiest to capture those teenagers whose world outlook and self-control have not yet taken shape. They are addicted to online plots all day long, addicted like drugs and unable to extricate themselves. For them, the online world is a meaningful world, and they even regard their role in online games as a second life.

In this sense, there is essentially no difference between online game consumption and drug consumption. Both of them are addictive by the temptation of the goods themselves, thus controlling the consumer, making him inseparable from the seller, and making the seller never worry about selling things. Drug addicts actually try to forget or escape from the real world and social responsibility every day. Over time, it has become a waste and a burden to society.

Rigid education cannot compete with online games.

Tian Bingxin: Who is playing online games now?

Zhang Chunliang: According to IDC's investigation report, most of them are junior high school students, senior high school students, technical secondary school students, as well as college students and some young people. They play games for more than four hours every day, and some high school students and college students even reach seven or eight hours. Adults in our country work eight hours and play games for more than eight hours without stopping. Some people can stay in Internet cafes for several days without going out. There are drinks, instant noodles and cigarettes in the internet cafe, and anyone can buy them, whether they are adults or not. The nonstandard management of Internet cafes has also contributed to the proliferation of online games.

Tian Bingxin: How do teenagers get involved step by step?

Zhang Chunliang: Merchants are also racking their brains in the process of indulging in sales. For example, the story of the game is very realistic and the process of the game is not over. Unlike an ordinary chess game, one game is counted, and the next game is over. The endless upgrade of online games is becoming more and more challenging, and it basically grows with players. Nowadays, the study pressure of teenagers is getting heavier and heavier, and online games have created a very relaxed virtual world. In the game, you can kill, set fire, get married and fall in love at will without any consequences. The outlook on life and values are completely distorted here.

Tian Bingxin: Internet cafes have become a place for teenagers to vent their depression, and they can do whatever they want without any punishment. But its consequences are hidden and will erupt in reality one day.

Zhang Chunliang: This also reveals that our current education is rather boring and teenagers are disgusted, which gives the network an opportunity.

Tian Bingxin: The education method is too rigid, uninteresting and not humanized, which will cause teenagers to be tired of learning and choose to escape from reality and fantasize. Seriously, online games are murdering a generation of teenagers with soft knives, and the consequences will be terrible in ten years. Can we risk the future of our country for temporary "economic growth" and illusory "integration into the international community"?

Zhang Chunliang: Yes, many officials and economists love to mention GDP. I want to remind you: What is behind the rapid development of online game industry-the ever-expanding team of online game addicts, among which teenagers account for nearly 90%! Now there are 20 million online game teenagers and 2.6 million online game addicts. Even if the growth of these addicted teenagers is not necessarily synchronized with the industrial income, it is conservatively estimated that the number of teenagers caught in the quagmire of online games will increase by 50% every year. That is to say, if effective measures are not taken, in 2005 alone,/kloc-0.0 million teenagers will join the online game army, and/kloc-0.0 million teenagers will become new online games. More and more teenagers spend all night in internet cafes. How many of them will fall? !

Mr. Lu Xun said that wasting other people's time is killing people for money. What I want to emphasize is that luring others into addiction is tantamount to drug trafficking. Countless parents who want their children to succeed in life have insomnia and cry silently because their children are addicted to online games; The efforts of countless middle school and university teachers have been in vain. Isn't this all the cost of society?

Tian Bingxin: They will get stuck in the virtual world, and then bring the thinking in the virtual world into reality and do all kinds of amazing things. These people will "produce" in large quantities.

Zhang Chunliang: Everyone is likely to become Ma Jiajue, so the national policy orientation for online games should be clear, and the professional ethics and social responsibility of online game players should be strengthened.

Tian Bingxin: Lu Xun said: Save the children. Children who are addicted to it may not understand it yet, but as responsible adults, they should assume this responsibility and legislate as soon as possible. Soft injury to children's body and mind (which means that the injury to the mind will only appear after three to five years) has a long incubation period and serious consequences. If you don't look ahead, you won't realize the problem.

Zhang Chunliang: During the "two sessions", some representatives raised this issue, but it was not taken seriously.

There is another "interest predator" behind online games.

Tian Bingxin: As a new industry, online games have been seen by people: "You can earn thousands of dollars by sleeping every day." Others gnashed their teeth and scolded: "This is an industry doomed to rot." Anyway, behind the huge industrial interests, where is the industrial ethics going? Have you thought about it?

Zhang Chunliang: I thought about it, but I didn't go deep. This is an embarrassing industry. According to the latest survey of China Internet Network Information Center (CN-NIC), netizens spend about one billion yuan directly related to online games every month, and the online game market is expanding at a rate higher than 100%. According to IDC research data, the online game market in China was only 3 1 10,000 yuan in 2006, and it soared to 9 1 10,000 yuan in 2002. But this is only the income directly obtained by online game players, and it also involves the interests of the entire network and telecommunications industry. Roughly estimated, when online games earn 1 yuan, telecom will get more income from 7 yuan. According to IDC's research, in 2002, the direct income generated by online games in telecom business was as high as 6.83 billion yuan, 7.5 times that of online games (a small amount of income needs to be shared with online game partners), and the direct income generated by online games in IT industry was as high as 3.28 billion yuan, 3.6 times that of online games.

However, no matter how big these figures are, they can't hide the reality that online games are an embarrassing industry. A senior insider's view on the development of this industry is quite ironic-"Playing doesn't create value, it's just a value transfer. It's just that part of everyone's spare money is used to raise several enterprises, and creating value depends on serious production! "

Tian Bingxin: China people have long been warned that playing with things is a boring motto. As a part of the entertainment and leisure industry, whether online games are gold mines or opium is probably not only a puzzle for people in the industry, but also a test of the nerves of a nation that has always praised "diligence and meritorious service, but drama is useless".

Zhang Chunliang: Yes, when the social problems brought by online games are severely placed in front of us, the online game industry in China is still confused and has no sense of responsibility. We come to this conclusion not only based on the present situation of online game industry chain in China, but also based on the horizontal comparison of industrial development.

Internet addiction is not incurable.

Tian Bingxin: How do you think this problem should be solved?

Zhang Chunliang: I found such a phenomenon in my investigation: in online games, parents are the guardians of their children, and their parents' money is used to buy online game addiction through children without full civil capacity, so that children are infringed, but there is no channel to solve it. Once, a mother complained to the Education Committee, which said that she was not in charge of it. Complaints to the cultural bureau, the cultural bureau also said that they are not in charge; Finally, she went to the municipal government to petition, but the municipal government said that she was a "unruly", and online game developers and operators could not hear the voices of those whose interests were violated.

Therefore, I think one of the solutions should be public policy, and the formulation of public policy should consider the feelings of victims more. Originally, some intermediary organizations, such as China Online Game Association, should be the staff of the healthy development of the industry, but now they have become organizations that pay for the industry's pockets and become accomplices. The giants of online games have also advanced to the central decision-making level, and their voice is very strong.

Tian Bingxin: China Online Game Association has become a vassal and spokesperson of the industry.

Zhang Chunliang: Right. Secondly, we should vigorously appeal to corporate social responsibility and industry ethics. Just as enterprises should be responsible for the environmental pollution caused by themselves and pay a certain amount of sewage charges, online game developers should also take out some funds, be responsible for the damage caused by their addiction to sales and compensate them.

Undeniably, online games have its positive side, such as promoting the development of telecommunications, promoting the prosperity of IT industry and animation industry, which is an industry with an output value of several billion yuan. However, if the future of 20 million online gamers and 2.6 million teenagers is sacrificed for the prosperity of these industries, it is obviously not in line with the principle of sustainable development.

Tian Bingxin: Related social problems have become increasingly prominent. What do you think of the future, pessimistic or optimistic?

Zhang Chunliang: Both pessimistic and optimistic. Pessimism means that many people haven't fully understood the "network poison", and the preparations made by our society, our government and our families are limited and inadequate. Optimistically speaking, like most diseases, the "virulence" of Internet addiction is not hopeless, but most people have not established a serious mentality in their thoughts and actions. This fluky psychology led to the failure of the existing benign management mechanism of online games, and finally caused the reality and more severe development trend of 2.6 million teenagers indulging in the online virtual world. However, if we really improve these restraint mechanisms and implement them effectively, I believe that our network industry and network culture will really play the role of "educating America and caring for others", and at the same time, it will not affect its rapid development as a dynamic emerging industry.

This is an era in which heroes rewrite myths, a colorful era, an era of liking the new and hating the old, and an era in which many people become ugly and abnormal with online games.

Online games are a bright spot, a focus, a hot spot, a difficult point and a golden point of this era. Some people say yes, others say no. A little mysterious, a little ambiguous. Some people paid gold, some died, some lost their youth, and some became social waste.