There is no doubt that the last decade has seen more technology advances than the previous years, that there has been important innovations and people spend a large amount of their leisure time playing on the computer.
The most commonly cited reasons for this are, for example, that computer games evolved, and everyone can have conversations as it is not an isolating activity anymore, that e-games exist for adults and children, and that in many places weather conditions promotes staying indoors and play. However, spending an important amount of free time in videogames it is certainly not a positive hobby.
Nowadays, the industry has developed a considerable variety of games. An activity that was originally destined for kids and adolescents has now immerse in adult lives too. Moreover, gaming used to be a solitary activity but now technology allows users to interact, meet and establish conversations whilst playing, leading many people to lean towards virtual bonds from the comfort of their homes. In addition, those who live in places where extreme temperatures hit the cities, games are considered a good entertainment option.
And how does this impact in society? Certainly, playing on the computer for a large amount of time is not a good thing as it is a sedentary activity. Hence, health problems may occur in consequence. For example, weight gain followed by high blood pressure and atherosclerosis. Moreover, virtual bonds with others can not be compared to real encounters with friends, family, and partners. Therefore, playing virtually cannot nearly be considered a healthy social activity.
In conclusion, this growth pattern comes together with lack of exercise, health concerns and lack of sociability. Everyone should reconsider how many hours they spend in front of a screen, and instead endeavour to replace it with outdoor or cultural activities to enrichen the mind.
There is no doubt that the last decade has
seen
more technology advances than the previous years, that there has been
important
innovations and
people
spend a large amount of their leisure time
playing
on the computer.
The most
commonly
cited reasons for this are,
for example
, that computer games evolved, and everyone can have conversations as it is not an isolating
activity
anymore, that e-games exist for adults and children, and that in
many
places weather conditions promotes staying indoors and play.
However
, spending an
important
amount of free time in
videogames
it is
certainly
not a
positive
hobby.
Nowadays, the industry has developed a considerable variety of games. An
activity
that was
originally
destined for kids and adolescents has
now
immerse
in adult
lives
too.
Moreover
, gaming
used
to be a solitary
activity
but
now
technology
allows
users to interact,
meet
and establish conversations whilst
playing
, leading
many
people
to lean towards virtual bonds from the comfort of their homes.
In addition
, those who
live
in places where extreme temperatures hit the cities, games
are considered
a
good
entertainment option.
And how does this impact in society?
Certainly
,
playing
on the computer for a large amount of time is not a
good
thing as it is a sedentary
activity
.
Hence
, health problems may occur in consequence.
For example
, weight gain followed by high blood pressure and atherosclerosis.
Moreover
, virtual bonds with others can not
be compared
to real encounters with friends, family, and partners.
Therefore
,
playing
virtually
cannot
nearly
be considered
a healthy social activity.
In conclusion
, this growth pattern
comes
together with lack of exercise, health concerns and lack of sociability. Everyone should reconsider how
many
hours they spend in front of a screen, and
instead
endeavour
to replace it with outdoor or cultural
activities
to
enrichen
the mind.