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ALERT THE NEXT GENERATION

ALERT THE NEXT GENERATION. IMPACT OF VIOLENT AND ONLINE GAMING ON THE NEXT GENERATION BY ARVIND KEDIA. INTRODUCTION. I am Arvind Kedia , Industrialist by profession, husband of Anita, a health nutritionist & father of 2 teenage boys, 17 & 18 years .

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ALERT THE NEXT GENERATION

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  1. ALERT THE NEXT GENERATION IMPACT OF VIOLENT AND ONLINE GAMING ON THE NEXT GENERATION BY ARVIND KEDIA

  2. INTRODUCTION • I am ArvindKedia , Industrialist by profession, husband of Anita, a health nutritionist & father of 2 teenage boys, 17 & 18 years . • My Project Name is ALERT THE NEXT GENERATION . There is a revolutionary change with respect to the life style & online gaming activity of the next generation, starting right from the age of 2 (violent cartoons ,new entrant) to adults. My project deals with the concerns arising out of the same. • The Objective of the project is to create new life, freedom, bright future for the next generation, addicted to violent & online gaming.

  3. YOUR VIEWS • How many of you have children in your family , who spend hours, playing violent or online Gaming? • How many of you know someone in your life, who spend hours playing violent or online Gaming? • How many of you think there is no harmful impact of Violent and Online Gaming on users?? Zero effect. • How many of you think there is serious harmful impact of Violent and Online Gaming on users?? • How many of you think , it has got both.? Good & Bad. • How many of you fear the violent games played by the youngsters may affect their later actions?

  4. Q1. STATUS , RIGHT NOW ? • What is so ,right now , about the status of youth playing non-stop violent and online Gaming ? (THEY CANNOT LIVE WITHOUT IT, ADDICTION LEVEL).

  5. A1. STATUS, RIGHT NOW. • Neglecting- Health & Career • Wasting precious time of their life • Suffering from fear, anxiety , arrogance, irritablity, • Get violent & aggressive very fast. • Spending sleepless nights, • Remain aloof from the society. • Low Metabolism rate. • Obesity………………………………….

  6. Q2. PREDICTABLE ALMOST CERTAIN FUTURE ?? • What is the Predictable almost certain future of these teenagers spending hours, sometime days playing violent and online games on Computers, Mobiles, if no action is taken about it, now ????

  7. What experts have to say ? • John M. Grohol, is a pioneer in online mental health and psychology,USA • Video games are big business with nearly $10 billion in sales in the United States alone last year. But along with growing sales come growing concerns about what effects these games may be having on the young people who play them. • Experiment: functional magnetic resonance imaging (fMRI)to study brain function. He took 44 adolescents to play either a violent video game or a nonviolent exciting video game for 30 minutes .

  8. RESULTS by Dr. JOHN M. GROHOL • Compared with the group that played the nonviolent game, the group that played the violent video game demonstrated less activation in the prefrontal portions of the brain, which are involved in inhibition, concentration and self-control, and more activation in the amygdala, which is involved in emotional arousal.

  9. Dr. Sven Birkits, Psychologist.1 • One of the dangers that society faces from video games is their anti-social ability to suck players in and not let them go for hours, even days at a time. • World of Warcraft a very popular game, is populated by over ten million active players. Driven by Warcraft's ultra-competitive nature, players hunt for weapons and farm gold with an intense fervor not normally associated with games. This competition can lead to addiction to the game, and from these budding addictions stem several problems. A child can lock himself in his room for hours, even days collecting gold, searching for the magical mace.

  10. Dr.Sven Birkits, Psychologist 2 • A lack of face to face contact during a game makes the gamer feel he is alone, creating a false sense of anonymity. Anonymity is a dangerous thing online as it desensitizes players from their actions and words. Unfortunately, just as practice makes permanent, this desensitization becomes ingrained in the gamer's head and can permanently change how they behave in society. • People who talk only in chat boxes can have difficulty in real life forming sentences and expressing themselves because they no longer have the ability to write out a thought and look it over before sending it.

  11. Entertainment Software Rating Board NewYork.1 • One of the major causes of increasing teen violence is that there are more violent games and more children allowed to play them a lot. More studies about the subject have said that boys play more videogames than girls. • Video games also encourage players to identify with and role play their favorite characters. After a limited amount of time playing a violent video game, a player can "automatically prime aggressive thoughts“ . • www.esrb.org

  12. Entertainment Software Rating Board 2 • The researchers concluded that players who had prior experience playing violent video gamesresponded with an increased level of aggression when they encountered confrontation. • The worst part of the violence in video games is that sometimes the youngters stay violent forever.

  13. GAMING BUSINESS GROWTH

  14. GAMING VS MUSIC INDUSTRY • GAMING MUSIC

  15. ONLINE GAMING STATISTICS • WORLD OF WARCRAFT HAS 10 MILLION ACTIVE PLAYERS. • IT MAKES 82.5M $ A MONTH IN SUBSCRIPTION. • IT COSTS 49.99$ TO JUST GET STARTED MAKING ANOTHER 275M $. • THE GAME COST SOMEWHERE AROUND 80M $ TO MAKE.

  16. International scenario • Addiction to online computer games seems to be a growing problem in Asian countries. Chinaand South Korea have both had incidents in which someone died after playing games nonstop for an incredibly long period, sometimes two days or more. A man in China died after a three-day gaming binge at an Internet café. These countries have set up special counseling clinics to deal with gaming addictions, and China has enacted strict laws limiting Internet café access, grading it at par with alcoholism and gambling.

  17. NEW ONLINE THREATS • Youngsters are becoming victims of the Online Gambling addiction and are at times committing cyberfrauds to keep up with their addiction. • Incorporation of sublimal messages, generally sexually explicit material in gaming software, which is a direct access to the subconscious mind, leading to the release of a chemical Dopamine in brain is causing addiction.

  18. What computers have done to us?

  19. How today's youth spending quality time together -

  20. A2. (a) PREDICTABLE ALMOST CERTAIN FUTURE • The violent & Online Gamers will end up with high emotional arousal , poor self control, focus and concentration. • Reckless Driving skills, at times fatal. • Low Self Confidence, Low Self Esteem • Disempowered , Career Damage, • Addiction, Depression. • CONTD..

  21. A2. (b) PREDICTABLE ALMOST CERTAIN FUTURE • Physical Damage will be: Backache, Stress Injury, obesity, Hyperhidrosis which is excessive sweating of hands & feet because of hyper activity of the nervous system. Get Hospitalized or even to Rehabilitation Centres in Extreme Cases. • In somecases they stay arrogant ,violent forever & become antisocial. • Will exhibit unacceptable behavior and become aliens in their own society. • Finally this virtual world will make them Losers in the Real Life.

  22. Q3. NEW POSSIBILITY WILL BE.. • What could be the New Possibilties, for the next generation, who are ignorant of the consequences, if we make them aware of the Dangerous Impact of getting addicted to violent and online Gaming on their future and they realize the implications of the same on their life and permanently leave violent & online gaming and enroll others also into this new possibility ??

  23. A3. NEW POSSIBILITY WILL BE.. • NEW LIFE FULL OF POSSIBILITIES, SELF EXPRESSION, FREEDOM, BRIGHT FUTURE FOR THE NEXT GENERATION. • New life, New Hopes for the Parents , Teachers & Society.

  24. Help for Computer Addict • Make specific time limits. Set an alarm to go off in one hour and end computer time when it rings. • Set aside "computer-free" parts of the day. If your computer use starts after dinner and extends into the night, get all your computer work done in the morning and don't touch it after dinner. • Install software to restrict your access to Web sites that you visit compulsively. Find a friend you can trust to keep the passwords for the software so you can't circumvent it. • Make a list of things you could be accomplishing instead of wasting time on the computer, and post it prominently near your monitor. • Enlist family members to help encourage you to limit your use. It might be difficult to stop on your own. • Put the computer in high-traffic area of the house. With others looking over your shoulder all the time, you'll be less likely to overuse the computer.

  25. What to Do to Better Cope with Gaming Addiction? Solutions by Dr. John M. GROHOL • 1. Track your video game use. write down. • 2. Start the weaning i.e continuously reducing the number of hours in a week. 3. Commit to being in the moment. Living life in the moment means, first of all, to live life outside of a screen. 4. You don’t need that kind of connection. Great for the game developers or publishers, who are enjoying your money. Not so great for you. 5. Turn it off. Yes, that’s right. 6. Technology works for us, not the other way around. Gaming addiction doesn’t have to ruin your life, your work, or your relationships.

  26. Preventive Parental Control • 1. Give only dongle to children for their internet related work with limited balance. • 2. Take children for family outings where no internet connection is available & counsel them. • 3.More of parents / teachers involvement in the physical /alternate activities of the children. • 4. Mobiles with no internet facility.

  27. INVITATION • If you choose to join in this cause wholly out of your will & pleasure : • WE TOGETHER SAVE THE NEXT GENERATION. • You could be the cause in the Transformation of many people’s life. • You will become a leader in the society. • You will be making difference , get experienced and empowered to cause anything in your life.

  28. SPECIAL THANKS TO: • Dr. Ashok Alimchandani, Psychiatrist, Apollo Hospital, Hyderabad. • Swarna & Suresh, My Coaches. • Rajesh Agarwal • Ajay Daruka • Manish • Basvaraj Kohlar

  29. THANKYOU, FOR SPARING YOUR VALUABLE TIME & JOINING ME IN THIS CAUSE. ARVIND KEDIA 88862-88688 arvindkedia123@yahoo.com

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