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Sunday, November 4, 2018

Influence of Online Games on Children's Emotions

Influence of Online Games on Children's Emotions
Emotion is an overflowing feeling that develops and recedes in a short time; also means psychological and physiological conditions and reactions, such as joy, sadness, renewal, love; subjective courage); angry; religious emotion usually is meant as a mental soul which causes people to be religious.

Emotions, often interpreted as feelings or affections that arise when a person is in an important condition or interaction.

GO, if you understand internet, it is very easy to play, operate, depending on your hand skills, speed of thought, and reaction to the shapes and movements that are on the game screen. GO is also able to be played by all circles, and there is almost no age, educational background, position, and social function.

For children (children), or those who are still classified as children, at the age of kindergarten, elementary school, junior high school, GO forms and features that are very interesting and have various challenges, can be a tool for testing the thinking, adrenaline and dorogan skills for win or defeat the opponent of the game (around it or across there, somewhere).

Now, concerning the influence of GO on children's emotions, can be seen from / when they are pre-playing, during play, and after playing.

Three simple ways to see GO's emotional influence on children (children), of course not the same for all children; there are those who when or win, are mediocre, even barely react; some are very noisy when they win, but sad - cry if they lose.

Excessive emotional reactions to children (children) due to (losing) winning always have, whether it is clear and visible, or invisible. Therefore, if there is time, parents need to have an OGO with them, while playing (and having to lose), if they always lose to others or other players, this time, they win, win against their father or mother.

Then, what is the reaction of adults, especially parents to the remnants of emotion after the child has gone! especially when they were forced to finish playing because they were forced to learn, eat, take a bath, etc., and were forced and forced to come from their parents, when the game was too exciting to win. At such a cycle, rebuttal, resistance, or yes appears, but does not move from the seat, but does not do.

The remaining emotions or followed (in the child who is forced to stop the OGO), usually affects the actions, behavior, actions, subsequent words. Here, parents, adults, mothers, older siblings, etc., do not need to fight them with anger, but rather calmly. For example, words, it's just a game, just fill in the time, tomorrow we will repeat, and we definitely win, you learn or take a bath or eat, then repeat again, until you win.Of course, you as an opa-oma, father-mother, brother, mas-mba, have their own tips on dealing with them (children) who are emotional and emotional due to being online games.

Bro, we share

LITTLE LITTLE NOTE from observations
[caption id = "attachment_226663" align = "alignright" width = "200" caption = "personal / children go to warnet"] [/ caption] Emotions are overflowing feelings that develop and recede in a short time; also means psychological and physiological conditions and reactions, such as joy, sadness, renewal, love; subjective courage); angry; religious emotion usually is meant as a mental soul which causes people to be religious.
Emotion is an overflowing feeling that develops and recedes in a short time; also means psychological and physiological conditions and reactions, such as joy, sadness, renewal, love; subjective courage); angry; religious emotion usually is meant as a mental soul which causes people to be religious.

Emotions, often interpreted as feelings or affections that arise when a person is in an important condition or interaction.
[id = "attachment_226662" align = "alignright" width = "200" caption = "personal / berGO in warnet"] [/ caption] Game Online, is one feature (!?) and availability on (web-site) The internet, which functions as a toy (to be played) individually (or in groups) or connected or connected with other players (who also do the same thing in various places). GO, as the name implies, can only be played if there is internet access, or special suggestions for this (for example, spaces in Warnet, which provide computers to play games).
GO, if you understand internet, it is very easy to play, operate, depending on your hand skills, speed of thought, and reaction to the shapes and movements that are on the game screen. GO is also able to be played by all circles, and there is almost no age, educational background, position, and social function.

For children (children), or those who are still classified as children, at the age of kindergarten, elementary school, junior high school, GO forms and features that are very interesting and have various challenges, can be a tool for testing the thinking, adrenaline and dorogan skills for win or defeat the opponent of the game (around it or across there, somewhere).
[caption id = "attachment_226660" align = "alignright" width = "200" caption = "personal / parents access to internet cafe"] [/ caption] [Must (we) admit that the features available on GO, can have a positive or beneficial impact, but also have negative excesses.] Because of these impacts and excesses, of course it can affect the emotions of those who play GO, especially children (children).
Now, concerning the influence of GO on children's emotions, can be seen from / when they are pre-playing, during play, and after playing.

pre-play, their pattern, whether GO as an interlude or is already an adict - maniac - addicted; if it's only a distraction, then he doesn't spend much time going, still likes to learn or do other things including socializing; but if you are addicted, then he will forget many things, just for the sake of GO; and if there is no money for internet cafes, then pocket money, school fees, papa-mama money in the wallet, can be an alternative.
as long as - while playing, pay attention to reactions if they win or lose; if you win, there will be happy cheers, even shouts of hurray and binggo, and so on; but if they lose, then usually, because of the emotions of defeat, often words of swearing, scolding, obscenities, even cursing at the opponent (who is on the other side); during play, it is usually colored with noisy, happy, crowded, and so on; on cyclones like that, for those who have been addicted, which makes forgetting a lot of things, including learning, eating, drinking and so on.
after playing, the impact and excess due to losing or winning during the GO will appear after they finish playing; for those who are addicted to GO, lust will arise - to defeat the opponent and win the game, and it must pay off; if there is no money, then that, then use it in / from alternative sources; for those who are GOIs, it is only a distraction, so it is more calm and mediocre.

Three simple ways to see GO's emotional influence on children (children), of course not the same for all children; there are those who when or win, are mediocre, even barely react; some are very noisy when they win, but sad - cry if they lose.

Excessive emotional reactions to children (children) due to (losing) winning always have, whether it is clear and visible, or invisible. Therefore, if there is time, parents need to go with them once in a while, while playing (and having to lose), ifThe remaining emotions or followed (in the child who is forced to stop the OGO), usually affects the actions, behavior, actions, subsequent words. Here, parents, adults, mothers, older siblings, etc., do not need to fight them with anger, but rather calmly. For example, words, it's just a game, just fill in the time, tomorrow we will repeat, and we definitely win, you learn or take a bath or eat, then repeat again, until you win.

Of course, you as an opa-oma, father-mother, brother, mas-mba, have their own tips on dealing with them (children) who are emotional and emotional due to being online games.

Bro, we share

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