Background and Aim: Computer games as an entertainment tool are popular among children and teenagers due to their audio-visual appeals caused by diverse and captivating images. This tool, along with its positive features and applications, such as creating creativity in users, can cause physical and mental disorders in children and teenagers in the long run. Therefore, this question is raised that to what extent can the scope and extent of using this phenomenon be suitable for children and teenagers? And according to the variety of game styles, is there a pattern and criteria for grading games? Are there non-entertaining aspects of games in addition to the fun aspects?.
Method: Therefore, the present writing analyzes the research findings and data studied on the behavior of children and adolescents in a library method, with the aim of investigating the harms of computer games with From the point of view of experts in medicine, psychology and educational sciences, exploitation follows its non-entertaining aspects in the atmosphere of soft war.
Results: Playing standard computer games, as it is effective on the growth and development of thinking and emotional intelligence, in case of excessive use; it leads to a wide range of mental and psychological damages for its audience. He said that based on the research data, its feedback can be counted. Also, in the production of such games, although the rating criterion is included for the age category of the players, it is not applied in their distribution. In addition, the non-entertainment aspects of games with the purpose of promoting and spreading cultural and religious anomalies among the generation of children and teenagers is a hidden platform that has been paid less attention to in the atmosphere of soft war.
Conclusion: Therefore, increasing the production of domestic games in accordance with the religious and indigenous culture of the country, as well as monitoring and controlling the distribution process of computer games market, requires the attention of experts in this field, in the light of culture building. Islamic-Iranian, regarding public education in determining the standard pattern, amount and type of use of computer games, an issue that has not been followed seriously so far.
Please cite this article as:
Keykavosi SM, Jafari Harandi M, Jafari Ghaazi Jahani M, Jafari Ghaazi Jahani B, Deisi SH. The Pathology of Computer Games: A Threat to National Identity and a Tool for Soft War. Child Rights Journal. 2023; 5(19): 1-29. |