• liquorcause9 posted an update 3 weeks, 6 days ago

    A game online is a video or computer game that can be played over some type of network connection. Networked games may be accessed from home computers and laptops, handheld devices or gaming consoles. They can range from simple text-based games to massively multiplayer online games that feature whole virtual universes and involve transactions – often for points or other enhancements, but sometimes for real money.

    The popularity of many online games has increased alongside the rapid expansion of Internet access and the availability of video game consoles that can be used to play online. qqdewa login of players has also helped to make gaming into a social activity and encouraged friendships and rivalries that span geographic boundaries.

    Depending on the type of game and age of the player, online gaming can have both positive and negative impacts on children’s wellbeing. The social aspect of some games can encourage young people to feel part of a community while the fast-paced nature of some games can challenge their hand-eye coordination, mechanical skills and decision making abilities.

    Some research suggests that playing video games can improve mental stimulation and increase brain function. However, some research has linked excessive gaming to obesity, depression, poor grades and addictive behavior. Parents can help their children stay safe by setting limits on time spent playing video games and keeping the technology in shared family spaces rather than bedrooms. They can also educate themselves about the risks of online gaming and use the tools provided by games companies to mitigate these threats.

    Addressing toxicity

    Toxic and hateful gaming environments can be hard to avoid as gamers connect with people from all over the world, and games companies are unable to control user content. Games companies should focus on improving reporting systems and providing more support for victims of online harassment. They should promote “anti-hate by design” policies, implement IP blocking to prevent repeat offenders and provide more transparency around the ways they respond to reports of toxicity and extremism.

    Civil society organizations should familiarize themselves with academic research into the impact of games, and amplify the voices of marginalized communities who are affected by toxic and harassing environments. They should also support the work of scholars and practitioners who are studying how games can be used for good as well as harm, and encourage their findings to be made widely available.

    Consumer demand is a powerful lever that games companies can use to push for better practices. By refusing to purchase games that have been found to have high levels of toxicity and harassment, we can send a message to games companies that they need to take more steps to address these issues.