Internet and Us

One of the best and worst innovations of the twenty-first century is easy access to the internet, if you ask me. Of course, there are benefits such as easy access to information, and how much of it is a return is a separate issue, but we can all observe that the new generation uses this tool as a game and a waste of time rather than information. This is not the case only in our country, but in Europe this business has gotten so out of hand that rehabilitation centers are being created for various games and internet addiction. I’m afraid that in the coming years, Internet Addiction will take its place as a problem in the psychology literature, just like too much shopping and unnecessary consumption.

Especially in today’s young people, the most serious addiction is observed in ONLINE games. So what are these games? You direct a character that represents you in the virtual world and make an effort to make him richer / stronger / more popular. This is where the problem starts. Almost all of us know that while watching a horror movie or thriller, we give high reactions to a figure that suddenly appears or events that happen to one of the leading roles. The reason for this is that we identify with the characters we see on the screen and involuntarily put ourselves in their shoes. Unfortunately, the same situation is manifested more strongly in online games. Young people who bury their hours in these games have a deep identification with those characters in the virtual world, and the game becomes a goal rather than a means of entertainment. So much so that it can get in the way of school lessons and affect their whole lives. I watched with amazement as my young brother, who was studying one of the sections accepted by the society in a student house where I was a guest, played these games for about 40 hours without interruption. Of course, the decrease in school subjects is not the only disadvantage of the situation. This artificial world, which is served ready in front of us in the virtual world; It steals the imagination of our youth, and thus the productivity of the next generation. In the games played during the periods when the virtual world did not take the ropes; While there is unlimited imagination and productivity, this generation’s understanding of play includes mental laziness and fulfilling automated game rituals. In our old game understanding; The playgroup, that is, a small peer society, had an important place, and the moral guard or police of this peer society was taken by the parents. Thus, children; In the small society in which there was not much use of slang and violence (which, if hit, parents intervened and calmed the atmosphere by saying “play brother and sister”), games were played where roles were shared and preparations were made for the future life in this way. Even introverted children had the opportunity to open up and explore themselves in the playgroup. But in the current game system, the situation is different. Again, it is acted in a group, but this group is online, that is virtual, so all kinds of slang are used here, most of the games are already built on violence. Unlimited slang and humiliation used here; Those with superior in-game character can be bullied on the street and behave inappropriately to social norms, while those with weak in-game character are more introverted and depressed due to their identification with their virtual characters, be aggressive towards their siblings and parents, spend more time in the game, and when they become superior. can cause them to become aggressive. Again, due to these online groups, we can say that young people cannot socialize properly and they have difficulties in catching a social role for the same reason. The roles previously acquired in our games were the result of the knowledge we gained by observing our parents. We would adopt our social role by processing this information with games. For example, in a doctor game, a girl would play motherhood, baby-sitting and cooking, while the game partner girl or boy would live in the game of profession, which adorns her dreams. Today, the responsibility of young people who get high grades in the university exam and do not know which department to write is also the responsibility of the young people who are subject to sentences that begin with the phrase “I was your age …..” belongs…

So why do these addictions occur? From the moment a human being is born, he acts with an instinct of mortality. As the phrase goes, his effort is to defeat death or to leave a legacy to the world after death, which in Islam we call charity, a child is in this class. From an existentialist perspective, game addiction is the result of an effort to overcome death. Because in that virtual world, a person experiences a virtual satisfaction, dies and can easily come back to the same world after he dies. On the other hand, another step to defeat death is to kill, that is, to dominate it, which is abundant in games. Since these provide easy and virtual satisfactions to people’s innate desires and needs, the mind develops addiction to them after a while, telling people to turn to the game, which is a simpler way of satisfaction, instead of solving the troublesome problem. We talked about the game from an existentialist perspective with a one and a half hour video in 2012, the part we mentioned above is quite superficial and is mentioned to give an idea.

A second trigger in addictions is the convenience of the virtual world. One of the sources of disorder mentioned in REDT, one of the most common therapy schools in the world, is excessive facilitation. The ease of earning life in this virtual world, being able to easily gain money, fame and power, causes the mind to establish a tighter identification and make the game a goal.

What we need to do is actually simple, we should not offer technology to our primary and secondary school children without limits, we should play games with them and create family activities such as joint reading hours. We have to get them interested in any sport and give them a variety of responsibilities so they can face real life, albeit in small doses. We must observe their abilities well and guide them according to their abilities. And above all, we must approach them with unconditional love! unconditional love; Instead of giving love to them according to their academic success or good behavior, it is not to deny them a warm hug in any case, but to warn them by showing our love for their negativities and ask them to fix it.

As you know, the problem is not limited to online games, unfortunately, ofline games and virtual platforms (social media), which are opening a new one day by day, are issues that need to be talked about on their own, and perhaps will need to be talked and written about for days. Hoping to discuss such a broad subject at a wider time…

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