The Impact of Videogames on Work and Leisure Management - 79-92
Abstract
Video games represent a topic that everyone knows something about. Whether they play games themselves, know people who do, are passionate about watching others play, or simply belong to those who say "these games ruin a generation." What is certain is that the emergence and evolution of video games have brought about changes both in terms of work and the management of leisure time. It might be easy to look at things from an enthusiastic perspective and declare, if we're in the pro-video games camp, that they represent the future and are a true achievement. It is also easy, if we're more skeptical, to consider video games a threat to productivity and negatively affecting us. The truth, as life has accustomed us, lies somewhere in the middle. Video games represent a migration to the digital world and demonstrate that people have already begun to surpass the limits of the body and mind through this technology. Not only are individuals exploring new experiences and identities that they wouldn't otherwise have access to, but they're also beginning to form their own identity based on experiences in the digital realm. I aim to analyze to what extent video games affect an individual's private life, as well as how they affect them in terms of organizing leisure time and losing track of time in front of the computer. Additionally, I will examine how reality intersects with the digital worlds present in video games to determine to what extent these aspects affect the passage of time for those who engage in these activities. I will consider both the positive and negative aspects, in order to highlight a perspective as objective as possible. Finally, I will also provide some advice for those who are eager to play video games but find it difficult to manage their time so as not to overindulge.
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ISSN 2668-0009; ISSN-L 2668-0009