Авторы

  • Zukhro Makhramova
    3rd year student of the Chirchik State Pedagogical University

DOI:

https://doi.org/10.71337/inlibrary.uz.dis.87043

Ключевые слова:

computer games cyber gaming youth spirituality happiness human consciousness computer addiction positive and negative effects of games.

Аннотация

This article presents several ideas on the positive and negative effects of computer games, a topical issue of today, and ways to reduce addiction to them.


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DEVELOPMENT AND INNOVATIONS IN SCIENCE

International scientific-online conference

40

THE IMPACT OF COMPUTER GAMES ON THE MIND OF YOUNG

PEOPLE

Makhramova Zukhro

3rd year student of the

Chirchik State Pedagogical University

zukhro98@icloud.com

https://doi.org/10.5281/zenodo.15378768

Annotation:

This article presents several ideas on the positive and negative

effects of computer games, a topical issue of today, and ways to reduce addiction
to them.

Keywords:

computer games, cyber gaming, youth spirituality, happiness,

human consciousness, computer addiction, positive and negative effects of
games.

A computer, which entered our lives a few years ago, is now accepted as an

ordinary device. As social networks and information and communication tools
develop, people's acceptance of it and its influence on their spirituality are
increasing. Computer programs allow us to edit various types of information in a
short time and also provide us with various entertainment games. We are
witnessing that today the number of computer games is increasing day by day.
As an example, we can cite the following: Far Cry 5, Tetris, Dark Souls III,
Fortnite, PUBG, The Legend of Zelda, etc.

A number of famous philosophers have put forward their views on the

positive and negative effects of computer games on the growing young
generation, both spiritually and physically. One of them is the opinion of A.
Gentile: “Computer games can lead to aggressive behavior, but they can also
develop a person’s problem-solving, analytical thinking and strategic thinking
skills.” In his opinion, there should be a balanced approach to computer games.
The effect of games can be different for each person, so a careful and responsible
approach is necessary when choosing them. Well-chosen games can be useful
not only for entertainment, but also for mental development. According to
Anders Hejlsberg: “Games are not just games, but also a powerful tool for
developing human abilities, solving problems and creating new ideas”

1

.

Anders Hejlsberg supports computer games, seeing them as an auxiliary

tool in the development of the human mind and the formation of new ideas. If
we summarize the thoughts of these two philosophers, then computer games

1

Gentile, D. A.

(2009).

Pathological Video Game Use Among Youth 8 to 18: A National Study

. Psychological Science,

20(5), 594–602.


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DEVELOPMENT AND INNOVATIONS IN SCIENCE

International scientific-online conference

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can be classified and have positive or negative consequences depending on the
sphere of influence.

There are many harms to society and the person himself from being

addicted to computer games. First of all, there is moral harm, computer games
are plunging our society into a swamp of moral corruption, depriving a person of
the happiness of self-realization.

Computer games have a number of positive and negative effects. As a

positive effect, it is directly related to education and technological progress.

Computer games also have great educational potential. Many games require

players to develop logical thinking, strategic planning, and problem-solving
skills. For example, the game and puzzle genre helps to develop analytical skills
and improve memory.

Games often appear with technological advances. The desire for better

graphics, virtual reality, and an amazing gaming experience is driving the
development of computer technology. The results and achievements are created
in improving the gaming experience, applying knowledge, and other areas. If
computer games are played from a young age, they acquire logical thinking,
puzzle-solving, and problem-solving skills, and at the same time, they are also
motivated to achieve technological breakthroughs.

Improves memory - during the game, the child learns to pay attention to the

position of objects and people.

Fine motor skills of the hands are well developed due to playing computer

games using the keyboard and mouse. Learning a subject through a game is
exactly what games are designed for

2

.

Children between the ages of 10 and 18 are often addicted to computer

games. This is primarily a waste of time. It seems like everything happens in a
matter of minutes. Playing computer games regularly can also make a person a
lazy person. After all, a child who has forgotten his spirituality and identity and
cannot imagine his life without games will drown in a swamp of ignorance and
give up his goals, aspirations, and hopes in life. There are enough young people
in society who are “broken” in this way.

Cybergaming is a pathological addiction to computer games or other digital

games. In this case, people play games excessively, which negatively affects their
daily lives, work or social relationships. In conclusion, it should be noted that the
impact of computer games on the minds of young people is an important issue in
modern science. Games are not only an entertainment activity for young people,

2

Granic, I., Lobel, A., & Engels, R. C. M. E.

(2014).

The benefits of playing video games

. American Psychologist,

69(1), 66–78.

https://doi.org/10.1037/a0034857


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DEVELOPMENT AND INNOVATIONS IN SCIENCE

International scientific-online conference

42

but also affect their thinking system, emotional state and behavior. While some
games have a positive effect on young people, developing skills such as
analytical thinking, strategic thinking and problem solving, others, especially
violent games, can increase aggressive behavior or have a negative impact on
mental health

3

.

Therefore, it is necessary to correctly understand the impact of computer

games and carefully select them so that they do not negatively affect the minds
of young people. Through a balanced approach, games can become not only
entertainment, but also a tool for intellectual development, creative thinking and
problem solving. Parents, educators and psychologists should also play an
important role in monitoring the impact of games on the psychology of young
people and guiding them towards healthy and responsible gaming.

References used:

1.

Gentile, D. A. (2009). Pathological Video Game Use Among Youth 8 to 18: A

National Study. Psychological Science, 20(5), 594–602.
2.

Granic, I., Lobel, A., & Engels, R. C. M. E. (2014). The benefits of playing

video

games.

American

Psychologist,

69(1),

66–78.

https://doi.org/10.1037/a0034857
3.

Kuss, D. J., & Griffiths, M. D. (2012). Internet Gaming Addiction: A

Systematic Review of Empirical Research. International Journal of Mental Health
and Addiction, 10, 278–296. https://doi.org/10.1007/s11469-011-9318-5
4.

Usarov Jabbor Eshbekovich, Eshnayev Nortoji Jumayevich, and Kodirov

Ikrom Davronovich. (2020) “PROBLEMS OF FORMATION OF LEARNING
MOTIVES IN PUPILS”, IEJRD - International Multidisciplinary Journal, vol. 5, no.
8, p. 6,
5.

Qodirov, I. (2020). Zamonaviy umumta'lim maktablari boshqaruvida

rahbarlik mahorati va mas' uliyati. Xalq ta'limi, 55-60.
6.

Development Of Professional Competence In Higher Education Is The

Basis Of Training Specialist. (2024). Pedagogical Cluster-Journal of Pedagogical
Developments,

2(11),

21-24.

http://euroasianjournals.org/index.php/pc/article/view/558
7.

Турсунов, А. (2022). ЧАҚИРУВГА ҚАДАР БОШЛАНҒИЧ ТАЙЁРГАРЛИК

МАШҒУЛОТЛАРИДА ПЕДАГОГИК ВА ИННОВАЦИОН ТЕХНОЛОГИЯЛАРНИ
ҚЎЛЛАШ ВА УЛАРНИНГ ЎЗИГА ХОС ТОМОНЛАРИ. Science and innovation,
1(B3), 432-434.

3

Kuss, D. J., & Griffiths, M. D.

(2012).

Internet Gaming Addiction: A Systematic Review of Empirical Research

.

International Journal of Mental Health and Addiction, 10, 278–296.

https://doi.org/10.1007/s11469-011-9318-5


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DEVELOPMENT AND INNOVATIONS IN SCIENCE

International scientific-online conference

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8.

Аbdurasulov J. (2024). HARBIY PEDAGOGIKANING BOSHQA FANLAR

BILAN ALOQASI. Молодые ученые, 2(6), 48–52. извлечено от https://in-
academy.uz/index.php/yo/article/view/28164
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Аbdurasulov J., & Pardabayeva , M. (2024). MUSOBAQADAN OLDIN

SPORTCHILARNI

PSIXOLOGIK

TAYYORLASH.

Евразийский

журнал

социальных наук, философии и культуры, 4(6 Part 2), 73–76. извлечено от
https://in-academy.uz/index.php/ejsspc/article/view/34717
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Jahongirmirzo, A., O’G’Li, O. O. B., & Ro’Ziboyevich, C. I. (2022). BO ‘LAJAK

HARBIY XIZMATCHILARDA PSIXOLOGIK TAYYORGARLIKNING O ‘ZIGA XOS
JIHATLARI. Science and innovation, 1(B3), 817-820.

Библиографические ссылки

Gentile, D. A. (2009). Pathological Video Game Use Among Youth 8 to 18: A National Study. Psychological Science, 20(5), 594–602.

Granic, I., Lobel, A., & Engels, R. C. M. E. (2014). The benefits of playing video games. American Psychologist, 69(1), 66–78. https://doi.org/10.1037/a0034857

Kuss, D. J., & Griffiths, M. D. (2012). Internet Gaming Addiction: A Systematic Review of Empirical Research. International Journal of Mental Health and Addiction, 10, 278–296. https://doi.org/10.1007/s11469-011-9318-5

Usarov Jabbor Eshbekovich, Eshnayev Nortoji Jumayevich, and Kodirov Ikrom Davronovich. (2020) “PROBLEMS OF FORMATION OF LEARNING MOTIVES IN PUPILS”, IEJRD - International Multidisciplinary Journal, vol. 5, no. 8, p. 6,

Qodirov, I. (2020). Zamonaviy umumta'lim maktablari boshqaruvida rahbarlik mahorati va mas' uliyati. Xalq ta'limi, 55-60.

Development Of Professional Competence In Higher Education Is The Basis Of Training Specialist. (2024). Pedagogical Cluster-Journal of Pedagogical Developments, 2(11), 21-24. http://euroasianjournals.org/index.php/pc/article/view/558

Турсунов, А. (2022). ЧАҚИРУВГА ҚАДАР БОШЛАНҒИЧ ТАЙЁРГАРЛИК МАШҒУЛОТЛАРИДА ПЕДАГОГИК ВА ИННОВАЦИОН ТЕХНОЛОГИЯЛАРНИ ҚЎЛЛАШ ВА УЛАРНИНГ ЎЗИГА ХОС ТОМОНЛАРИ. Science and innovation, 1(B3), 432-434.

Аbdurasulov J. (2024). HARBIY PEDAGOGIKANING BOSHQA FANLAR BILAN ALOQASI. Молодые ученые, 2(6), 48–52. извлечено от https://in-academy.uz/index.php/yo/article/view/28164

Аbdurasulov J., & Pardabayeva , M. (2024). MUSOBAQADAN OLDIN SPORTCHILARNI PSIXOLOGIK TAYYORLASH. Евразийский журнал социальных наук, философии и культуры, 4(6 Part 2), 73–76. извлечено от https://in-academy.uz/index.php/ejsspc/article/view/34717

Jahongirmirzo, A., O’G’Li, O. O. B., & Ro’Ziboyevich, C. I. (2022). BO ‘LAJAK HARBIY XIZMATCHILARDA PSIXOLOGIK TAYYORGARLIKNING O ‘ZIGA XOS JIHATLARI. Science and innovation, 1(B3), 817-820.