Current location - Music Encyclopedia - Earning online - What are the effects of online games on the consumer behavior of young students?
What are the effects of online games on the consumer behavior of young students?

frontier thinking

sales addiction is the "highest realm" of online gamers

There is no difference between online game consumption and drug consumption in essence

The tears of many parents have made a group of new rich people in China

The giants of online games have advanced to the central decision-making level

Online games are fighting for talents with the country

Network is a noun and a verb.

"Net" includes French Open, Power Grid, Skynet and Love Net. "Collaterals" include meridians, veins, connections and veins. Connect the network with the network to form a phrase, which is mysterious, grand, complex and entangled. A collection of various emotions, images and ideas is a good word.

games are also good words. Flowing, short-lived, fleeting, five horses for six sheep, is the original intention of "swimming" Tourists, Youchun, Cursor, Wandering, Hunting, Nomadic, Vagrant, Wandering. "You" is a verb, and "Xi" is also a verb. The two verbs form a bigger verb. Originally, the game was a game, not a serious thing, but this magical thing that can't be touched and caught, combined with the Internet, made many people addicted and made many teenagers addicted to it. The good thing has turned into a bad thing, and it is a bad thing that can't be seen and stopped. Parents' tears can't stop, and the government's intimidation can't stop. In that small window, there are too many things that look like gods, demons, ghosts, and people. It's dazzling and dancing.

I said a sentence three years ago: Heroin is the first drug, and what is more poisonous than heroin is the power without supervision, and what is more poisonous than power is the uncontrollable online game.

Mother's Worship and "Spiritual Opium"

Tian Bingxin: You are not a professional in the Internet, so how can you be interested in studying things other than work?

Zhang Chunliang: I think about online games because of the tears of my mothers.

A cousin in a distant hometown used to be a good student with excellent academic performance in school, but eventually abandoned his studies because he was addicted to online games. He dropped out of school in his sophomore year and still spends eight hours a day playing Legend in the Internet cafe. Every time my aunt calls, she cries and asks me for help to find a solution.

in September, 2114, I witnessed such a scene in an internet cafe: a mother over 511 years old entered the internet cafe with a sad face and walked up to her son. My son is staring at the exciting online game picture on the computer screen with rapt attention, and his mouth keeps shouting "kill him!" Kill him! " I was unaware of my mother's arrival. When the mother saw this, she plopped down on her knees in front of her son: "Son, please, mom, let's go to class. Mom has been looking for you for a week ..." After that, she burst into tears, which was heartbreaking.

I once read such a sentence in a literary publication: The prostration of all mothers in the world is great, including wolves. But the mother's prostration is the greatest sorrow of mankind.

Tian Bingxin: The lure of online games to children is the same as the poison of opium to China people, regardless of wealth or status. Whether you are laid-off workers, wealthy businessman dajia or Gao Qian, countless parents' earnest hopes for their children's future may be destroyed by online games.

Zhang Chunliang: In China, the harm of online games to teenagers has reached the point where serious attention must be paid, and case reports on the harm of online games to teenagers abound in the media.

Tian Bingxin: How many teenagers are addicted to it?

Zhang Chunliang: According to the latest statistics, there are about 21 million online game teenagers in China, including 2.6 million online game addicts. Another report shows that people aged 16-31 account for 87.4% of online game players, especially teenagers. From modern cities with high-rise buildings to closed and backward traditional villages, Internet cafes spread like viruses. Online games are attached to the social organism like cancer. The online game industry greedily grabs profits from the social organism and injects poison into it, but it is highly praised by virtue of the aura of high technology, and it is popular by relying on the output value of more than one billion yuan per month for policy support.

Tian Bingxin: Where did you get these figures?

Zhang Chunliang: The annual report of 2114 from IDC (Internet Data Center), China Publishing Association and Online Game Working Committee is authoritative. It is no exaggeration to say that a war for the younger generation has been unveiled. This is a war without smoke. The shocking reality of blood and tears shows that this war is about the future of China and the fate of the Chinese nation. Therefore, it can be said that if online games are not well controlled, they will probably become "electronic opium" and "spiritual opium" in the 21th century.

Tian Bingxin: Will this sentence be a bit harsh?

Zhang Chunliang: No. The "toxicity" of other kinds of drugs is obvious, and everyone is on guard. However, people don't know much about online games, and they think they are high-tech under the guise of civilization. The government supports and encourages them with great fanfare, but they lack supervision, and the majority of teenagers become addicted unconsciously. The government publicly supports it, the media vigorously publicizes it, the merchants vigorously develop it, the market madly introduces it, and the Internet cafes try to manage it ... It seems that all people regard it as a stimulant for economic and social development and rush into the aorta of developing China.

online games, industrial pearl or cancer?

Tian Bingxin: To what extent is it harmful to teenagers?

Zhang Chunliang: The data mentioned above is enough to show the seriousness of the problem-there are more than 21 million online game teenagers in China, including 2.6 million online game addicts. That is to say, at present, at least more than 21 million families are suffering from different degrees of damage, and 2.6 million teenagers are in danger of physical and mental damage, even on the verge of tragedy. Through the imperceptible erosion of young players' body and mind, online games directly destroy the harmonious and stable structure of a large number of families, push the originally happy families into a terrible abyss, and seriously weaken people's social and moral consciousness.

I don't want to demonize online games, but countless shocking facts make us wonder whether the online game industry is a pearl that brings huge output value, or a cancer that creates tragedy and pain, from running away from home, stealing and robbing, and even killing people rashly. !

Tian Bingxin: Online games have a subtle effect, which easily confuses the illusory world with the real world. Now online games have become the third largest drug-I think the first drug is opium, the second drug is power, and the third drug is the internet. Online game is a kind of drug that is more poisonous than heroin in the coat of high technology, Gao Wenming and high modernization. Because its coat is too colorful, especially for some "computer-blind" parents, letting their children learn the internet and computers in order to let their children master a high-tech knowledge has a great negative impact in the end.

Zhang Chunliang: You are absolutely right. Nowadays, parents can't supervise their children's behavior because of their lack of computer knowledge. Teenagers are easily addicted because of their poor self-control. They want to win if they lose, and go to the next level if they win. With the continuous improvement of technology, the scenes of online games are more realistic and the plots are more attractive. Players are not just playing stand-alone games, but fighting against invisible people on the Internet, which provides players with greater stimulation and temptation. Many of the underage teenagers in the Internet cafes are holding cigarettes in their mouths, waving their fists and shouting loudly: "Chop him to death!" " What they compare with each other is "what kind of advanced weapons do I have" and "how many people have I killed today". This responsibility should be attributed to the game developers and operators. What they sell to teenagers is an addiction, and selling addiction is their highest realm. And this kind of sales behavior should be effectively restricted, otherwise it will bring serious harm to the younger generation, which is the corrosion of a generation.

Tian Bingxin: It is important to make money, but it must not be at the expense of destroying the wisdom and personality of young people.

Zhang Chunliang: On the other hand, the actual buyers of online games are teenagers' parents or guardians, and the victims are teenagers themselves. That is to say, these parents bought their own tears, and the developers and operators of online games made the most profits. It was the tears of many parents that made a group of new rich people in China.

online games compete with the country for future talents

Tian Bingxin: These negative effects may last for ten or twenty years. Have you studied the online games abroad?

Zhang Chunliang: I have studied Korean, Japanese and Taiwan Province. South Korea has thousands of people who have been addicted to online games for a long time, all of whom are teenagers under the age of 35. They are the strongest labor force and social productivity in a country. This has caused serious damage to social productive forces. I am reminded of the Opium War in the past. The British kept bringing opium to China, turning China people into "sick men of East Asia". Today's online games have also made teenagers in a country addicted to it, which is a terrible thing. Online gamers know very well what medicine they are selling in their gourd, so no one dares to say that their games are good for physical and mental health.

Tian Bingxin: In another ten or twenty years, this generation of teenagers will grow up and produce the pillars of the country and elites from all walks of life. However, according to the present situation, the hidden worries are very terrible. What do you think is the biggest harm of online games?

Zhang Chunliang: The biggest harm is the future of the motherland. First of all, it encroaches on the study time of teenagers. More and more teenagers are addicted to online games, which not only wastes the hard-earned money of countless parents, but also wastes their own time and energy that should have been used for study. Once many talented teenagers are captured by online games, their studies have plummeted, and the precious talents of the country have been destroyed!

Secondly, it erodes the moral standards of society. A large number of online games with low-level, absurd and naked content advocating egoism and cold-blooded money worship are spreading spiritual pollution to teenagers who are addicted to them and are in the critical stage of forming their world outlook, making them lose their ideals, sense of morality and, in extreme cases, even the minimum standards of being a man. This kind of "electronic waste" and "mental drugs" are competing with schools, parents and the whole society for our younger generation. If a generation of young people have accepted this subtle indoctrination and can do whatever it takes for their own interests, what will China society look like in the future? Do people still have a sense of social responsibility? Is there still self-sacrifice and patriotism? Is there still cohesion in society?

Third, it reduces the social responsibility ability of teenagers. Once the inexperienced teenagers indulge in the internet, they will greatly reduce the opportunities for social communication and increase social knowledge, and their will, quality, self-control and communication ability will become more fragile and their sense of social responsibility will become weaker.

Fourth, it harms the health of teenagers. A large number of recess and even class hours are used for surfing the Internet, which takes up the necessary exercise time and reduces the health level of teenagers. What is even more frightening is that scientific research shows that the damage to people's nervous system caused by indulging in online games is very similar to that caused by indulging in substance drugs. The content of today's online games is an out-and-out "mental drug".

Fifth, online games have caused crimes to a greater extent, and played down family relations, as well as the role of schools and families in the growth of minors. To make matters worse, online game developers are stepping up efforts to attract some of our best software engineers to develop more "fun" (in other words, more addictive) games. These excellent software engineers could have created knowledge that is really beneficial to society, but now they are used to create more destructive "weapons" (games), thus attracting more teenagers to be obsessed with online games. This is of course a virtuous circle for online game developers, but it is a vicious circle that can't be worse for the future of our country. Therefore, it is no exaggeration to say that online games are competing with the country for talents.

Tian Bingxin: The Internet is one of the greatest scientific and technological achievements at the end of the 21th century. Science and technology are neutral, and those who master science and technology can do both great good and great evil. Just as the discovery of atomic energy can bring huge amounts of energy to mankind, it can also destroy a city in an instant. The original intention of electronic games is to increase people's pleasure opportunities, but today, when it comes to online games, its attractive way and development goal are increasingly moving towards the opposite.

Zhang Chunliang: Yes, just look at the design concept of online games-specifically "addictive" and divorced from the real world. Online games basically let players play a role in the game. Boys and girls who are unknown in the real world, as soon as they enter the illusory scene of online games, can choose their dream roles at will-you can start as a gangster and use various means to be promoted to "Wang"; You can conquer the world by pretending to be a miraculous beauty. This kind of virtual scenes and characters, virtual confrontation and conquest, and virtual vertical and horizontal cooperation that tempt you to pursue the pleasure of conquest are the easiest to capture those teenagers whose world outlook and self-control have not yet taken shape. They are addicted to online plots all day long, as addicted as drugs and unable to extricate themselves. For them, the online world is the meaningful world, and they even regard their role in online games as second life.

In this sense, there is no difference between the consumption of online games and the consumption of drugs in essence. Both rely on the allure of the commodity itself to make people addicted, so as to control the consumer and make him inseparable from the seller, so that the seller will never worry about selling things. People who are addicted to drugs are actually trying to forget or escape from the real world every day and avoid social responsibility. Over time, it has become a waste and a burden to society.

mechanical education can't compete with online games

Tian Bingxin: Who is playing online games now?

Zhang Chunliang: According to IDC's survey report, most of them are junior high school students, senior high school students and technical secondary school students, as well as college students and some younger ones. They play games for more than four hours every day, and some high school students and college students even spend seven or eight hours. The working time of adults in our country is 8 hours, and they play games for more than 8 hours, and they never stop. Some people can stay in Internet cafes for several days without going out. There are drinks, instant noodles and cigarettes in Internet cafes, and anyone can buy them regardless of whether they are adults or not. The irregular management of Internet cafes has also facilitated the proliferation of online games.

Tian Bingxin: How do teenagers get involved step by step?

Zhang Chunliang: In the process of indulging in sales, merchants are also racking their brains. For example, the plot of the game is very realistic, and the process of the game is not over. Unlike the ordinary chess game, which is counted as a game, it will end when it is finished. Online games are endlessly upgraded and more challenging, and basically grow with players. Nowadays, the study pressure of teenagers is getting heavier and heavier, and online games have created a very relaxed virtual world, in which you can kill, set fire and get married at will.