Teens these days are mostly spending most of their time either with the mobile phones or in their computers. Even a 2 year old infant is eating food only by watching online cartoons. Our society has changed a lot after the advent of internet and mobile phones. Let’s them one by one.
Playing Online Games
The online gaming industry has grown hugely comparing the other businesses. In top developed countries like USA, Canada etc., the teens are spending more time online, that too mainly in games. Online casino in Canada paved way for even teens to take part in casino games which is not the same case before internet got developed.
Online gameplay can also trigger rage and frustration and relaxation and enjoyment in teens playing. A greater proportion than those who experience anger and resentment will make them feel comfortable and happier. 82% of young people claim they feel comfortable playing, with 86% of boys and 72% of girls disclosing such experiences. Girls who play such games are less likely to say that if they play, they are comfortable and satisfied. 28% say that they don’t feel that way, compared to 14% of boys.
In one of our focus groups, a middle school kid describes frustration when playing video games. “I like saying that I play ‘Call of Duty’ with my mates on the same side.” ‘We’re on the same side. Often we get angry at one another, if I mess up or if he messes up, and then we can erase each other as a friend. And, like, the next day we’re going to be all angry and we’re not going to speak with each other. Then we’re going to make up when we get there. So, I mean, it’s like being stupid over the internet for stupid reasons.”
The same teen later explained how disappointed I am with the misplay in an in-person game (like basketball) when it is in a video game is: “It’s kind of difficult because I feel that I’m in Basketball sometimes. Perhaps a little bit they were gone. [With video games] we play the game or we try to beat the game and they just mess and like you spend the money on it and the buddy is hanging over you, so that you cannot achieve what you bought the game for. [With video games] We spent the game. And that’s what makes you mad. But you didn’t have to pay for anything in basketball, really.
Social media
This is computer-based technology, allowing ideas, ideas and information to be shared by building virtual networks and communities. Social media is designed on the internet and enables users to communicate content quickly electronically.
Social networking enables teenagers to establish online identities, interact with others and develop social networks. These networks can provide important support for young people, particularly those with exclusion or chronic disabilities.
Adolescents also use social media to enjoy and express themselves. The platforms can introduce young people to current events, encourage them to engage across geographical boundaries and educate them about a broad range of topics, including healthy conduct. Social media that are funny, distractive or meaningful to friends, and a large social network could encourage young people to escape depression.
Watching OTT platforms
However, the use of social media may also adversely impact teenagers, distract them, interrupt their sleep, and expose them to abuse, spread of gossip, unrealistic perceptions of other people’s lives, and peer pressure.
And an older study on the effect of social media on undergraduate college students has shown that the longer they use Facebook, the greater their perception that others are happier than they are. But the more time the students spent hanging out with their friends, the less they felt like that.
Over-the-top is a digital video service delivered directly to audiences over the Internet. OTT bypasses cable, broadcast and satellite television networks, organizations that typically serve as controllers or distributors of those content.
Entertainment is fast becoming an all-you-can-eat buffet. We all put off commands and bedtime only to watch one more. An exciting, exhaustive and immersion experience that has inspired the dream and has become the usual way to watch most television programmes.
The negative connotations of TV binge consumption are related to moral panics about teenagers and mass media, and to the negative effects of young people ingesting a constant diet of fictional melodrama, banality, and television portrayals of sex and violence. Moreover, there are common and long-standing concerns regarding young people and the inactivity associated with becoming a TV couch potato and the related health risks, including obesity.
Knowledge Gaining
Internet use is a significant part of the lives of teenagers. Young people typically stay more online than adults for longer periods, are more likely to access the internet from various places, engage in a broader variety of online activities, and try new technology more frequently. This aims to provide online young people with both future opportunities and challenges. If you need details, you first look at the internet. Connection to several different opportunities allows them to follow school projects and personal interests such as pop culture, sports and music. If you look at vast quantities of information through the internet, the capacity for understanding and manipulating information can be improved.
Much as parents are encouraged to check where young people are going, who they are and what they do, parents should also be mindful of teens’ online activities and discuss the possible risks of sharing personal details on the Internet with teens (e.g., phone number, address, passwords). Teens will tell their parents a lot about IT; this can be a good way for parents and teens to communicate with their young people as experts. However, parents do have to make use of their own lives to provide their children with advice on stable internet use.