The spreading web of online games is engulfing women as well as children.

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According to a rough estimate, the annual business of millions of dollars of online games is estimated to reach $ 5 billion by 2025, then with an annual growth rate of 28 to 30 percent, the possibility of growth in this business is being expressed.

The growing fondness for online gaming is very serious as well as very worrying. By the way, the growth rate of online gaming means that the trend of people towards it is increasing at the rate of 12 percent annually. The business of online gaming is growing at a quadruple pace day by day. Everyday new games are coming in the market, so day by day new people are getting addicted to these games. Women are not far behind, and according to a recent Lumikai report, the share of women in online gaming has touched 43 per cent. In fact, where the advantages of intelligence skill development are being told from online gaming, if the disadvantages are counted, then it is much more. Even in the affair of gaming, many children and youth are putting their lives at stake. It becomes really thought provoking and serious.

In fact, in the 60s, when Rudolf Heinrich Bayer would have created the first game while stepping in the direction of online gaming, it would hardly have occurred to him that in no time this gaming series would become so popular that it would completely turn into a business. will take the shape of If seen, the easy availability of online gaming also made it popular. Talking about game consoles, the popularity of people towards games has also increased due to the convenience of playing smoothly in PlayStation, Xbox, Nintendo, PC, Laptop, Mobile etc. Experts believe that today in the world of online gaming, not a few hundred or thousand but 8 lakh 31 thousand games are being told in vogue.

According to a rough estimate, the annual business of millions of dollars of online games is estimated to reach $ 5 billion by 2025, then with an annual growth rate of 28 to 30 percent, the possibility of growth in this business is being expressed.

Apart from this, online gaming has also given rise to illegal activities. It is a matter of concern that till now only children and youth were being seen falling in the trap of online gaming, but the way women are also falling into this trap, it becomes even more worrying. If we talk about our country itself, then about 50 crore people in the country have come under its influence. While 55 per cent are men, the share of women has increased to 43 per cent and only 2 per cent are others. It may be an exaggerated figure that the share of women has increased twice as fast in the last year, but there is no doubt that this pace is fast. The problem is that even though some games are helpful in reducing mental stress or increasing intelligence skills, there are many games which are pushing sensitive children and youth to death. Some games are completely based on gambling and according to experts, cheating and fraud are also happening fast in such games. In a way, such games are like gambling or lottery and many such examples will be found in which the winners of the game do not get the amount they dream of getting and even after winning, people feel cheated. . In some games, task after task dominates so much that the gamers forget everything and get lost in it. Even news of death in such cases is common.

The increasing participation of women in online gaming should not be seen as a gender inequality but should be seen in the mirror of its harm or side effects. It should also not be forgotten that many such games are also coming in the market which adversely affect the mind and affect the mood. They even increase feelings like resentment, violence, frustration, insensitivity and cruelty. If seen, it is a kind of intoxication and this type of intoxication badly affects the mood somewhere. There is no doubt that some games are helpful in relaxing or increasing intelligence skills, but it becomes necessary to consider games related to violence, gambling, stress-increasing tasks, etc. If seen, the way movies etc. pass through the scrutiny of the jury, in the same way its effect should be seen before the game comes in the market. For this, there should be a regulatory body which can issue certificates after seeing its merit. Similarly, there should be an organization to keep an eye on prize-based games and the organization operating them so that people can be saved from cheating. Actually, before the game hits the market, the regulatory body should try to test it so that it can be prevented from possible side effects. Now it has become essential. Otherwise, the way the growth is being seen, at that speed, the growth of its side effects will also be seen to a great extent.

-Doctor. Rajendra Prasad Sharma

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