online gaming

Despite the benefits that online gaming has for the players, there has always been a presence of problematic gamers and awful, dehumanising remarks.
Online gaming is intense and immersive; its success depends on the gamer experiencing total absorption in the game so that playing it generates emotional responses from tension and fear to excitement and elation.
We can't see everything our kids are doing at all times; and it's something that if we tried to police, it would only build up resentment. Similarly, we can't ban the tech our children are using - it's about finding a balance, setting time limits and offering alternative activities to being online are good starting points.
Have a conversation with them to find out what games they like to play, how they work and gently ask questions about who they play with online, who they meet and talk to, and if they're using live chat or talking to other players via in-game communications platforms.
As a father I find the debacle worrying. But as a businessman I find it plain stupid. Morality aside, sexism, in any form, is poison for profits. To put it bluntly, sexism alienates at least 50% of potential customers not to mention talented developers able to connect authentically with female audiences and thereby grow additional revenue streams.
As parents it's difficult to know how much screen time is too much, but if you're constantly asking yourself 'how do I persuade my teenager to turn off Snapchat and have a conversation?', then it's probably time to moderate their usage.
What we see in Football Manager is the replacement of the real playmate with a virtual one so that every gamer can take successful revenge on the computer. In the solitary world of Football Manager, no one has to lose. This active revenge is taken against the computer for a passive defeat suffered at work.
Whether you're a hardcore console crusader, a casual gamer or someone who occasionally dabbles in the odd spot of online gaming, this brief gaming timeline is sure to perk up your pixels...
While this throwaway culture is definitely good for games companies and the business at large, it's turning gaming into a more commodity-driven industry that's just not quite as soulful or special as it used to be - which is a shame.
Were children any less at risk 40 years ago when they played out on the streets? At least if children are playing at home they are not wandering around town, exposed to the increasing volume (and speed) of traffic and unsavoury characters.