But obviously, parents' anxiety seems to be so strong only in China, while the United States, the birthplace of computers and video games, often has no such problem. In my opinion, there are two reasons.
First, China has not paid enough attention to the electronic entertainment industry. You know, in 1994, Blizzard Entertainment released the world-famous Warcraft, and then China went online in April of that year. Therefore, there is no doubt that once American electronic entertainment products were introduced into the China market, they quickly filled this blank industry. In the face of online games with beautiful pictures and full plots, it is not surprising that young people immediately indulge in a wonderful world they have never imagined without a transition process. They have never studied computer programming systematically. They don't know that behind the picture of Zhang Huali are the complicated data and source codes carefully written by programmers. They also don't understand that there is actually a huge interest market behind online games, and the online consumption driven by RMB players every year is even worth the fiscal revenue of a small country for one year.
The second is the generation gap that has been talked about. We were born in an era holding a signboard of "personality liberation", and the policies of the times gave us more opportunities to contact the outside world and yearn for it. But our parents are more accustomed to "red land, red hobby". Online games are labeled as decadent capitalist things, which is undoubtedly a ghost, so it is not difficult to understand those biased ideas about games.
Therefore, it is time to rehabilitate online games. Those "comics and online games" that are biased by people and fall into the hobbies of the lower classes can become very elegant and can also become a means of making a living. The young doctors in the American drama "The Big Bang Theory" play online games such as WOW Halo in their spare time, and the shops that run games around them are cool. Their games are not right or wrong, so they can naturally be asked about your hobbies, "Oh, WOW III." This answer is no less contemptuous than those "reading, drama" and "low-end".
Nowadays, online games can be called "e-sports"-an antagonistic entertainment activity between people based on competitive electronic games and supported by computers and networks. And with the increasing influence of games on economy and society, e-sports has officially become a kind of sports competition. Today, e-sports has been listed as the 99th official sports event by the State Sports General Administration of China. From this, we can find a reality that the scale, industrialization and popularization of the game industry are inevitable trends. What we can do is to adapt to such a changing world. More convenient modes of transportation and faster pace of life are all changes in the world that we are criticizing and adapting to. Why should electronic online games be excluded from these changes that must be adapted? In the future, cyberspace can be used as a supplement to the limited real life area of human beings, and the digital-based network world has unlimited development.
There is no right or wrong in the game, what matters is the game mentality.