Video games stimulate creativity in teenagers

Video games are not as bad as you think. They can stimulate creativity and not necessarily promote a sedentary lifestyle.

The taboo of video games is broken. In the world several myths revolve around this form of entertainment, which is sometimes labeled as harmful and inofficious but which can actually play a fundamental role in the psychomotor development of children and adolescents.

Experts have devoted hours of work and study to analyze what is the influence of video games on children and young people, and how they affect their behavior, whether or not they define life parameters and how pedagogical they can be.

According to Andrés Hoyos Melo, educational psychologist at the National University of Colombia, "videogames are a technological development according to our times; they are based on principles of competence and are directly related to the use of strategy, agility and concentration. Video games can be used as educational tools, to the extent that their use does not differ much from what is done or could be done with the new information technologies. "

However, Hoyos warns that: "it is important to bear in mind that the game as an educational tool, by itself, would not work if there is no guidance for pedagogical purposes by a mediator (teacher or facilitator), nor is it clear message or the type of learning that you want to motivate with it ".

The largest consumers of video games in the world, ranging between 8 and 20 years; ages in which the human being has a high level of learning. In addition, the great variety and diversity in the themes offered by the market permanently guarantees new followers of the industry, which represents greater commitment and responsibility on the part of the creators and distributors of them.

It is important to keep in mind that videogames can become positive or negative, depending on the time spent. In this regard, Dr. Hoyos notes that "the appropriate amount should be mediated by identifying the time that the adolescent should devote to their daily activities, ie, meet their school obligations, socialize with their family and peers, and is recommended have a rest period. "

Additionally, videogames are also important educational tools that, when well used, will undoubtedly bring benefits to children and adolescents since they can strengthen knowledge, and teach to recognize when there are good or bad behaviors through trial and error.

Although they have been considered for decades as a passive diversion, in recent years they have evolved thanks to the appearance of wireless consoles that force players to be in constant movement, so that physical activity is also stimulated.

"Video games can affect the development of adolescents because it allows them to reinforce aspects such as fine motor skills, problem solving, learning rules, concentration and even coexistence," adds Hoyos.

As with any activity, different types of users must be taken into account. For example, for a hyperactive adolescent, a strategy game, involving patience and repetitive trial and error, can be exasperating. While the strategic games that promote divergent thinking, and the possibility of exercising creativity and solving problems, are well indicated for this type of young people. Sports games, like those of action, allow tensions to be released and compete and are recommended for all ages.

In conclusion, determining the type of game, the roles that arise, the time spent and the skills or abilities offered by video games, are key factors when incorporating them into the fun options that teenagers have. They can be a catalyst and at the same time a channel of development of skills with which parents can count on when incorporating them into the range of entertainment possibilities, including physical activities.