The hidden dangers brought by video and video games to teenagers have long been a social problem. For teenagers who are most vulnerable to environmental influences, electronic platforms can easily lead them to choose video activities instead of real-life communication, thus lacking reasonable interpersonal skills and forming self-centeredness and consumption orientation.
Electronic platform is not neutral, but full of entertainment and game attributes, including attractive elements such as multi-color, fast pace and convenience, which drives people to have the consumerism orientation of "fast", "multiple" and "new", and makes participants "experience" the convenience, quickness and entertainment benefits of this platform, but at the same time it is also negatively affected: for example, it will stimulate people's desire for consumption and possession, making it easy for participants.
Hazard 2: Electronic advertising confuses the value of products and people.
Some electronic advertising sales methods are tantamount to playing with consumers' emotions, misleading people to regard the value of products as' symbols of human identity', misleading some people with low self-esteem, or people who care about others' views on themselves, and making them spend my money, buy things I don't need and show them off to people I don't like. "
For example, a car is a means of transportation for passengers. No matter what style of car, its function is nothing more than this. But later, in order to compete, the color and money of cars increased, and advertisements linked fashion, identity and so on.
Hazard 3: Electronic products bring physical and mental health problems.
1, the harm of internet addiction to human physiology:
1) Insomnia, or poor sleep quality, which is harmful to health (especially the development of teenagers basically occurs during sleep);
2) Dysfunction of urination and defecation: sedentary-the purpose of electronic products is to make people sedentary;
3) dry eye-severely stimulated by light.
2. The harm of Internet addiction to human spirit includes the following aspects:
1) The ability to deal with emotions is reduced-everyone mistakenly thinks that electronic products will reduce their bad emotions (from a short-sighted point of view, playing games always seems to be gratifying, and surfing the Internet gives people the illusion that it can cure all diseases, just like Hua Tuo in the world, which actually reduces the ability of teenagers to actually face learning and deal with emotions (face-to-face communication can participate in relationships and emotions);
2) Reduce the opportunities to make good use of "creativity"-all creativity is generated in a quiet and undisturbed space.