Insertion: Games and Reality

Ladies and gentlemen, the reason why the psychological exploration continues so far is because of the divergence of one conclusion - the "physical and mental integration" of mother and child. Pen | fun | pavilion www. biquge。 info

Based on this conclusion, the series of memories triggered seem to be independent and scattered, but in fact they are interconnected.

Only by understanding this can we avoid "dragonflies and water" and "take things out of context".

Here, I want to talk about the issue of "game" and "reality".

When a person is immersed in an "online game" or "online novel" and can't extricate himself.

It may be called an "otaku" by society, or a "phenomenon of Internet addiction".

To the general public, this seems to be an "anomalous" and "abnormal" pathological phenomenon.

The reason is that they are detached from reality and addicted to the "virtual world".

Influenced by society, "otaku" and "Internet addicts" may also feel drunk and dreaming of death, escaping reality, detached from society, and wasting their youth.

In any case, "Internet addiction" is not harmful to society, and society naturally does not care too much.

For Internet addicts and game fans, it also seems insignificant.

Because they themselves know that to return to real life, games and novels are just tools to spice up the boring life.

For "painless" things or social phenomena, even psychoanalysis loses its value and motivation.

Because it's not worth anything at all.

However, there are still some phenomena that are unbelievable and difficult to calm down.

There is a certain value in psychological analysis and the treatment of mental illness. -- This is also something that is easily overlooked, or even unknown.

For example, some crazy game fans can invest millions, tens of millions, in a game; Some crazy book lovers can invest millions of yuan in a book that only needs a few tens of yuan to read, just to maintain the status of idols (authors).

To outsiders, this is really a pathology.

For some gamers who don't have money, for those who spend millions of yuan, there is a psychological imbalance.

Unless those RMB players are of better character.

For those nameless authors who are submerged in the aura of the great god and do nothing, it is also psychologically unbalanced for the great god of writers.

They will think: why do they make so much money? Can you have such good equipment?

They may even deny the value of the games they like to play.

Agree with the public's remarks about "game losers", and restrain yourself from recharging to play games.

Even a gamble may not be played.

But even if they don't play games, they don't integrate well into the real world, but they lose some of their happiness.

What I want to say is the value of "games".

Even if it's a game that has been accused of being "plaything".

It is also valuable and meaningful.

Here's an example.

As far as the word "suicide" is concerned.

In real life, this word or phenomenon, to the eyes of ordinary people, is always so heavy and gloomy.

If a person with mental illness looks at this word or phenomenon, he will not be able to let go, and may even induce his compulsion or depression.

However, in online games, the word suicide is full of hazy and lighthearted colors.

Because after "committing suicide", you can "resurrect with full blood".

These two phrases alone can reflect a major problem - the resurrection of blood after death is actually the best memory of distant childhood.

At that time, when I was most intimate with my mother, I looked at death as if I could be resurrected with full blood in a game - ignorant.

Rather than being heavy and negative like some adults and people with mental disorders.

It is an innate courage - the subconscious belief that it is immortal.

In real life, there will be no fear of harsh and vicious people, and there will be no compromise with them, which will lead to personality imbalance and mental illness; It will not be the "killing" that should be countering others and accidentally turning into "suicide".

You will be able to adapt to all kinds of difficult environments and constantly experience the thrill of exploration and experimentation.

The bravery of the soldiers on the battlefield is based on this "belief in immortality"; And it is not obvious "not afraid of death" and "forced to be helpless".

If a person who loses the memory of "immortality" goes to war or faces other major dangers, he may easily develop mental illness or even go crazy.

There is also a game mentality - depressed people usually feel like they are living for years; But when he indulges in a game, he feels that there is too little time to use it.

This is the same as the previous "AIDS phobia".

It is only when the lives of mother and child are threatened that time is precious.

……

In retrospect, if everyone thinks that games are so valuable, indulging in games turns out to be so reasonable.

That's a very easy mistake to make.

The point of this chapter is only that the game can remind the player of some kind of childhood memories and help restore mental health; But in the end, it is necessary to return to memory and reality; The game is merely a "tool" that appears by chance. (To be continued.) )