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Amazon and Mercado Libre were the main online stores for electronic products in Mexico.
Brazil is the largest market for electronic commerce in Latin America.
Minors, who play video games for 10 hours or more, show signs of anxiety and face conflicts with their parents.
The devices electronic They play an important role today and their presence is so influential that it has been shown that they have been displacing recreational activities, in addition to sports.
It is evident that nowadays, electronic devices have become an integral part of our lives. From smartphones to computers and tablets, these devices usually provide us with a wide range of services and entertainment, which is what people are mainly looking for. However, a study has determined what had already been rumored previously, the use of devices electronic it has significantly affected our recreational activities. Well, society is aware that there are fewer and fewer children playing in the streets because they are entertained with electronic devices and with it video games that are constantly innovating to continue being the most attractive for users.
The COVID-19 pandemic has left an important mark on what is currently experienced, since it is also partly responsible for these events that are taking place, since being a duty to stay at home, people sought electronic entertainment and that being in confinement most of the time, the use of electronic devices increased significantly, and with it also online purchases in which electronic purchases stood out.
In a survey conducted by Statista, between February 16 and 23, 2021, Amazon and Mercado Libre were the main online stores for electronic products in Mexico in terms of number of interviewees. both to Amazon as Mercado Libre accounted for 42 percent of the total visits to online electronic stores in the country.
Speaking of electronic commerce in Latin America, Brazil is positioned as the main market, since the income generated by online sales reached 41 billion dollars in 2021 and online purchases by Brazilian consumers are expected to be around 80 billion. in 2025. Mexico, for its part, ranks as the second market for eCommerce most profitable, with estimated revenue of $34 billion in 2021.
Electronic devices displace recreational activities according to study
Mariana Viruega Muñoz, graduated from the Faculty of Psychology of the UNAM, conducted an investigation with the aim of determine possible risks to and for mental health, andevaluated the functions that maintain people’s behavior through the use of these video games, as well as the behavioral effects during the time of use.
Bliss research for master’s thesis It was carried out after the confinement by COVID-19, there was the participation of parents of adolescents from 12 to 17 years of age who stood out for the excessive practice of electronic games. For this, a process in which parents were asked for testimonials in the form of weekly records on their children’s behavior regarding video games, as well as a record of the hours their children spent playing and the reasons that motivated them to turn on their consoles.
According to the results obtained, the function with the highest percentage was that of escape, which means that adolescents tried to evade, run away, from certain situations that altered their emotional level and encouraged the use of video games.
“In recent years there has been an important change in the way of playing, since there is a greater preference for interactive games found on electronic devices, rather than for other types of recreational, sports, cultural or socio-family activities,” said the expert.
“Knowing the functions of video game behavior allowed us to choose more effective intervention strategies. It should be noted that adolescents did not stop playing video games, what they did was play in regulated periods of time, ”he added as part of the study’s conclusions.
The parents noticed an improvement with the effects of the treatment, since the adolescents decreased the hours of play.
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Video games are a form of entertainment that have experienced an unprecedented boom in recent years. With the advancement of technology and the accessibility of electronic devices, more and more people spend part of their free time playing video games. This phenomenon has had an impact on the preference for other recreational activities, including those that used to be considered social or family.
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