Why do the older generation hate games? Behind the ideological conflicts of three generations lies these truths

Seeing his grandson holding his phone without giving up, the grandfather was so angry that he stomped his feet and said, "We didn't have these harmful things back then!" This intergenerational conflict is almost played out in every family. Is the game really "destroying a generation" as elders say? The cognitive differences in entertainment methods among three generations actually conceal deeper intergenerational codes.

1. Memory shaping values for the post-50s generation

1. Childhood imprints of material scarcity

For elderly people who have experienced the era of food stamps, entertainment is a luxury for them. When playing chess in the park, you need to bring a small stool and use an old bicycle inner tube to jump the rubber band. This kind of upbringing environment naturally makes it difficult to understand the behavior of "spending money to buy virtual equipment".

2. The mindset of putting labor first

"Playing with things leads to losing ambition" is a warning engraved in the bones. The experience of working in the fields tells them that any activity that does not produce actual output is worth being vigilant about. Seeing young people staring at the screen is like seeing weeds growing in the fields.

3. The imprint of collectivism

In that era, even watching movies was a collective activity of the whole village. It's hard to understand why young people can laugh out loud in front of small screens, as this personalized joy seems almost unconventional to them.

II. The confusion of the sandwich class in the 80s

1. The tearing sensation of childhood memories

These people have played with both the rolling iron ring and the Little Overlord, witnessing the iteration of entertainment methods. The experience of secretly staying up all night in an internet cafe has actually deepened my worries about my children's gaming.

2. The transfer of anxiety in educational competition

They are well aware that education can change their destiny and place all their hopes on their children. When you see games taking up your study time, it's like seeing your investment going down the drain.

3. The dilemma of adapting to technology

requires both using mobile phones to tutor homework and preventing children from becoming addicted to games. This contradiction made them jump back and forth between management and neglect, living as the "nagging parents" they hated the most back then.

III. Digital Indigenous Thinking of Post-2000s

1. The Real Demand for Virtual Social

Games are not only entertainment, but also social currency for them. When elders say 'real friends are reliable', they are teaming up in the game to complete cross-border projects.

2. Multi dimensional value realization

Forming guilds, creating mods, and live streaming strategies in games, which are seen as "unprofessional" behaviors by elders, are actually the embryonic form of project management and creative design.

3. Intergenerational cognitive dissonance

The older generation uses "useful but useless" to measure things, while the younger generation is more concerned with "interesting but uninteresting". The difference in value judgment standards is more worthy of attention than the game itself.

4. Find a point of reconciliation among three generations

1. Understand each other's upbringing context

Experience sensory games with grandparents to help them understand that current "play" also requires strategy and collaboration. This cognitive update is more effective than simply banning.

2. Establish a new family tradition

Organize activities that involve three generations at a fixed time every week, such as family karaoke or board game nights. The beautiful memories created together can dissolve barriers.

3. Refactoring the definition of "useful"

to show elders the professional skills derived from games: foreign language communication, team management, emergency decision-making. These soft powers are becoming the hard currency of the new era. Electronic games are just new toys handed to young people by the times, like slingshots and iron rings from the past. True wisdom does not lie in judging toys themselves, but in understanding the life lessons learned by each generation through toys. When 90 year olds and 9-year-old children can discuss game strategies together, perhaps it is the best intergenerational reconciliation.

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