it s more than a game it s your life n.
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It’s more than a game, it’s your life. On?. Aims for this Safer Internet Assembly:. To create awareness of our ‘virtual lives’ – what does this mean? To understand the benefits of online games and social networking To discover the dangers of online games and social networking

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aims for this safer internet assembly
Aims for this Safer Internet Assembly:
  • To create awareness of our ‘virtual lives’ – what does this mean?
  • To understand the benefits of online games and social networking
  • To discover the dangers of online games and social networking
  • To promote responsible, safer and ethical behaviour online
  • To explore how our ‘virtual lives’ can affect our real lives and the real lives of others
  • To know how to stop cyber bullying and abuse
  • To have some fun!

Hi. My name is Sam and I am an avatar. I am the animated 3D image of a real person. I communicate with my friends online all the time and I am also an online gamer. In this assembly you will learn how what you do in the virtual world, can have a good and bad effect on your life, now and in the future.

so what do you understand by the term virtual life
So, what do you understand by the term ‘virtual life’?

Did you think of any of these?

  • Communicating and playing online
  • Not my real life
  • My online life
    • Social networking
      • Facebook
      • Bebo/MySpace
      • IM (instant messaging)
      • SMS (texting)
      • Twitter
    • Gaming
      • On your own
      • In your home with family and friends (multi players)
      • On the WWW/Internet (multi players)
some facts and figures of life online
Some facts and figures of life online:

Did you know?

  • Gamers spend on average 8 hrs weekly playing online
  • Young people sleep 2-3 hrs less per night than 10 years ago
  • In January 2010, 18 million accounts were registered on Second Life
  • Facebook reports more than 500 million active users
  • Users spend 700 billion minutes on Facebook each month
  • There are 13 million players in World of Warcraft (WoW) – world’s largest MMORPG (massive multiplayer online role playing game)
  • Up to 250,000 players are playing online WoW at any time
  • Money exchange and sales of virtual goods in virtual worlds were estimated at £17 million in 2009
benefits of life online able to
Benefits of life online – able to:
  • Keep in touch with friends and family, anywhere in the world
  • Develop social skills; share lives; develop decision-making
  • Make new friends, have fun and be entertained
  • Develop independence and builds resilience
  • Develop collaboration and team player skills
  • Develop key and real-world skills; problem-solving
  • Create content
    • users take part in activities and discussions on a site, and showcase content – music, film, photography or writing
  • Enjoy physical exercise, dance mats, Wii Fit/Sport, Kinect
dangers of life online 1
Dangers of life online 1:

Today young people spend a good part of their lives on activities ranging from social networking to online gaming. In doing so they face multiple challenges related to their privacy, reputationandhealth

  • Many games are designed for adults – containing adult themes and explicit imagery. (Games should carry labels indicating age they are appropriate for)
  • Too much time is spent online – gaming or social networking
  • Games can become addictive
  • Real money is spent online in games – buying virtual goods, e.g., on eBay – this has created an opportunity for ‘virtual crime’!
  • Privacy at risk- viruses, worms, trojans, which can send information back to the hacker
  • Computer security at risk – lack of firewall, anti-virus program, attack by adware, spyware etc to gain control of your computer
dangers of life online 2
Dangers of life online 2:
  • Social risks
    • Identity stolen: use an avatar/image and nickname

to hide behind

    • Personal information stolen
    • Credit card or bank details stolen
    • Paedophiles contacting young people by pretending to be another child, setting up meetings, grooming them, tricking them into revealing personal information so they can follow or abduct them
  • Virtual mugging – some players create bots which defeat other players’ characters and take their items/virtual goods
  • Cyber bullying– in a social network, by texting or in a multi player game. This is the biggest problem to young people online.
conclusion on virtual life
Conclusion on ‘virtual life’:

The virtual world has many positive things. It has become a major source of fun and entertainment, developed new industries, jobs and sources of revenue. It has also inspired the human imagination of millions of people

However, it is important to know and guard against the risks associated with ‘virtual lives’ to keep them safe and enjoyable for all