Children today no longer need to step out of their homes to play. To us, playing is as simple as sitting in front of the computer or a "one-eye monster" and tapping the keyboard, trying to figure out a way to kill a monster or an enemy in a computer game. Another way to spend time is to visit the arcade where video games abound. In the past, children play "catching" or fishing but now children play games differently. However, we need to analyse the idea of playing. It is not just engaging in an activity, be it playing marbles or computer games but it is also a time whereby children interact among themselves, a time to explore their strengths and weaknesses and to learn as they grow. For example, a simple game of "five stones" allows the children to accept losing and to improve their relationship with friends and family. On the other hand, playing computer games are usually played in isolation and they do not allow children to interact face-to-face with other players. Another drawback of modern computer games can be seen from the fact the most popular ones normally require the player to fight and kill. The more they kill, the more points they accumulate. This is most unhealthy and subconsciously encourages the children to be aggressive. Little wonder there are many incidents in the United States where children wielded weapons and hurt or killed their innocent schoolmates. Luckily, firearms are not allowed in Singapore and most countries around the world, preventing such incidents from happening.
In the past, parents were absolute monarchs from their children's point of view. Whatever they told their children to do, one would be foolish not to obey. This was because the consequences came from the "magic wand" which would usually land with much force, squarely on one's buttocks. The modern child not only disobeys his or her parents and even more shockingly, argues back. I feel that it is not the child's fault that such rudeness has come about as it is the parents who have spoilt their child by giving them too much freedom and leeway of behavior.