However, computerized toys leave the children perplexed and thus, they have to incorporate their own psyche to make sense of the complicated computerized games. As a result, these modern children ‘cycle through’ the series of explanation regarding psychological justification for these toys where their responses may range from ‘they`re not alive’ to sometimes being ‘they`re kind of alive’.
The way children perceive life nowadays is subject to drastic change in contrast to the era of mechanical toys. The reason behind this change lies in the kind of technology and cyber space they`re exposed to. The children of the 1980`s were exposed to games like tick-tac-toe and video games, which gave them a competition from humans on the other side, yet the complexity of the games allowed them to raise questions like, ‘is the game cheating?’ (Turkle 1998). Similarly, children of the modern era are exposed to applications like Tierra and the Sims City, which allow these children to generate a whole new sense of thinking. Children exposed to such games are subject to questions regarding how alive the character of the game is, also related to the evolution of the beings. Such a scenario allows critical thinking to children where they develop understanding along a wide spectrum of explanations like ‘the characters of the Sim City would be alive if they had parents’. Thus, the psychological setup of the children is quite complicated as they confuse themselves with understanding of these games early on in life.
For children today, the machines have a psychology as well as a mind. The modern games have algorithms and programming so sophisticated that a multitude of responses can be expected out of the objects in these computer games. This leaves the children wondering and figuring out about how alive these games really are. Thus, these children associate a sense of psyche with the objects in