Running Head: FIGHTING VIDEO GAME ADDICTION 1
FIGHTING VIDEO GAME ADDICTION 11
Fighting Video Game Addiction
Gabriel Rosario
Baker College
When parental neglect ends up being the cause of death for a child, it seems like the whole news cycle starts. Whether it 's a mother or father leaving an infant or toddler strapped inside a car on a hot day, or a child who sits day after day while her parents get their methamphetamine fix over and over, it 's a story that grabs at the hearts of those who read it. So when a Korean child named Sarang starved to death at the age of three months because her parents were too busy playing a video game to feed her, the whole Internet stopped and took notice. The fact that the name ?Sarang? means ?love? only added to the irony of the whole situation. Her parents met online, players in Prius, a popular Internet game that has since gone under. The father was 41 when their baby died...and the mother was almost two decades younger than him. They had made avatars so that they could solve the game?s central quest: to bring up a virtual child together. Players who complete the quest would get an Anima, or the final key for the game. In the meantime, Sarang 's mother was pregnant in real life. She only saw a doctor one time before having Sarang ? and then jumped right back on the game, although the couple would say that it was to make the money that
There is debate over whether compulsive online gaming will eventually be acknowledged as a process addiction (Capuzzi & Stauffer, 2016). Currently, Internet gaming disorder is identified as a condition that needs additional study because it displays diagnostic criteria involving addictive criteria, however it does not endorse a diagnosis at this time (Capuzzi & Stauffer, 2016). Internet gaming does acknowledge the following statement,” Internet gaming has been reportedly defined as an addiction by the Chinese government, and a treatment system has been set up” (Capuzzi & Stauffer,2016). There continues to be research that studies Internet gaming addiction, but additional information would help to better understand.
Are video games harmful? Are they poisoning society and corrupting the minds of the youth? The evidence would certainly make it seem that way, but what are the real effects that video games have on people? Video games have been the subject of controversy ever since their creation. Yes that’s right, ever since the creation of Pong, video games have been a concern. In fact C. Everett Koop stated that “There is nothing constructive in the games. Everything is eliminate, kill, destroy and do it fast” (Marcovitz 12). As video games grow more and more like real life concern grows as well. However, as video games grow, they also grow in providing a safe outlet for negative emotions, teaching player’s life lessons, and any research proving otherwise is too flawed to be reliable, the media also twists the subject of video games to fit their viewpoint instead of reporting what video games actually do.
Video games are the perfect outlet and source to pour one’s soul into, especially if the game at hand deals is relatable. Usurp-Road to Valhalla is such a game as it deals with the various themes and issues that accompany growing up, dealing with adversity, and the pressure that parents can place on you. As of now the project is just an idea but I believe that it deserves funding so that it can be made into an actual game. All of the aspects such as target audience, features, and concerns have been looked into and have been assessed to prove that this game will be one that is greatly appreciated and loved by all. A vision is only that unless it has the force behind it to be acted upon.
Although we may not notice it, but people can be addicted to video games and it will have serious downsides on your health. Like gambling addictions, both video game and gambling addictions both fall under the same categories of disorders. An Impulse control disorder is defined as psychiatric disorders that are identified by a sort of an impulse- failure to resist a temptation, an urge, or an itch. Both Video Game & Gambling addictions are both recognized as Impulse Control Disorders, both are caused by the need for thrills and highs and the social status correlated with being a successful gamer. Even both addictions both contribute to an elevated dopamine level, which in turn goes into the brain’s reward center; relating to various activities most find pleasure in such as eating or consuming drugs.
A great deal of research has focused on the identification of addicted adolescent gamers (Van Rooij, Schoenmakers, Vermulst, Van Den Eijnden, & Van de Mheen, 2011). Van Rooij et al. (2011) assumed to provide empirical data-driven to identify a group of addicted online gamers. The video game industry is among the fastest growing sectors of the US economy (ESA Entertainment Software Association, 2013). Both Korean and western researchers report specifically that Massive
The first time I actually saw what a video game addiction looked like was when I discovered the Tetris syndrome, more formally known as Game Theory Phenomena, or GTP for short, was when I saw a 23 year old man break his leg. He was running on rooftops, jumping between the empty spaces that were allies between each apartment. Some of the jumps were smaller, others were bigger. Luckily the running start allowed him to get over safely. That’s when he reached a 10 foot gap between one apartment to the roof of a convenience store. With one giant leap, he made it halfway, fell landed on the metal dumpsters below, rolled off, and was left lying on the ground, clutching his leg. The first thing he said? “I usually always make that jump.” How is it possible that a five foot seven man was able to land a 20 foot jump? It wasn’t physically possible - at least not in the real world. That man was indeed able to land a 10 foot jump, in a videogame, but he played so much his brain was convinced that he was able to do it.
While video games may be a fun distraction, playing them too often, as many people tend to do these days, is unhealthy, uneducational, and possibly even dangerous. The rise of technology over the past few decades has led to countless new ways of communicating and working, as well as countless new ways of distracting oneself from communicating and working. Video games are simply one of these methods of distraction. Although they can be a great way to destress when played every once in a while, the fact that they are now available on a huge variety of different devices, including mobile phones, means that most people now play them every day, multiple times a day. The amount of time, energy, and money people spend on these games is infinite, and can only lead them to another virtual level, rather than taking them anywhere in real life. I believe that there are many benefits to playing video games, but that focusing on them too much cannot be good for anybody.
Based on Han’s study on university students, he found that there were some differences in brain activity between video game addition players and normal players. Excessive video game players’ brain activity in the anterior cingulate and orbitofrontal cortex was higher than normal players. It was meant that the different form of brain activation will distinguish the addicted player and the non-addicted player. In the study, researchers took fMRI scans of the brains of 78 teenage boys who were addicted to video games and the other 73 were in common condition. The results showed that video game addiction players had stronger connections between several different regions of the brain. It declared that excessive video gaming would lead the player response faster to some events.
In another approach, Griffiths M. (2003) explored videogames use in treating physically challenged children at childhood and adolescence. They enabled wheelchair users to play commercially available videogames and their results demonstrated improved physical fitness in a sample of people with spinal cord injuries, spinal cord diseases, amputations, nerve diseases, and multiple sclerosis. It also found Videogames as distractors in the role of pain management. Moreover Videogames were found to help development the social and communication skills among the learning disabled. Based on this research, it is clear from the preceding overview that in the right context, videogames can have a positive therapeutic benefit for a large range of children and adolescents.
The following is an analysis of the idea of “video game obsession disorder”. This will bring to light three variations of video game obsession as well as whether or not it’s actually commonplace. Video game obsession can be somewhat related to that of drug addiction, with cases of withdrawal symptoms and/or dangerous actions to keep up on their “fix”, rather than giving it up, or of cases where video games have driven people to some pretty dark places. Now before we continue any further into the subject, I must note that my opinion of this is that a large proportion of the cases I will list will be of people who have severe psychological problems, not necessarily an average person who plays Candy Crush too much. As well as my passion for video
The controversial topic of video game addiction is what I have decided to focus my multi-genre research project on. Although a multitude of people do not even know of the existence of such a problem in today's society, I can assure you that this is becoming an increasingly greater problem effecting people around the world of all ages. Through my multi-genre project, I intend on proving the uselessness and detrimental qualities of playing video games, and I am going to explore some healthy alternatives to such a problematic habit.
I truly enjoy playing video games and hope to encourage others whom are not already playing.I narrowed my focus to the possible therapeutic effects of using video games as a treatment for chronic illnesses such as autism. I am personally interested in this topic because for the majority of my life I have been told time and time again video games are horrific for kids. Yes, there have been several outdated studies linking children who played violent video games with more aggressive behavior. But these studies were not very scientific and did not take other factors into account. For example, they compared the violent tendencies of people in combat and contact sports, like football, MMA, etc, with similar problems in video gamers.
The GAIA consists of five addiction-related subscales: loss of control and consequences, agitated withdrawals coping, mournful withdrawal, and shame; and a 31-item overall addiction subscale was produced by summing these five factors.
Video games have been a favorite pass time for Americans and people all over the world for many centuries. I have always loved video games ever since I was introduced to the Nintendo 64 when I was a little girl. I found Super Mario Bros. and Donkey Kong very addicting when I began playing it. However, a new level of game addiction has been introduced into the era of technology. Games on our phones have been a new popularity in recent years. Usually when I hear the words “video game,” I think of a console, like the Wii or PlayStation. I don’t consider games that are on the app store like Flappy Bird or Temple Run a legitimate video game. Even though they don’t fall under that category, these games are downloaded over a million times. A
Whenever there is a mass shooting in the United States, it doesn 't take long before society suggests violent video games might be to blame. Video games have been culprits of crime today to many eyes in America. Just about anyone in most modernized countries has heard the claim before, placing the blame on a video game, music or television for the violent acts seen in their youth today. There is no link to violence on video games. Typically, these trends seem to pop up when we are referencing school shootings, gang related crime and other domestic terrorist acts done by our youth. It is too easy to quickly blame something like a violent video game for their behavior.