Literature Review
Video game addiction has become a major problem in our society. Many children and teenagers play an excessive amount of hours of video games a day that they develop countless problems such as violent behavior, hostility and social isolation. These are but few of many examples of problems young teenagers face when they have gotten to the point of addiction. However, video game addiction is proven to be associated with academic achievements and social skills as well. (Chui et al., 2004). Gaming addicts experience huge fluctuations in behavior as stated by Chin & Wen-Bin (2007). These so called fluctuations in behaviors do not manifest on their own however. Many addicts have actually become hooked on gaming simply because
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Chumbley & Griffiths (2006) conducted a study where 33 undergraduate participants were competing against each other in a video game. The study showed that in-game skill and reinforcement made big differences in the experience of computer gaming. The player experiences much less frustration and a more relaxing kind of game play. Kamala (2004) conducted a research where 430 answered a questionnaire indicating if there were differences in levels of aggressiveness amongst women who play video and women who don’t.
Comparing the data received from these articles, most of the sample sizes interviewed and questioned consisted of video game addicts who played, on average, more than 48 hours a week. Furthermore, many of these studies occurred in Taiwan or sampled Taiwanese children and teenagers (Chin & Wen-Bin, 2006). Almost all of the studies save for Kamala (2004) and Chin & Wen-Bin (2006) had no evidence that any female subjects were used during these experiments. Every single study showed samples of subjects between ages of 10 to 25. Almost all of the studies presented here specified that video game addiction was in fact related with levels of aggressiveness.
All the researchers shared that video game addiction is in fact a serious condition that has become an increasing problem in our continuously evolving society. However, even though all of these articles talk about video game addiction and aggressiveness, this doesn’t mean that
In 1981, the iconic video game character, Mario, flashed on television screens made possible by the Nintendo Entertainment System, marking the beginning of video games taking over the globe. The retro, pixel interfaces of video games quickly strides to advance its graphics, gameplay and quality, becoming an ambitious industry as the years continue on. In the early 1900s, this was an unreal thought by society from the technology at the time, including a man named Aldous Huxley. The author of the novel Brave New World, published in 1932, Huxley creates a dystopian science fiction novel in which a futuristic society must be stabilized, kept together by conditioning the individual. The novel bares a resemblance to advancing technology in the modern day world, particularly the video game industry.
The videogame addiction may seem funny or ridiculous, but in reality it is a dangerous obsession that truly exposes several needs that have yet to be addressed within the afflicted. Addiction is a damaging problem, and the impact of varying sorts of addictions, such as illegal and
In Iran, there are few and limited studies on the effects of addiction to computer games on players. Considering the increasing rate of addiction to computer games among Iranian adolescents and youth, the present study was conducted to
Video game addiction is not yet recognized by the American Medical Association as a diagnosable disorder, but addiction has become a very real problem for many video game players. An addiction is when the person needs more and more of a substance or behavior to keep them going, and if the person does not get more, they can become irritable and miserable. Compulsive gaming meets these criteria, and there have been many studied instances where severe withdrawal symptoms in game addicts are seen when parents take away the child’s electronic gaming system. According to chapter three of the book, a study in Singapore of 3,000 middle schoolers found that the
This article does a review of other studies that are about the effects of gaming in all varieties, including visuospatial cognition, possible aggression, etc. The review of the studies shows a large amount of studies with publication bias, and in the end have no support for their hypothesis that states videogames cause aggressive behavior. However, some video game play was
From the past till now, video game never loses its popularity, from Gameboy to Wii, and from NDS to LOL, millions and billions of people are obsessed with this imaginary world. Some of the video games are created for educational purpose, however, most are created for the people who wants to escape from reality. “In a national Harris Poll survey of 1,178 American youths (ages 8-18), ISU Assistant Professor of Psychology Douglas Gentile found nearly one in 10 of the gamers (8.5 percent) to be pathological players.” ("Figure 2f from: Irimia R, Gottschling M (2016) ") Not only the statistic shows the high rate of addiction towards video games, terrible consequences of the addictions are more than enough to be served. For example, an extreme case of an Chinese kid called Xioyi suicide because he lose in one of his game on December 27, 2004; where he left a note that said he wanted “to join the heroes of the game he worshiped.” Video game has the potential to ruin a person’s life, as well as their family, or even the
According to Hollingdale and Greitemeyer (2014), Video games that are violent are identified as very popular games that are played by the consumers. There is a concern that violent video games may pose a public health risk due to the levels of aggression due to the effects of the video games. In a cross sectional studies it has been found that there is a positive correlations with real life and video game aggression. Also in longitudinal studies shows that playing violent video games constantly it can predict that there may be later aggression even after controlling for initial levels of aggression. Experimental studies have showed that playing the video game is a factor of an increase level of
The journal article discusses the method the research study used to collect data from the sample. The research study utilized a survey that consisted of 17 questions related to motivation for playing video games. The survey was distributed to boys and girls in grades 7 and 8. A total of 1,254 surveys were completed between Pennsylvania and South Carolina. The children had four options for each statement: strongly disagree, somewhat disagree, somewhat agree, and strongly agree. The top three statements were: "it's just fun", "it's exciting", and "something to do when bored." The remaining 14 statements were all written in a positive context related to learning, emotional maintenance, and social aspects. The article provided complete and clear information related to how the
The average adolescent spends a major part of the normal week watching or interacting with some form of the media’s products. Video games are one of these media based mediums and have become increasingly popular since the 1980’s. According to a report in Archives of Pediatrics & Adolescent Medicine, "Female gamers spent an average of 44 minutes playing on the weekdays and one hour and four minutes playing on the weekends, and male gamers spent an average of 58 minutes playing on the weekdays and one hour and 37 minutes playing on the weekends" ("Video Game Play Among Adolescents"). What can we understand from this evidence? The fact is that adolescents, male or female, are spending tremendous amounts of time each day sitting in front of
Advances in technology have forever changed the way that children play, communicate, and view the world. Have you ever told your child that it was time to turn the video game off, or to put away the cell phone? Of course you have. Did they become upset, aggressive, or even depressed? These are warning signs indicating a potentially dangerous addiction. Addiction is characterized by the intense need for a substance and the experience of withdrawal symptoms when that substance is taken away (Rauh). Video games fill the player with strong feelings of pleasure and fulfillment. When considering the effects that video games have on your social, academic, and financial life; when do these fun technologies morph into a dangerous addiction?
International studies have shown that between seven and eleven per cent of gamers show some symptoms associated with addiction. Some teens are heavy users of online role-playing games (RPGs) such as World of Warcraft and multiplayer games such as Call of Duty in which they interact with other players in real time. These teens will often neglect schoolwork and other aspects of their daily lives when they become immersed in these games. The American Medical Association has identified “video game overuse” as ‘behaviour’.
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.
Many young children and teenagers have heard their mother’s incessant plead to get away from the screen and to go outside or pick up a book for once instead. The urge to play “just one more level” before starting that homework or doing those chores can be quite distracting. But are video games really as awful as Mom exclaims or as brutal as those TV ads depict? It turns out that video games can have a strong impact on participants’ lives in both positive as well as negative ways.
“Life is a video game. No matter how good you get, you are always zapped in the end” (“Video Game Quotes” 1). Over time researchers, psychiatrists, and parents have often wondered how damaging violent video games can be to the youth in society. This is an important matter to people with children in their personal lives or work environment. These games have become a large risk factor for aggressive behavior in children. Researchers have been saying that video games do affect adults as well; however, they have even more effect on younger brains in early development. Video games have negative effects on childrens’ behavior. Some effects that video games have are reduced academic performance, aggression, obesity, and emotional disorder.
Are there people who have never played video games at least once in their adolescence? You might recall some happy memories of playing video games with your best friends or that your parents punished you because you spent a lot of time playing video games. Most school teachers and parents are apt to think that playing video games in adolescence might only have negative impacts on adolescents. Playing video games is considered one of the top obstacles to academic performance and maintaining attention spans. Although these facts are partially true, there are positive effects of playing video games in some ways such as entertainment, development of social interaction and movement skills. This essay will cover the positive and negative effects of playing video games on adolescents’ physical, psychological/social aspects. In these divisions, I will discuss about the relationship between playing video games and the level of physical activity which is related to obese, aggressive behavior which is related to violence, social interaction and comfort effect of video games. Also, I will consider the significance of this issue.