Effects of online game addiction




















If the same thing continues, they want to be alone all the time. Wrong Values — Certain online games teaches wrong values to the gamers. The online games depict women as weaker characters and sexually provocative characters. The gamers will take that and they do behave badly with the women in reality.

Impact on Health — Yes, the gamers that take part in playing the online games would not like to participate in any such activities that make them fit and fine. Not taking part in the fitness activities leads to health disorders like video induced seizures, obesity, skeletal and postural disorder, never compression, muscular disorder, numbness in shoulders, hands and elbows.

The more your children spend in playing online games, the sooner they fall asleep. Lack of concentration will be an issue to the children that spend more time in playing online games.

Some children would fall to the online games and a kind of addiction will happen to them. Child:Care, Health and Development. Internet overuse and excessive daytime sleepiness in adolescents. Psychiatry and Clinical Neurosciences. Morahan—Martin J. Internet abuse addiction? Alternative explanations?

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Daily News. Florida mom Alexandra Tobias pleads guilty to murdering baby for crying during her Farmville game. Petersburg Times Father guilty in death of son. Sky News. Father kills daughter over Xbox console. The Guardian. Girl starved to death while parents raised virtual child in online game.

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Psychometric Theory. Traub RE. Reliability for the Social Sciences:Theory and Applications. Since the s, gaming has grown into a multi-billion dollar industry. Some people are concerned about the long-term effects of video game playing, particularly in children.

Concerns center on the following questions:. While research is inconclusive, there does appear to be evidence that video games can be harmful, can increase aggression, and can be addictive. As with all addictions, it is important when considering the possibility of a video game addiction to not simply consider the amount of time spent gaming, but also the function it is serving the individual.

Video game playing, as one of a range of recreational activities, may not be harmful or indicate an addiction. As a result, they tend to have greater negative impacts on physical health, sleep habits and academic performance. Like other behavioral addictions , video game addiction is a controversial idea. While video gaming research is showing some disturbing effects, particularly in younger players, there is a lack of long-term research and insufficient evidence to definitively conclude that video game overuse is indeed an addiction.

In addition, cautionary messages from groups, such as the American Medical Association, which believes that video games are potentially harmful, have to compete with the aggressive marketing of the video games industry, whose own research, unsurprisingly, shows no ill effects.

Internet Gaming Disorder is currently included as a condition for further study in the Diagnostic and Statistical Manual of Mental Disorders DSM-V , the "gold standard" reference for mental health conditions. Video game addictions are similar to other addictions in terms of the amount of time spent playing, the strong emotional attachment to the activity, and the patterns of social difficulties experienced by gaming addicts.

As with other addictions, gaming addicts become preoccupied with game-playing, and it disrupts family and other areas of life, such as school. The younger that children begin playing video games, the more likely they are to develop dependence-like behaviors. As with other addictive behaviors, there is a range of different responses to the activity.

While some gamers feel unable to reduce the time they spend playing, others do not experience cravings if they are unable to play. Games addiction shows the bad effect among the people nowadays. Addiction to the internet shares some of negative aspects of substance addiction and has been shown to lead to consequences such as failing school, family and relationship problem Brian.

NG, M. H, It can make the people who has addicted will feel that the games can provide opportunities for achievement, freedom and even a connection to the players.

The role of media in advertising the games also make more cause why the games addicted will be more interested with those games. Internet addiction is a relatively new phenomenon in which social workers and psychologists are unaware of and are thus unprepared to treat at present.

Mu points out that some of the main symptoms of Internet and online game addictions, including the decrease in friend and face-to-face interactions with others, become infrequent while the member of friends in the virtual world exponentially increases. Ultimately, the psychokinesis becomes weaker and weaker over time. This means that after a long time of playing online games, the players begin to realize the dangers of online gaming.

At this point players generally try to play less as they try to orient themselves back to the demands of society. However this is mostly unsuccessful as it almost always ends up failing. Zhang and Zhou , who also researched on the same topic, reported different results on the online game addiction and the finding supported the same symptoms.

With regards to undergraduate students who were addicted to the Internet or online games, Zhang indicated that most of these students had bad grades in their universities. Moreover, Zhou stated that the physical symptoms of Internet and online game addiction were cervical spondylitis, neurasthenia and insomnia. Cervical spondylitis, a fairly common symptom of many MMOG players, is essentially a spinal injury which results from keeping the same sitting position for hours while playing games.

This situation is more often than not leads to injuries to the cervical vertebra on the spinal cord. Neurasthenia on the other hand is a neurological disorder that results from when players engage in hours and hours of game playing with no virtually sleep intervals in between.

Even though players may end up playing games for a long time before going to sleep, their brains still keep running and experiencing phantom excitement from playing games even when they are asleep. This causes sleep sensitivity and disorders which induce addicted players to wake up several times during the night and as such this leads them suffering from insomnia which can cause mental anxiety and eventually result in nervous breakdowns and general tiredness.

Once the nature of physical and mental symptoms that manifest in MMOG addicts had been determined, we perused in various literatures on this topic to discover the ways through these addiction could be evaluated. One of the useful information sources was obtained from Young , who conducted a study aimed at enabling social workers to better understand, detect and treat Internet addiction.

The research by Young focused on the complications that precede an Internet addiction diagnosis. With regards to this research it is relevant in determining the criterion through which to evaluate our interviewees. It would help us to determine whether the individuals were addicted to online games or not.

To create a more holistic point of view this thesis also aims to identify the negative consequences associated with using the Internet and the ways to assess and identify the reasons causing the onset of pathological Internet use.

It is widely believed that game players who spend playing too many hours above 10 hours a day are at high risk of being addicted to video games Anand, Previous studies have shown that video game addiction among adolescents gamers is highly correlated with psychosocial problems such as time spent on games i. For example, Peters and Malesky further support the relationship between addiction of World of Warcraft players to the game and the time they spend playing online, the relationship that is also supported among adolescents who are addicted to online games in general Gentile, ; Xu et al.

However, due to the lack of research on the causal relationship among game addiction and these psychosocial variables, the authors avoid making conclusions regarding the direction of the relationships. Gentile , compare pathological gamers versus non-pathological gamers among 1, American adolescents aged between 8 and 18 regarding their psychosocial behaviour. The results show that pathological gamers are twice as likely as non-pathological gamers to have attention problems such as attention deficit disorder.

However, the author avoids making conclusion regarding the direction of causality between pathological gameplay and attention problems. In a study on a large sample of adolescents years olds in the Netherlands, van Rooij et al. In this study, the results of this comparison for social anxiety level is not significant. A lthough playing video games is one of the most popular leisure activities in the world, research into its effects on players, both positive and negative, is often trivialised.

Some of this research deserves to be taken seriously, not least because video game playing has implications for health. One innovative application of video games in health care is their use in pain management. The degree of attention needed to play such a game can distract the player from the sensation of pain, a strategy that has been reported and evaluated among paediatric patients. One case study reported the use of a handheld video game to stop an 8 year old boy picking at his face.

The child had neuro dermatitis and scarring due to continual picking at his upper lip. Previous treatments had failed so the boy was given a hand held video game to keep his hands occupied.

After two weeks the affected area had healed. All these studies reported that distracted patients had less nausea and lower systolic blood pressure than controls who were simply asked to rest after treatment and needed fewer analgesics.

Video games have been used as a form of physiotherapy or occupational therapy in many different groups of people. Such games focus attention away from potential discomfort and, unlike more traditional therapeutic activities; they do not rely on passive movements and sometimes painful manipulation of the limbs. Therapeutic benefits have also been reported for a variety of adult populations including wheelchair users with spinal cord injuries, people with severe burns, and people with muscular dystrophy.

Video games have also been used in comprehensive programmes to help develop social and spatial ability skills in children and adolescents with severe learning disability or other developmental problems, including autism; children with multiple handicaps for example severely limited acquisition of speech and children with impulsive and attention deficit disorders.



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