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This term seems to have been coined in the 1990s when researchers were attempting to describe a constellation of behaviors observed in persons using the Internet to such an extent that it began to cause other aspects of their lives to become dysfunctional. The DSM-IV disorder most similar to the pattern of behaviors observed with overuse of video games is pathological gambling. Presumably, the more colloquial term addiction was derived from the similarities to gambling addiction. For this report, this pattern of heavy video game playing is referred to as "video game overuse." (Khan, 2007) Kahn additionally relates that: "Symptoms of time usage and social dysfunction/disruption appear in patterns similar to that of other addictive disorders. It is not clear whether withdrawal symptoms are associated with video game overuse; some excessive users do not exhibit "cravings" for the games if they are unavailable, while other users insist they cannot reduce the time they spend on the games. Dependence-like behaviors are more likely in children who start playing video games at younger ages." (2007) Khan relates that the American Medical Association supports the recommendation of 1 to 2 hours "of total daily screen time..." (Khan, 2007)
In a news report entitled: "A Special Report: Video Game Addiction" it is stated that mental health experts believe that "spending too much time playing video games can become an addiction." (2005) According to the National Institute on Media and the Family, in the work entitled: "Computer Games Addiction?" whether to consider someone addicted to video gaming may be gauged on the amount of time that the individual spends playing video games. The National Institute of Media reports specifically states that computer and video game addiction is "When time spent on the computer, playing video games or cruising the Internet reaches a point that it harms a child's or adult's family and social relationships, or disrupts school or work life..." (2005)
The work of Taylor (2006) entitled: "Video Game Addiction a Treatable Mental Condition" states that according to Maressa Orzack, McLean Hospital Computer Addiction Study Center Director and an assistant clinical psychology professor at Harvard University states that: "Computer addiction is an activity in which the person spends too much time, risking everything from relationships to finances." (2006) a separate report entitled: "Game Away the Day" states that researchers states that the Society for Neurosciences has stated indications that the individual who spends an excessive amount of time video gaming has "the same physiological responses that trigger a smoker's craving" and that this research was established through use of electroencephalography (EEG) measurement of brain activity in those addicted to video gaming.
SUMMARY & RECOMMENDATIONS for FUTURE RESEARCH
Throughout the course of the foregoing literature review studies have noted the link between the amount of time spent video gaming and the addiction of an individual to video gaming. There are also other factors associated with addiction to video gaming, which are individual characteristics that contribute to the amount of time spent by the individual video gaming. While the amount of time spent video gaming is acknowledge and stated in study findings there are still factors that are yet unidentified or that are not completely understood in relation to the development of an addiction of video gaming. Future research should seek to identify which individual characteristics combined with excessive video gaming is likely to result in the individual becoming addicted to video gaming.
Hauge, Marny R. And Gentile, Douglas a. (2003) Video game addiction among adolescents: associations with academic performance and aggression - Presented at Society for research in child development conference, April 2 -- 3 Tampa Florida.
Special Report: Video Game Addiction (2005) New Orleans WDSU.com. 24 Feb 2005. Online available at http://www.wdsu.com/news/4160216/detail.html.
Khan, Mohamed K. (2007) Emotional and Behavioral Effects, Including Addictive Potential, of Video Games. Report of the Council on Science and Public Health. CSAPH Report 12-a-07
Computer Games Addiction (2005) National Institute on Media and the Family. Online available at http://www.mediafamily.org/facts/facts_gameaddiction.shtml
Taylor, Alex (2006)Video Game Addiction a Treatable Mental Condition.. The Daily Free Press. 31 March 2006. Online available at http://media.www.dailyfreepress.com/media/storage/paper87/news/2006/03/31/News/Video.Game.Addiction.A.Treatable.Mental.Condition-1775648-page2.shtml
Singer, Emily (2005) Game Away the Day. Technology Review. 15 Nov 2005. Online…[continue]
"Adolescent Video Game Internet Game Playing " (2007, June 16) Retrieved November 29, 2016, from http://www.paperdue.com/essay/adolescent-video-game-internet-playing-37168
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However, boys played almost two times the amount of hours as girls. Gentile stated, "It is important that people realize that playing a lot is not the same thing as pathological play. For something to be an addiction, it has to mean more than you do it a lot. It has to mean that you do it in such a way that it damages your life. This is why we-based
The second way is that individuals, specifically children can become desensitized to violence. This is because, daily exposure to violence may make one lose their emotional impact on them. Apparently, when one becomes emotionally numb, it becomes easier for them to engage in violence (Harding). The General Aggression Model This is a model that attempts to explain both the development of aggression an individual differences in susceptibility to the influence of
Dopamine is a pleasure inducing chemical that is secreted whenever an individual engages his/her mind in the playing f video games. The New brain research that was conducted years back (Bartholow, Bushman & Sestir, 2006) was the first to show that the playing of violent video games results in bad health of the players. The emphatic responses of the brain to the simulation of certain real-life violence such as shooting
Thee children, when socializing with their friends, invariably mimicked those violent characters they saw in the video games. While concluding, these researchers, pointed out that if children continued to play these kinds of violent and aggressive video games, then it is highly likely that negative and anti-social behavior becomes a norm for them (Nicoll and Kieffer, 2005). In one study carried out by Williams and Skoric (2005) revealed that gamers
, 2000). Specifically, the fact that video games portray extremely violent actions without a human cost can lessen a person's natural response (including empathy) in addition to promoting reckless conduct in real life. It is not necessarily that teenagers consciously believe they can "do" what they see in the games the way children sometimes come to believe that they can fly. But they may absorb unconscious images that inhibit their ability
Internet Gambling: Consumers, Industry, And Regulation Business Management Final Year Project Online gambling is a large and growing industry. Estimates from an industry consulting group indicate that as many as 2,000 firms worldwide are involved in offering a number of different types of online gambling, resulting in an estimated $25.4 billion in winnings and as much as twenty times that in revenue. Why is online gambling so popular, and what does this imply