Video Game Addiction With Each Term Paper

PAGES
3
WORDS
1283
Cite

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 our definition on how pathological gambling is diagnosed in the DSM-IV. Almost one out of every ten youth gamers show enough symptoms of damage to their school, family, and psychological functioning to merit serious concern."

Dr. Suzanne Martin, youth and education researcher at Harris Interactive, says, "The prevalence of video gaming in youth culture in combination with this level of pathological video gaming is great cause for concern and highlights the need for further research in this arena." Gamers who were interviewed and deemed pathological were getting lower school grades than other students, more apt to have video game systems in their bedrooms (65%), spending significantly more time playing games each week (averaging 24.5 hours per week), and more likely to have been diagnosed with an attention deficit disorder.

Psychologists at the University of Rochester, New York, in collaboration with Immersyve, Inc., a virtual environment think tank, asked 1,000 gainers what motivates them to keep playing. The research as published in Motivation and Emotion suggests that people enjoy video games because they find them intrinsically satisfying (Science Teacher 2007). The Rochester reseachers analyzed at the basic motives and satisfactions that can spark players' interests and maintain play. Four groups of people played different games, including one group tackling massively multiplayer online (MMO) games, which are considered the fastest growing segment of the computer gaming industry. MMOs support hundreds of thousands simultaneous play worldwide. For group playing MMOs, demonstrated the need for relatedness "as an important satisfaction that promotes a sense of presence, game enjoyment, and an intention for future play."

Finally, Young...

...

Prior research explored the addictive qualities sustaining drug and alcohol abuse, pathological gambling, and even video game addiction. However, Young (2007) stated that "given the relative newness of Internet addiction, little is understood about the habit-forming nature of the Internet and its potential for abuse." As the Internet becomes more a part of homelife, school, and work, what kind of impact will it have on family, academic-, and job-related problems.
Young (2007) stated that with little restriction, students must exercise self-control because Internet addiction can put the student at risk of failing out of school or family and relationship problems. "Students can tumble into major depression when their online steady blips off the screen forever or they experience withdrawal when they try to quit their online habit..."

As can be seen by this brief literature review, more research needs to be conducted in the area of video game/Internet game addiction in order to help those youths who have a problem in this area.

Sources Used in Documents:

References

Hauge, M.R. And Gentile, D.A. (2003) Video Game Addiction Among Adolescents: Associations with Academic Performance and Aggression Presented at Society for Research in Child Development Conference, April 2003, Tampa, FL. 1 May 2007 http://www.psychology.iastate.edu/FACULTY/dgentile/SRCD%20Video%20Game%20Addiction.pdf

Information Week. (2007) Documents Video Game Addiction; a January survey of more than 1,100 youths from ages 8 to 18 found that addicted gamers receive lower grades in school than their peers, Harris Interactive says. pNA

Moore, S. (2005) Numbed by Nintendo. The American Enterprise 16(5)12

Science Teacher. (2007) Video Game Addiction. 74(2) 20-22.


Cite this Document:

"Video Game Addiction With Each" (2007, May 03) Retrieved April 18, 2024, from
https://www.paperdue.com/essay/video-game-addiction-with-each-37997

"Video Game Addiction With Each" 03 May 2007. Web.18 April. 2024. <
https://www.paperdue.com/essay/video-game-addiction-with-each-37997>

"Video Game Addiction With Each", 03 May 2007, Accessed.18 April. 2024,
https://www.paperdue.com/essay/video-game-addiction-with-each-37997

Related Documents

Methodology The methodology that will be employed in this study will be a desk survey of existing studies. The data complied by the studies will be analyzed, as will be the processes and methodology used in those studies. The data compilation and yield will be discussed in comparison between studies, and an attempt will be made to take the information and use it in an overall presentation that shows that the

Video Games and Violence in
PAGES 10 WORDS 3864

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

Video Games Have for a
PAGES 33 WORDS 9936

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

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

Video Gaming Does Not Alter an Adolescent Mindset Causing Aggressive Behavior Video games are an interesting form of entertainment that encourages the participants/players to become a part of the game's script. Video games have been in existence for over 30 years, but today's video games are sophisticated and require the player to constantly concentrate on the game. The games engage the players on a deeper level emotionally and physically that is

Video Games on Children Owing to the advent of digital media over the past few decades, technology has taken over many dimensions of the world and given the media a 360 degree turn by entirely switching the way it previously worked. The computer era not only changes the way transactions were done, documents were prepared, statistical tools were used and made the world global but it also changed the way