Call
of Duty, Madden NFL, Battlefield, World of War Craft, what do all these titles
have in common? They are all video games
that have a top selling product in the consumer market. They are popular not only in the United
States but throughout the whole world, such as South Korea, Australia, China
and even France. They consist of a video
game console or computer. You can play
them at home; at a friend’s house or even while you are walking down the street
with a portable gaming device. Now, you
cannot find a house with children or teens living there without seeing some
type of video game hardware inside their home. With its high popularity and
mass usage, what happens when these video games become addictive? Do any negative or positive effects
occur? These four questions will help
figure it out.
11.)
How does video game addiction affect
teens in school and adults in work?
22.)
How do video games affect people
physically and mentally?
33.)
What causes video game addiction?
44.)
How much money has been spent on video
games in the United States of America during the 21st century?
First,
in order to understand video game addiction, you have to know how it all
started. When video games first came out
back in the 1970’s, not that many people were into them because, they were
expensive and there were not many things you could play on them other than Ping-Pong
and hockey. Then, in the 1990’s Nintendo
came out with a whole new console which delivered a game and storyline people
became instant fans of. The storyline of
the game was about two Italian brothers, one red and one green, who were trying
to save the princess from the evil Koopa King.
This game of course was called Super Mario Bros. This was the turning point for the success of
video games.
From
here on out, games started getting more specific, detailed and expanding with
levels. It used to take a few days to
complete a game, but with more memory and better consoles the levels are much
deeper and longer to beat. Graphics have
been modified to look like real life events and people. Video game makers have established a gaming experience
where it feels as though the users are really inside the game. Another gaming advancement has been online
play. Online playing makes it possible
for a person from the United States to play with a person from China via Internet
as long as they have the same game. With
headsets and texts, people can communicate with the people they are playing
with. The better the game the more a
person will play. All these developments
made a few people become addicted to playing video games, playing over 15 hours
a day, losing sleep, missing school and work.
There are some people who believe playing video games can be a good
thing and that it is just a childhood thing to do.
What
do researchers say can cause a child, teen or adult to become addicted to video
games in the first place? According to
my research, most kids ranging from 8 to 17 years old play video games for
large amounts of time because, they do not have anything to do when they get
off of school. With online video games,
teens can chat with friends or meet new people.
Some children and teens do not have friends at school so they can use
video games as a replacement to have fun and interact with people. Another part of my research shows most adults
who are addicted to playing video games started when they were in their teens
and they never let go of playing. In
some cases these people chose video games over their actual lives and either
get a small job or do not even have a job and still live with their parents
even after high school. This gives the
person more playing time without having to worry about paying bills or living
life outside.
Video
games can deprive a person from the real world.
According to this database, “Users may play compulsively, isolating
themselves from other forms of social contact, and focus almost entirely on
in-game achievements rather than broader life events.” (Weinstein 2010). This means video game addicts focus all of
their attention on the video game and they do not try to interact with life
outside the game. Symptoms a person can have are isolation from the outside
world; the person stays quarantined in their home, having no connection with
the outside world. They spend all day
playing video games rather than being with friends and family. They also make goals for themselves, but not
life goals such as striving for good grades, being in clubs or trying to get a
boyfriend/girlfriend. Instead they make
video game goals as in trying to achieve in completing a certain level, getting
a high score or beating the whole game in one day. All these are symptoms of a video game
addict.
There
have been various amounts of effects for video addicts. According to this database, a study “Found
that self-reported sleep problems, depression, suicidal ideation, anxiety,
obsessions, and compulsions as well as alcohol and substance abuse were
positively related to the frequency of video game playing.” (Mentzoni 2011). This means the syndromes that a video game
addict can obtain range from a minor problem (sleep problems) to major problems
(suicide). When a person does not have
at least eight hours of sleep a day, he or she can develop stress and become
moody. This not only affects the video
game addict themselves but also family or friends that are close to the
individual. The way suicides occur is
some people try to reenact what they play in the game. Violent video games are believed to
contribute in this factor. According to
this article, “One of the primary concerns with violence in video games is that
gaming is not passive. In order to play and win, the player has to be the
aggressor. Rather than watching violence, as he might do on television, he's
committing the violent acts.” (Violence and Video Games). Video games are rated
to show the age appropriateness. Video
games have ratings to show the appropriateness of the video game. The ratings start at C, which means children
and range up to A which means adults only.
The most common rating is E, which stands for everyone. Most shooting and violent games are M for
mature which says they are only meant for people over the age of 17, meaning, only
people over the age of 17 can purchase these types of games. However, children and teens are still able to
get their hands on these games because parents or older siblings buy them
without noticing the ratings.
Video
game companies have made it easier for people to get more games at a time by
making them available for rent. People
can now play a game for a week, send it back and get another one. Another spike in video game addiction has
been remote controllers’ usage. Meaning
when used for a long time, remote controllers ran out of battery and people had
to keep buying batteries but now people can buy a rechargeable pack so that the
player can never stop playing.
Video
game addiction normally affects males more than females.
As you can see in the
graph above, males play any type of video games more than females. The graph consists of different console
categories and shows how many males and females play the console. In all the categories, males played more than
females.
There could be trends though that children and
teens can go through. According to this database, “Given trends for
television usage, one might expect videogame usage to increase across
elementary school, peak at about middle school, and drop off across high
school… The frequency of video-game play appeared to be relatively steady from
ages 8 to 13, and to decrease thereafter” (Gentile 2009). This means video addiction can be just a
phase a person goes through. Kids in
elementary start using video games because everyone has them, in middle school
they have nothing else to do, but by high school, kids turn into teens and
start going to parties and joining sports teams which diminishes video game
use. These statistics are different for
video game addicts though, because according to the pie graph below, video game
addiction affects 18-49 year old people more than 18 and under people. The
average age of a video game addict is 35 years old.
Video
games do not just have negative effects on people; they can also have positive
effects. According to this database,
“Players play video games due to various motivations and purposes. Some believe
video games help them boost mental skills and improve physical coordination…
reading ability, attention, hand-eye coordination, and speed reactions to novel
situations.” (Shu-Hsun 2011). This means that video games can contribute
mental skills because some video games require critical thinking and that can
enhance people’s reaction. Also since
most video games require a remote control, hand-eye coordination increases a
person’s movement. Some video games can
also help people lose weight while exercising.
This method uses a kinetic sensor device, which is a motion sensor that
does not require a remote control. All
you have to do is put the sensor device near your television where it can scan
the person’s playing, and any kind of movement the person does, the player on
the television will do the same thing.
This establishes an exercise activity in which people who play will not
be sitting on a couch. All kinetic games
promote the act for cardio activity. For instance; pumping your feet and arms
to make it seem like you are running.
Other activities include jumping up and down, dancing and even martial
arts movements.
The
video games industries are also a big market for the economy. According to a Forbes research, citizens in
the United States spend roughly between 16.3 to 16.6 billion dollars on video
games a year. This also included online
and mobile games as well. The U.S. is
not the only country that uses video games to boost the economy; other countries
as well succeed in selling video games.
According to this database, “With the popularity of online games in
South Korea, the total revenue of the online gaming industry reached about 1.8
billion U.S. dollars in 2006, 24 percent of which was comprised of revenue from
the South Korean gaming industry.”
(Bong-Won 2010). This means not
only are people in the United States buying video games, but also other
countries purchase these games to increase currency in their economy as
well. The popularity and addictiveness
to these games make people of all age buy them.
Treatments
for video game addicts include putting the person in a rehab facility where the
person has no access to a video game console or computer. A family and friends intervention can also be
useful to show the person what he/she’s been missing since being focused on
video games. Another example can be
outdoor programs such as wilderness camps.
According to this article, “"Wilderness camps" or
"outdoor education," are highly effective in treating teens
struggling with behavioral problems like video game addiction or obsessive
Internet use.” (Why Wilderness Works).
These programs are designed to get people outside and interact with
nature. All the person has to do is call
to get more information.
In
conclusion, video game addictiveness can have various effects. As studies show video games usage increase
during middle school age but slowly decrease throughout high school. The effects though can be more severe to some
people and can go on past high school.
There are helpful websites that can instruct parents on how to control
their child’s playing habits. Since this
starts at an early age, the websites target parents to be focused on what their
children are playing and how long they are playing it.
Reference
List
Bong-Won,
P., & Jae-Hyeon, A. (2010). Policy analysis for online game addiction problems. System Dynamics
Review (Wiley), 26(2), 117-138.
Gentile,
D. (2009). Pathological Video-Game Use Among Youth Ages 8 to 18: A National Study. Psychological
Science (Wiley-Blackwell), 20(5), 594-602.
Mentzoni,
R., Brunborg, G., Molde, H., Myrseth, H., Skouverøe, K., Hetland, J., & Pallesen, S.
(2011). Problematic Video Game Use:
Estimated Prevalence and Associations
with Mental and Physical Health. Cyberpsychology, Behavior & Social Networking,
14(10), 591-596.
Shu-Hsun,
H., Chutinon, P., & Chia-Ying, L. (2011). May I Continue or Should I Stop? The Effects of Regulatory
Focus and Message Framings on Video Game Players' Self-control. International Journal
Of Business & Social Science, 2(12), 194-200.
Weinstein,
A. (2010). Computer and Video Game Addiction—A Comparison between Game
Users and Non-Game Users. American Journal of Drug & Alcohol Abuse, 36(5), 268-276.
Violence
and Video Games, Video Game Addiction, Retrieved from: http://www.video- game-addiction.org/violence.html
Why Wilderness Works, Video Game Addiction, Retrieved
from: http://www.video- game-addiction.org/wilderness.html
First
Graph:
http://www.fastcompany.com/1576744/women-female-social-gaming- video-games
Second
Graph: http://www.regjeringen.no/en/dep/kud/Documents/regpubl/stmeld/2007- 2008/report-no-14-2007-2008-to-the-storting/5.html?id=518845
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