Game Addiction

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De La Salle University – Dasmariñas
College of Science and Computer Studies
Computer Science Department

Game Addiction

Submitted to:
Ms. Gina Tan-Sanfilip

Submitted by:
Chelsea Ann Montilla
Brandon Kyle Davey
Ricci Zerrudo
Julian Robert

July 15, 2013
CHAPTER 1
BACKGROUND OF THE STUDY

Introduction
In recent years, several studies have demonstrated that at least a small group of gamers has trouble controlling their online video game playing. Excessive amounts of time spent on playing online video games can be severely disruptive to school, work, and “real life” social contacts. It seems that online games, especially multiplayer online role playing games, are more often associated with video game addiction. Drawing parallels to other industries–such as gambling–which are heavily regulated, the issue of social responsibility of the video game industry is explored. Presently, online video game publishers provide neither referral services nor customer care with regards to video game addiction. Computer game addiction is excessive or compulsive use of computer and video games that may interfere with daily life. 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. Gamer Addiction is an obsession with video game playing that usually begins in elementary and middle school. By college, the individual progresses from simple to elaborate games and the student is game-hooked. An activity becomes an addiction when it is used to change an individual's mood. It becomes abuse when it interferes with 'one's work or school, or disrupts personal or family relationships, and becomes increasingly necessary to feel good'. (Orzack, 2005) Addiction takes away from life and reduces motivation to do anything beyond the focus of the addiction. According to Niolosi (2002), he found that video games are part of the daily routine for 65% of American girls and 85% of American boys. NBC News ( 5-19-05 ) reported that one in eight gamers develops patterns similar to other types of addiction and abuse. Tournemillie (2002) noted that a survey of 1500 teenagers indicated 25% were compulsive video gamers. Fifty percent of those surveyed used the word 'addiction' to describe a friend's gaming behaviors. Today's video games are available in a plethora of venues that draw individuals into the world of the game. Games are designed to keep the player riveted to action. Players experience a sense of control when they enter into the fantasy world of speed, realism, violence, new morals, and interoperability. Many games offer on-line anonymous interaction with other people; a 'hook' is a sense of family or belonging in the form of a pseudo persona the player develops when repeatedly playing the game. The longer the game is played, the more the pseudo persona can replace reality. As Douglas Adams said, "Anything invented before your 15th birthday is the order of nature. That's how it should be. Anything invented between your 15th and 35th birthday is new and exciting, and you might get a career there. Anything invented after that day, however, is against nature and therefore should be prohibited." Games are addicting by nature, but we shouldn't be pulled into a fake world that only causes destruction over our lives. According to research firm DFC Intelligence, there are 114 million people in the world that plays online games and most of them come from Asia. In the Philippines, more and more teenagers, most of which are students in highschool, college, and some elementary students are hooked on video games. They spend most of their time and money in internet cafe's to play the most popular Mass Media Online Role Playing Game or MMORPG, DOTA or Defense of the Ancients. Video game addiction is a particularly severe problem in Asian countries, says Michael Cai, the director of broadband and gaming for Parks Associate which...
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