Video Game Addiction

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  • Topic: Video game, Video game addiction, Video game culture
  • Pages : 9 (3015 words )
  • Download(s) : 1175
  • Published : October 19, 2008
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Literature Review
Video game addiction has become a major problem in our society. Many children and teenagers play an excessive amount of hours of video games a day that they develop countless problems such as violent behavior, hostility and social isolation. These are but few of many examples of problems young teenagers face when they have gotten to the point of addiction. However, video game addiction is proven to be associated with academic achievements and social skills as well. (Chui et al., 2004). Gaming addicts experience huge fluctuations in behavior as stated by Chin & Wen-Bin (2007). These so called fluctuations in behaviors do not manifest on their own however. Many addicts have actually become hooked on gaming simply because it provides them of a method to escape reality. The notion of escaping reality then becomes a habit, which leads to addiction (Lee & LaRose, 2007). Accordingly, the addict finds himself torn between two worlds: reality and the virtual world. This split is identified to cause behavioral differences such as the fluctuations previously mentioned and certain states of aggressiveness (Chin & Wen-Bin 2007). Video game addiction has in fact become a troublesome concept for many individuals. Though, in order to fully understand this concept, one must define it first: Online games can create a separate and unique world that helps identify the user of his preferences, goals, dislikes, settings, team goals and organizations (Chin & Wen-Bin 2007). As described by Young (1996), the internet itself is not addictive, but the specific applications used to achieve certain goals that benefit the user in some ways. At a social science perspective, video game addiction can lead to troubles in communication and self representation. This could also deeply effect the gamer psychologically. Video games are in fact applications that people can identify themselves with, and therefore can incite levels of addiction. The question remain: does the concept of video-game addiction influence the levels of aggression in an individual?

Many researchers have taken numerous approaches on video game addiction. A similar approach taken by most of the researchers was to treat this case as any other kind of addiction such as a drug or sex addiction. Through theory and much of the data found, the addiction within individuals has a big influence on levels of aggressiveness. To begin with, Grusser et al. (2007) performed a large scale study sampling 7069 gamers. These gamers were then assigned to fill out two online questionnaires regarding gaming behavior, aggressiveness and violent attitudes.Chui et al. (2004) developed a questionnaire that was that distributed to 1228 Taiwanese teenagers and children. This sample was achieved from 20 primary and junior high schools in Northern Taiwan. Chin & Wen-Bin (2006) interviewed and questioned 10 Taiwanese gamers who clearly showed signs of addiction. Amongst these teenagers, 7 were males and 3 were females. The subjects gamed for more than 48 hours a week on average. The researcher first passed out a survey and then interviewed each subject individually. The questions raised in the interview touched four specific subjects: surface motivations, in-depth motivations, self-conception and interpersonal relationships in real life.Chin & Wen-Bin (2007) then conducted another study where 222 undergraduates participated in a questionnaire. All of these undergraduates played massive multi-player online role playing games, otherwise known as MMORPGs. This study helped in finding psychological motivations in understanding what keeps video gamers going. Lee & LaRose designed a web-survey in which 488 gamers participated in. This survey aimed to prove that addicts primarily use video games as a way to change their behavior and escape reality. Young (1996) provides a unique case study in which a 43 year old woman addicted to the internet was being observed and studied. She was able to use the...
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