Preview

Internet Addıction and Social Computer Gaming

Powerful Essays
Open Document
Open Document
5070 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Internet Addıction and Social Computer Gaming
2013
OBSERVATION ANALYSIS
Internet Addiction and Gender Dynamics for Social Computer Gaming Tendency
Ozan Yaman

ABSTRACT
Since the mid-1990s, there have been frequent reports of individuals whose use of the computer and internet is problematic. Given the recent expansion and the expected increase in internet availability and usage in the coming years, it is important that healthcare professionals be informed about this behavior and its associated problems. Recently, psychological and psychiatric literature has described individuals that exhibit problematic internet use who often suffer from other psychiatric disorders. In the face of this comorbidity, it is essential to evaluate whether these individuals represent a distinct class of disorder, or a manifestation/coping mechanism related to other underlying diagnosis. In either event, problematic internet use negatively impacts social and emotional functioning. Based on the current limited empirical evidence, problematic internet use may best be classified as an impulse control disorder. It is therefore imperative that problematic internet use be appropriately identified among symptomatic individuals.
The increasing popularity of computer gaming as a contemporary leisure activity, together with the use of PCs and games consoles as leisure technologies are evidence of the increasing convergence of new technology and leisure practice. The size and popularity of the games industry stands out in contrast to the lack of understanding of computer gaming as a serious leisure activity. Previous research on computer game playing has tended to focus on the negative aspects of gaming such as aggression, addiction, and social isolation, rather than viewing it as an activity which forms an important part of many people’s leisure lifestyles. This paper presents a very different image of gaming and gamers. It investigates computer gaming as a serious and competitive leisure activity. The paper looks at the



References: * Asakura, R., (2000). Revolutionaries at Sony: The Making of the Sony PlayStation and the Visionaries Who Conquered the World of Video Games, New York: McGraw-Hill. * Bandura, A. (1986). Social Foundations of Thought and Action: A Social Cognitive Theory. Englewood Cliffs, NJ: Prentice Hall. * Bannet, M. and Arbinger, P.R. (1996) Gender-related differences in exposure to and use of computers: Results of a survey of secondary school students. European Journal of Psychology of Education, 11, 269-282. * Barnett, M. A., Vitaglione, G. D., Harper, K.K. G., et al., (1997). Late adolescents’ experiences with and attitudes towards videogames. Journal of Applied Social Psychology, 27, 1316-1334. * Bella, L. (1989). Women and leisure: Beyond androcentrism. In Jackson, E. and Burton, T. (Eds.), Understanding Leisure and Recreation: Mapping the Past, Charting the Future. State College; Pennsylvania: Venture, pp. 151-180. * Bryce, J. and Rutter, J. (2001). In the Game – In the Flow: Presence in Public Computer Gaming, Computer Games and Digital Textualities Conference, IT University of Copenhagen. * Busch, T. (1995). Gender Differences in Self-Efficacy and Attitudes toward Computers. Journal of Educational Computing Research 12 (2): 147-158. * Funk, J. B. and Buchman, D. D. (1996). Children 's perceptions of gender differences in social approval for playing electronic games. Sex Roles 35(3-4): 219-231. * Funk, J. B. (1993a). Reevaluating the impact of computer games. Clinical Paediatrics, 32, 86-90. * Greenfield, P. M. (1996). Video games as cultural artefacts. Special issue: Effects of interactive entertainment technologies on development. Journal of Applied Developmental Psychology, 15, 3-12. * Griffiths, M. (1997). Computer game playing in early adolescence. Youth and Society 29(2): 223-237. * Griffiths, M. (1999). Violent video games and aggression: A review of the literature. Aggression and Violent Behavior 4(2): 203-212. * Griffiths, M. D. and Hunt, N. (1995). Computer Game Playing in Adolescence - Prevalence and Demographic Indicators. Journal of Community and Applied Social Psychology 5(3): 189-193. * Kent, S.L. (2001). The First Quarter: A 25-Year Histroy of Video Games, Bothell, WA: BWD Press. * Schumacher, P. and Morahan, M. (2001). Gender, Internet and computer attitudes and experiences. Computers in Human Behaviour, 17, 95-110.

You May Also Find These Documents Helpful

  • Good Essays

    MGT5015 Term Paper

    • 6822 Words
    • 19 Pages

    The video game industry is a billion dollar market that has revolutionized American culture. Since 1947 with the invention of the first electronic game called the Cathode-Ray Tube Amusement Device (Cohen, 2012), video games has become an American phenomenon and coupled with decades of technological innovations and a changing society, today, there are more than 100 million games making the video game industry approximately $67 billion a year (Gaudiosi, 2012). Once considered harmless fun, video games increased exponentially in popularity and became very much part of America pop culture.…

    • 6822 Words
    • 19 Pages
    Good Essays
  • Good Essays

    Linda Bernstein’s article “Gaming the Console” addresses the possible effects that video gaming has on teenagers and children. The article supports both sides of the debate: whether or not video gaming has negative consequences. Ultimately, Bernstein lets the reader form his or her own opinion on the subject. Some scientists and experts claim that video gaming is harmful as it may negatively affect areas of the brain, academic and social skills, and can become highly addictive. Other experts argue that some video games are educational and have positive physical benefits.…

    • 617 Words
    • 3 Pages
    Good Essays
  • Good Essays

    Trespalacios, Jesús, Barbara Chamberlin, and Rachel R. Gallagher. "How Youth Prefernces in Video Gaming Can Inform 21st Century Education." TechTrends 55.6 (2011): 49-54. Nov.-Dec. 2011. Web. May 2012.…

    • 734 Words
    • 3 Pages
    Good Essays
  • Satisfactory Essays

    Dr Douglas A. Gentile is a researcher who studies the effects of media on children and adults, may it be positive or negative. He has a Media Research Lab at Iowa State University where he conducts his studies. He is an associate professor of psychology at Iowa State University and has over twenty years of experience in conducting research with children and adults. This article is about how games affect people, if they benefit or learn from it, or if these games just kill brain cells. These games can either teach the player skills, or take away a person's sensitivity. One of the benefits mentioned was…

    • 905 Words
    • 4 Pages
    Satisfactory Essays
  • Good Essays

    Video Games Dbq

    • 624 Words
    • 3 Pages

    According to John DiConsiglio between 70% and 90% of teens in the United States play video games and it is said that 5% to 10% of those kids are addicted to gaming, but what about the other 80%? Although people may argue that the internet or video games cause adolescents to have antisocial personalities that isn’t necessarily true for every person. The internet and videogames can have positive impacts on both the world and people’s lives. The internet and both online and video games aren’t detrimental to adolescents’ intellectual and social development because they can be used for educational tools and they allow teens to become more involved in the world around them.…

    • 624 Words
    • 3 Pages
    Good Essays
  • Best Essays

    Padilla-Walker, L. M., Nelson, L. J., Carroll, J. S., & Jensen, A. C. (2010). More Than a Just a Game: Video Game and Internet Use During Emerging Adulthood. Journal Of Youth & Adolescence, 39(2), 103-113.…

    • 1536 Words
    • 7 Pages
    Best Essays
  • Powerful Essays

    Berger, A. A. (2002). Video games: a popular culture phenomenon. New Brunswick, N.J.: Transaction Publishers.…

    • 3479 Words
    • 14 Pages
    Powerful Essays
  • Powerful Essays

    Kato, Pamela M. "Video games in health care: Closing the gap." Review of General Psychology 14.2 (2010): 113-121. PsycARTICLES. EBSCO. Web. 18 Oct. 2010.…

    • 2619 Words
    • 11 Pages
    Powerful Essays
  • Powerful Essays

    “Currently there are more than half a billion people worldwide playing online games at least an hour a day -- and 183 million in the US alone.” (McGonigal, 2011) There is an extensive anti-game lobby that believes video games promote violence, anti-social behaviour, and zoned-out teenagers. However, there is ample evidence to support my theory that video games have been unfairly maligned. In this paper I will examine research and anecdotal evidence to illustrate why video games are good for you.…

    • 2900 Words
    • 12 Pages
    Powerful Essays
  • Satisfactory Essays

    In spite of the fact that it’s been said that computer games cause indolence and violence in children, we now realize that computer games can be used to assist in early child development. Research has demonstrated that computer…

    • 338 Words
    • 2 Pages
    Satisfactory Essays
  • Good Essays

    English 215 Week 1

    • 847 Words
    • 4 Pages

    References: Hastings, E. C., Karas, T. L., Winsler, A., Way, E., Madigan, A., & Tyler, S. (2009). Young Children 's Video/Computer Game Use: Relations with School Performance and Behavior. Issues In Mental Health Nursing, 30(10), 638-649. doi:10.1080/01612840903050414…

    • 847 Words
    • 4 Pages
    Good Essays
  • Good Essays

    Most students will look for an activity to comprehend these feelings and video games are one of them. We will be discussing how video games affect emerging adults cognitively, physiologically, emotionally, and socially in various ways.…

    • 861 Words
    • 4 Pages
    Good Essays
  • Good Essays

    Sports vs Videogames

    • 967 Words
    • 4 Pages

    We no longer live in a society where kids run around actively throughout the neighborhood. Late night soccer games, pick up games in the park, and innocence children are gone in sports. Today children are more interested in video game, computers and television, and parents are afraid of letting their children run around the streets because of kidnapping. The majority of kids are no longer interested in physical activity. Why do most kids enjoy video games rather than sports? Video games were first introduced in the 70’s and have been gaining popularity ever since. By the end of the decade video games had already become a preferred activity for kids. According to a recent study by Harris Interactive 1,178 children in the U.S, almost 9 percent of children gamers are pathologically or clinically “addicted to video games. However, 23 percent of youth say that they have felt "addicted to video games," with about one-third of males and a little more than one in 10 females reporting the sensation. This is wrong, kids should not be addicted to anything at their age. Kids need to stop playing so many video games and start to playing more sports.…

    • 967 Words
    • 4 Pages
    Good Essays
  • Good Essays

    “. . . a new study has found almost half of all "heavy gamers" are six- to seventeen-years-old” (Bennett). The current generation is one being born into the most technologically advanced civilization ever. While this is excellent from a scientific standpoint, it can have some serious negative effects on children growing up with this equipment. Video games are gradually becoming more popular with today’s youth. The rise in video game popularity has caused a major problem with increased aggression and video game addiction in young players.…

    • 1549 Words
    • 7 Pages
    Good Essays
  • Good Essays

    Effects of Online Games

    • 998 Words
    • 4 Pages

    This week’s readings discuss the effects, misconceptions, and research related to “Gaming.” Much of the information known to the general public about playing video games is based on anecdotal evidence where emotions often skew facts. In the first readings, “Playing Video Games,” we learn about the complexities of online gaming in comparison to traditional video games. The establishment of internet gaming allows individual play as well as international play. Also with online gaming, the number of players can be from one person to thousands at the same time. A person can play a simple game like chess or a more complicated game such as Star Wars Galaxy: An Empire Divided. As complexity increases its impact on the gamer can increase as well, creating an attachment between the game and the gamer. From this first reading we also learn that there is a struggle for gaming companies to attract the casual gamer who doesn’t spend hours online. Because many of the users are serious users who spend hours online daily.…

    • 998 Words
    • 4 Pages
    Good Essays

Related Topics