Internet Addiction and Gender Dynamics for Social Computer Gaming Tendency Ozan Yaman
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 gendered use and negotiation of leisure spaces by gamers in the context of the expansion of gaming into space and place outside the traditional domestic contexts and which blur boundaries between domestic and public leisure spaces. As such it assumes a perspective on computer gaming in which the activity is seen as part of the everyday leisure routines of gamers rather than a spectacular and notable stimulus or event. The paper argues that although certain aspects of computer gaming involve technological mediation and disembodiment, the changes in gaming texts and contexts have not radically improved the leisure constraints associated with gendered space and technologically-mediated activities. To this end, the paper draws on the existing gaming literature and observational research of public competitive gaming. Key Words: Internet, computer games, gendered space, leisure constraints, technology
Purpose: To broaden arguement about the recent concerns about internet addiction and gender dynamics for computer social video game tendency have been based less on scientific facts and more upon media hysteria. Design/ Methodology/ Approach: A survey on gamers and non- gamers about internet addiction and gender dynamics for social computer gaming addiction. Survey is conducted with observational research on online gamers (World of Warcraft, Starcraft, Guild Wars, Diablo, Warcraft and Star Wars) and literature reviews. Findings: By examining the literature, it will be demonstrated that the current criteria used for identifying this concept are both inappropriate and misleading. Furthermore, by presenting literature reviews to be able to demonstrate how such claims of video game addiction can be inaccurately applied. It is concluded that the most likely reasons that people play video games excessively are due to either ineffective time management skills, or as a symptomatic response to other underlying problems that they are escaping from, rather than any inherent addictive...
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