Chiu, Lee, and Huang suggest parents take much part in the lives of their children and make an attempt to decide this problem in the way of developing their worldview and improving skills needed for self-realization. From these researches, one can see the negative consequences of video games What is more, such a process can also be followed by forming of another issue like isolation among children.
Trying to escape reality, they go to the virtual world feeling themselves much better. This tendency is also common for older people, who have been suffered in childhood. As a result of avoiding communication, the building of some relationships with others, and socialization, they develop an addiction to gaming. This influences the lifestyle of children and adults, making them be out of society and spending a lot of time alone with themselves. Such consequences are considered as negative as they have an adverse impact on individual growth, mental and physical development, the realization of personality in a particular, professional sphere.
A study of computer gaming addiction among young people reveals the idea of their involvement in this process as the way of emotional compensation for those who had experienced some issues in the childhood Chiu et al. To clarify, this relationship finds its realization in various negative and dangerous consequences revealing through the chain of addiction, isolation, demonstration of aggression, violation, conducting the crime and even using alcohol and drugs with the aim of reducing the influence of the childhood background.
Thus, personal isolation, inability to proper self-realization in real society, aggressive behavior, the disposition to conducting the crime, the possibility of becoming addicted from certain substances can be identified as the dangerous consequences of the computer gaming addiction. In conclusion, video games are one of the most popular things to cause addiction, which has an adverse impact on various things in psychological and sociological contexts.
Being a subject of virtual reality, a game creates an illusion of a world very similar to the real but comparably useful for the players. Addicted children and adults consider it as an opportunity to live a better life and thus isolate themselves.
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However, within such a result, computer gaming addiction lead to dangerous consequences as violence, aggression, and crime. These problems prevent the social welfare and growth as well the personal development, and for this reason, should be addressed. Chiu, Shao-I, et al.
Keepers, George A. EurekaMag, doi The argumentative essay above is dedicated to one of the most acute modern problems — computer gaming addiction. This psychological phenomenon is common both for adults and children. Sitting on the couch for an entire evening playing X-Box or just watching television is bad for your health. Video games are not the only activities in which one is required to sit for more than two or three hours at a time, as a matter of fact companies such as Microsoft and Nintendo have started to develop more dynamic games.
Wii Sports. If the gamer was to play a tennis video game such as.
Top Spin. X-Box has taken a step further and developed the Kinect which requires no controller at all. Censors on the console capture movement and this technology has led to games designed to exercise the body with personal virtual trainers and with records of height and weight of the user. Technology has enabled consoles to enable such. Once again.
In other words, some people have addictive personalities. A kid who spends his time playing games on his console instead of studying or doing homework is probably going to score low on tests. A moderate gamer might actually find video games resourceful and he might actually channel his creativity through the video gaming. Games such as. Developers include much accurate information about the virtual landscapes they crate which are based on cities such as Rome or Constantinople. The player is not only able to interact with the monuments of these cities but he might find their history. Online Gamers Anonymous , an online support community modeled after step programs.
The Center for Internet Addiction , an online information resource, professional training and treatment service pioneered by Dr. Kimberly Young. NBC Rock Center story on computer game addiction.
ESSAY: Effects of playing computer games excessively in children.
Two years later, 84 percent of the pathological gamers in this study were still experiencing similar impacts, a finding that suggests that nearly 10 percent of first-year college students bring these pathologies to college with them. Students who reported pathological impacts played an average of 31 hours every week. Gaming within this subculture of students is so prevalent that my son convinced himself that hours of daily gaming when he started college was normal. In the National Survey of Student Engagement , completed by 27, first-year students, over one-third of incoming males and nearly one-fourth of females reported playing computer games more than 16 hours per week.
So, they come to college less prepared to succeed, and are likely to fall further behind if their addiction takes root more deeply. An older study of college students by The Pew Internet and American Life Project confirmed this crowding out effect, with nearly half 48 percent of college student gamers reporting that gaming keeps them from studying.
This problem is poised to get much worse. More and more online computer games are designed to profit by hooking addicts -- starting at a young age -- on their products, just as cigarette makers profited for decades by hooking young nicotine addicts for a lifetime.
This Christmas, children being groomed by game-makers will find "Halo" and "World of Warcraft"-themed Lego sets under the tree. After the computer game industry succeeded in getting and keeping my son addicted at college, he was hardly recognizable as the high school senior with a 3.
In a magazine article , an anonymous game designer described the creepy science of addiction that designers are engineering into their products. They extract money from players later, after they get hooked. Its phenomenal success has induced a Pavlovian response within the industry to design even more intense free-to-play games that seek to ensnare and addict its customers — with youth and college students directly in their crosshairs. This prospect should motivate every dean of student services into action to warn students, starting with the first day of freshman orientation.
Such warnings are rare, however. One reason is that the problem of compulsive or pathological computer gaming is often hidden from college officials by addicted students. This kind of response is typical of many addicts, who feel a deep sense of shame about their out-of-control compulsion for gaming, and engage in elaborate self-deceptions and lies to protect their addiction and their self-image.
Video Game Addiction & Solutions For Children & Adults | Violent Games
My son thought he was the only student with this problem. Tracy Markle, Founder of Collegiate Coaching Services , has directly observed a chilling rise in pathological computer gaming among her young adult clients. Cash and Markle both encourage college and university leaders to provide in-service training to build awareness among staff — especially front-line leaders such as resident assistants, teaching assistants, and student health clinicians -- on how to recognize the warning signs of computer gaming.
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