Introduction: A single-system research design was completed using a single Caucasian male who is 27 years old who shall be referred to in this paper as (JQ). JQ expressed a desire in decreasing the amount of time that he spends engaging in the playing of video games. He feels that he has been engaging in this activity for an excessive amount of time each day but has stated that he often feels anxious when he is unable to do so. This is causing JQ quite a bit of concern. JQ has noticed that other things he used to enjoy doing have suffered as a result. These include drawing, bike riding, and socializing with friends. This researcher asked JQ to participate in this project to see if an intervention of some form might enable …show more content…
An example would be if JQ visited his friends for 2 hours he would have up to 2 hours that he was able to engage in video game play. This researcher’s hope is that this will help the participant begin to modify his behavior through the normalization of engagement in other activities. He would record the amount of time he spent doing these activities and would later be allowed to play video games for a period equal to that. The final 5 days all restrictions will be removed and the participant would record the amount of time in minutes he spent engaging in video game play. This researcher will review the data to examine if in fact, the participant decreased the amount of time spent playing video games. Cognitive Behavioral Therapy (CBT) has been utilized to aid video game addicts to modify their behavior. This was discussed in the research conducted by King, Delfabbro, and Griffith, in 2010. These researchers found that video game addiction resembled gambling addiction in many aspects. Some of them include; persistent maladaptive behaviors, difficulty managing their perceived need to play, and social isolation (King et al, 2010). Research conducted by Griffiths and Meredith (2009) discussed how many individuals do not consider video game addiction to be valid. Often this is because people tend to link addiction with the abuse of
This article of Lisa Bowen on American Psychological Association in 2014 significantly discusses the mental effect of video games regarding the development of personal health. The influences and outcomes of gaming techniques do not only improve the cognitive and decision-making skill but also, help to enhance the social interaction. Moreover, under-researched data and statistical information collected from psychological studies across the level of university and medical college, the biological progress that video game is starting to change within human mind is fascinating. In compelling with my original thesis, the article of Bowen stands out as a scientific framework that supports the logical flow of the paper. Statistical data can also be used in term of solid and credible evidence for real life
Over the recent years, technological advances have introduces many new forms of entertainment, and one of the most popular is video games. Video games have come a long way since the days of Pac-Man and Frogger, and so have those who play them. Since their introduction, parents have become concerned with the addictive power that video games can have on people, particularly their children. Now, the concern has shifted from the addictive
The videogame addiction may seem funny or ridiculous, but in reality it is a dangerous obsession that truly exposes several needs that have yet to be addressed within the afflicted. Addiction is a damaging problem, and the impact of varying sorts of addictions, such as illegal and
In today’s culture, people who regularly play video games have been stereotypically viewed as overweight, lazy, slobs, who can’t keep a job and never leave their homes. However, a majority of the population plays video games or owns a console. These stereotypes mostly apply to PC gamers, and MMO players in particular. While most people don’t develop such severe addictions to the game, there is a group of people who suffer. These people are usually imagined as overweight men in their parent’s basements, sporting acne and greasy hair. There are most definitely people that fit this profile, however, video game addiction can claim many different people from many different walks of life. It is most definitely a serious issue, but some people don’t see the degree to which it affects everyday life. Personally, I feel that I can elaborate on the matter with a different perspective, as I have been closeup and personal to video game addiction.
Video game addiction is not yet recognized by the American Medical Association as a diagnosable disorder, but addiction has become a very real problem for many video game players. An addiction is when the person needs more and more of a substance or behavior to keep them going, and if the person does not get more, they can become irritable and miserable. Compulsive gaming meets these criteria, and there have been many studied instances where severe withdrawal symptoms in game addicts are seen when parents take away the child’s electronic gaming system. According to chapter three of the book, a study in Singapore of 3,000 middle schoolers found that the
investigate the effects of addiction to computer games on physical and mental health including physical health, anxiety, and depression and impaired
International studies have shown that between seven and eleven per cent of gamers show some symptoms associated with addiction. Some teens are heavy users of online role-playing games (RPGs) such as World of Warcraft and multiplayer games such as Call of Duty in which they interact with other players in real time. These teens will often neglect schoolwork and other aspects of their daily lives when they become immersed in these games. The American Medical Association has identified “video game overuse” as ‘behaviour’.
Thesis Statement: Though video games have a controversial and sometimes negative reputation, when used correctly they can benefit a person’s emotional wellbeing, motor skills, and potentially aid their health through video game exercising.
Many people have differing views on the topic of video games. While some individuals view gaming as positive, others view it in a negative light. Electronic games should not control a person’s life. Instead, individuals should prioritize and focus on objectives that matter in life. Spending time with family, friends, and studying, have countless benefits that gaming cannot provide in a person’s
Griffiths makes an emotional appeal by relaying the actual effects on the gamers to the reader. Some research has suggested negative effects from video gaming. Furthermore, a 2012 study conducted by Chiawen Lee, Kirk Damon Aiken, & Huang Chia Hung, concluded, “high-usage gamers have lower levels of self-reported consistency and stability in their lives,” which contradicts Griffiths’ findingss on the health of effects of video gaming. Furthermore, a study that looked at the effect of video games on couples discovered a positive correlation between the time men spend gaming, and the amount of time arguing as a couple. Interestingly, Griffiths seldom mentions the negative health effects of gaming. Griffiths preaches the positive health effects of video gaming by claiming, “[video games] have very positive health effects on people’s lives,” and reinforces this by harping on the psychological benefits of increased self-esteem, lowered stress, and heightened experimentation. The mention of a multitude of positive health benefits, by a reputable source, is intended to emotionally persuade parents on the advantageous effects that video gaming can have on their
One of the benefits of gaming is the improvement of memory stated in the article Lumosity: Have Fun, Get Cerebral “The games are designed by neuroscientists, in collaboration with multiple universities, to train memory, attention and more”. Through playing Lumosity the user improves their memory, not only does it improve memory it also increases the user’s attention. In addition, gaming can influence the user to stop addictions. This is shown through the Article Play your way to a healthier liver “Available in English and Spanish, the game is a multimedia trivia quiz that features short videos, links to podcasts and infographics on liver disease and how to avoid it”. The game is designed specifically for users with liver disease and, to help the user understand the dangers of the disease, they use quizzes, short videos, and podcast to educate the user on how to prevent it. Another of the many benefits that gaming offers is the improvement of important skills. Gaming Technologies for Learning states “Digital games require, and therefore support, the development of a range of skills - this can include skills such as decision-making, problem-solving or reflection, as well as softer skills such as effective communication and team working” By playing digital games it allows the user to improve skills used throughout daily life, the development of these skills may allow users to become a better person. There are countless amounts of benefits that gaming has to offer but, these benefits couldn’t have happened without the evolution of
While Internet gaming disorder is proposed as a disorder, there is much discussion in whether this disorder is an outcome of gaming activity, or to some extent, an effect of other disorders (King, Haagsma, Delfabbro, Gradisar, Griffiths, 2013). There are debates of the existence of Internet gaming disorder, the prevalence, the definition, and the diagnostic criteria, which all depend on which study is reviewed and where from (King et al., 2013). In addition, despite popular belief, it is unclear whether playing violent video games for an extended period of time correlates with an increase in aggression and hostility. It has been found that playing nonviolent games exhibited no difference in individuals’ level of aggression or hostility (Kuss, 2013). The growing number of studies on Internet gaming addiction has pushed Internet gaming disorder ahead of other behavioral addictions like shopping, work and exercise (American Psychiatric Association, 2013). However, inclusion of Internet gaming disorder in the next edition of the DSM would be controversial without further empirical
Is video gaming a force for psychological good or for psychological harm? This is one of the issues discussed in the last thirty years. A lot of people, especially parents, would say gaming is harmful on a child’s psychology. Those people would say that video games make children aggressive; they are frustrating and highly addictive. The concerns are not only about children, they go for teenagers and young adults as well. Something which just a few years ago was only a way of unwinding and passing a bit of time has now become a much criticized lifestyle, with allegedly disturbing long-turn effects on people’s minds and perception of the world. One thing needs to be made
The controversial topic of video game addiction is what I have decided to focus my multi-genre research project on. Although a multitude of people do not even know of the existence of such a problem in today's society, I can assure you that this is becoming an increasingly greater problem effecting people around the world of all ages. Through my multi-genre project, I intend on proving the uselessness and detrimental qualities of playing video games, and I am going to explore some healthy alternatives to such a problematic habit.
Murders, suicide, lose of employment, detachment from reality, and relationship failures are just a few repercussions of an online video game addict. But ultimately, like any other addiction, it’s the addict’s willpower and self-preservation that keep them alive or from committing a crime. Online video game addictions may not be as wide spread or have the numbers of other addictions, but it continues to grow and rear its ugly head to the general public. As the addiction becomes more known, we can hope that more research can be collected and addict’s can get the help they need before it’s too late.