A 19 year old freshman male walks into your office looking disheveled, lacking personal hygiene, with red eyes, and has lost weight. The student avoids eye contact, seems uncomfortable, angry, and anxious to leave your office. The academic report on your desk shows that he is frequently absent, falls asleep in class, and his assignments are late or nonexistent. During the interview, you learn the student has few friends, procrastinates, isolates himself in his room, has carpel tunnel syndrome, eats irregularly, sleeps two hours each night, has migraines and backaches.
A 40 year old senior female wants help studying for the GRE exam she is taking - tomorrow. Procrastination is a pattern with this student. Although her GPA and ACT are high, she admits to exhaustion because she sleeps two or three hours each night and lives on chocolate and caffeine. Assignments are turned in on time but only after pulling several 'all nighters.'
What do these two students have in common? Insights garnered from answers to your questions lead you to believe that the source of both problems is overuse of the internet and the playing of computer or video games: Gamer Addiction.
WHAT IS GAMER ADDICTION?
Gamer Addiction is an obsession with video game playing that usually begins in elementary and middle school. By college, the individual progresses from simple to elaborate games and the student is game-hooked. An activity becomes an addiction when it is used to change an individual's mood. It becomes abuse when it interferes with 'one's work or school, or disrupts personal or family relationships, and becomes increasingly necessary to feel good' (Orzack, 2005a, p. 1).
Addiction takes away from life and reduces motivation to do anything beyond the focus of the addiction (IGDA panel). Niolosi (2002) found that video games are part of the daily routine for 65% of American girls and 85% of American boys. NBC News ( 5-19-05 ) reported that one in eight gamers develops patterns similar to other types of addiction and abuse. Tournemillie (2002) noted that a survey of 1500 teenagers indicated 25% were compulsive video gamers. Fifty per cent of those surveyed used the word 'addiction' to describe a friend's gaming behaviors.
Today's video games are available in a plethora of venues that draw individuals into the world of the game. Games are designed to keep the player riveted to action. Players experience a sense of control when they enter into the fantasy world of speed, realism, violence, new morals, and interoperability. Many games offer on-line anonymous interaction with other people; a 'hook' is a sense of family or belonging in the form of a pseudo persona the player develops when repeatedly playing the game. The longer the game is played, the more the pseudo persona can replace reality.
i think computer games shouldnt be given much time. they should be played with caution because they can kill you softly thru addiction and in turn they tek much of yo tym
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