Monday, March 22, 2010

Computer Gaming: Positive Media or Addiction?

With the creation of video games decades ago, the popularity continues to grow, especially with regard to teenagers and young adults. Computer games can be a valuable form of media, as it can be used for entertainment, assist individuals to learn and improve academics ability (i.e.- educational math and language arts games), teach people how to play a sport, become better at strategic decisions (i.e.- chess), improve hand-eye coordination and improve reflexes. Despite what many people think, computer games can generally help to keep one’s mind alert and active. It has the potential to address the needs of people of all ages with various learning styles. By participating in video games, an individual has the opportunity to become a part of the process by stepping into the virtual world displayed on the LCD screen. While there are certainly positive attributes to this pastime, there is also much controversy surrounding computer games as having a negative impact since people spend an infinite amount of time caught up in playing video games, whether online on the computer or on a gaming console. Studies on video game addiction are insufficient at this time; however, the scientific community is starting to look at this issue more seriously since it can affect various aspects of people’s lives.

The craving to play video games may be similar to gambling where it takes over an individual’s normal daily routine. Although fairly new to the field of psychology, the playing of video games is not medically recognized as a suitable addiction because of a lack of knowledge in the subject matter (Hendricks). David Walsh, founder of the National Institute on Media and the Family in Minneapolis, claims that media experts point out that “computer and video games are not inherently bad for kids,” as long as they play responsibly and find a balance with other interests, commitments and activities in their lives (Wagner). There is a growing concern among mental-health professionals that video games may be linked to an addiction problem. Liz Wooley, founder of On-Line Games Anonymous, a virtual 12 step program for individuals having a dependence on computer games maintains that “We are seeing it over and over again…We’re losing kids into the games and it’s turning their brains to mush” (Wagner). When individuals become so engrossed in the game, they “zone out” from the real world.

Addiction is defined as needing more and more of a substance to keep going. If the individual does not get the substance, they become irritable and have withdrawal symptoms when the substance, in this case, video games, is taken away. They are preoccupied and cannot stop themselves, often having failed multiple attempts to discontinue playing the video games. An argument to support that excessive video games are mentally addictive is that the individual achieves psychological reinforcement from playing and doing extremely well at a game. As the player becomes exceptionally skilled at a game, dopamine, which is a neurochemical transmitter, is released from the brain, giving the player a “good” feeling (Situational Staff). Although not officially recognized as a gaming addiction, countries including China, South Korea, the Netherlands, Canada, and the United States do acknowledge that video game addiction is an actual health threat and have opened clinics to deal with this problem (Situational Staff).

Most people think of specific substances such as drugs and alcohol when they think of an addiction problem. However, Kimberly Young, PsyD, clinical director of the Center for On-Line Addiction and author of Caught in the Net: How to Recognize the Signs of Internet Addiction and A Winning Strategy for Recovery claims that compulsive gaming meet the criteria because of the severe withdrawal symptoms that take place when the games are taken away. “They become angry, violent or depressed. If parents take away the computer, their child sits in the corner and cries, refuses to eat, sleep, or do anything” (Clark). According to a study, what is viewed as an enjoyable hobby may have harmful impact on school work and social interaction. The symptoms for video game dependence can vary from social isolation, reduced social skills, and persons could display erratic mood swings. Individual may be neglectful in taking care of themselves, such as health, regular sleeping and hygiene. Also, they may ignore other obligations including financial duties, work commitments and school or study responsibilities (Situational Staff).

Some of the most overplayed and obsessive-type of competitions is what is referred to as MMORPGS or “massively multiplayer online role-playing games.” Two games that are quite popular and fit into this category include World of Warcraft (WoW) and Call of Duty (CoD). Gamers from all over the world hook up to the internet and connect in cyberspace to form “guilds” or “clans,” while partaking in raids to oppose their rival squads (Wagner). In WoW, every player creates an avatar and plays the role of that character. That avatar is an online movable three-dimensional image used to represent a character in cyberspace. There are guild leaders and raid leaders, as well as offensive and defensive guild members from all over the world, participating in major quests. Players can easily get lost in these prolonged and lengthy missions that it can go on for days; it becomes increasingly difficult to leave (Wagner). For example, if I were playing with other members of my guild from all over the world including but not limited to places such as China, Canada, the United Kingdom and throughout the United States, and I needed to quit to work on a project, I would inform members of my squad that I needed to stop, in which case, members would collectively try to persuade and convince me not to leave. Everyone gets so caught up and fixated in this fantasy world that it becomes one of the most significant events in one’s life, much more important than studying and doing homework.

Speaking from my own personal experience, the competitive nature of the game draws players in and motivates them to try to be the best in the WoW. In MMORPGS, each player is openly accepted to form bonds and become part of the guild. It doesn’t matter how physically fit a player is, or if they are quiet or unpopular in real life. Players have the opportunity to team up with people from all over the world and make online friends while playing together for several days and sharing in adventures, finding people to protect you and working together to get things done. People have a chance to be an effective leader, learn money, learn the business aspect of buying, selling or trading items, and working on guild management skills. Similar to real life experiences, people voice their complaints, concerns and issues that require immediate attention from the group; therefore, those matters could be dealt with in order for things to run smoothly.

In conclusion, the rapid growth and rise in popularity of this expanding form of media have created a great concern involving computer games. While there are obvious benefits that come from playing a wide variety of action packed games, there are negative implications that pose the potential for individuals to become addicted to gaming activities. As a way for people to escape their monotonous real life, they can transform into a super action hero with a click of a button. Despite of the fact that computer games can build essential skills in academics, increase communication, help in problem solving ability, improve hand-eye coordination and alertness, to name a few, the threat of addiction cannot be ignored since it can cause an imbalance to people’s daily routine. With its advancing graphics, high quality of sound and interactive capabilities, the computer gaming industry will continue to appeal to people of all ages and lure them into a virtual world. Since this form of media is being ingrained into our culture and is here to stay, individuals must try to maintain a healthy balance of other interests and activities to get the most out of this technology.

1 comment:

  1. As it stands right now.. you are between a B+ and an A, This can change in either way before the end of the semester, please be aware of this... thanks TJ

    ****i'll try to add more comments soon!!

    ReplyDelete