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Mass media's impact on young people
Mass media's impact on young people
Online gaming addictions
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In the 20th century, one of the leading services today is the mass media and specially appearing of the internet. The advent of the internet has had a strong influence on the life and spirit of student learning in dynamic environments and busy life today. Using the internet to meet the learning needs and research are indispensable for today's students. However, apart from the surface to meet the practical needs for academic life and work, many students came to the purpose of entertainment from the internet and abuse it almost all of the time. From internet access to recreational purposes, many game manufacturers have created templates online games with high profile and attract a large part of the youth. Online video game addiction among young people in general and students in particular are becoming more and more serious and it is leaving incalculable consequences. Online video game addiction is seen as a problem of society should be concerned. Gaming addiction is caused by a lack of healthy entertainment venues and lack of self-control, which in young adults and students results in the individuals lacking social stimulation, healthy exercise, and psychological problems. Alarming not only for a particular group of people but to the whole of society today is that online gaming addiction among young people. There was one important part of the community that they are being video game addicts - students are studying at universities and colleges. An online questionnaire for video game online gamers was completed with 1420 online gamers - “The data of demographic information show that 50% of gamers were students, 36% were in employed work and the entire of them were unemployed and retired” (Zaheer, Mark and Thom 363). Most of the video ... ... middle of paper ... ... not really determined. To avoid the recurrence again, families should provide programs for addicts by giving reasonable goals. For example, video game online addicts usually play game continuously for 10 hours in a day, and then the goal for today will be 7 hours playing video games online. Keep doing it, addicts will lose the gaming habits and get use to play rewarding extracurricular activities. Works Cited Neils Clark and P.Shavaun Scott. Game additcion: The Experience and the Effects. Jefferson, N.C. : McFarland & Co., 2009. Print. Zaheer, Mark and Thom Baguley. “Online gaming addiction: Classification, prediction and associated risk factors.” Addiction Research and Theory 20.5 (2012): 359-371. AYAS, Tuncay. “Educational Sciences: Theory & Practice.” Spring2012, Vol. 12 Issue 2, p632- 636. 5p. Harvard Heart Letter. Aug2013, Vol. 23 Issue 12, p5-5. 1/6p.
Massoud, Justin. “Video Game Addiction – Five Extreme Cases.” Asylum For All Mankind. Aol Inc. 3 November 2009. Web. 5 May 2014.
Tommy scuffles through the front door, drops his book bag on the floor and plops down on the couch with a scowl across his face. As his PlayStation fires to life, he replays scenes from the day in his head of being shoved into the lockers by Billy, unable to form the words to impress Sussie, and sitting alone at lunch listening to the popular kids laugh and joke, ignoring him as if he did not exist. No one understands him. No one cares about him, because he is not strong, charming, or popular. All that is soon avoided as Tommy dives into a world where he controls everything and everyone either fears or loves him. If he fails, all he must do is reset. Here he can be anything he wants, and he can do and have it all.
The average adolescent spends a major part of the normal week watching or interacting with some form of the media’s products. Video games are one of these media based mediums and have become increasingly popular since the 1980’s. According to a report in Archives of Pediatrics & Adolescent Medicine, "Female gamers spent an average of 44 minutes playing on the weekdays and one hour and four minutes playing on the weekends, and male gamers spent an average of 58 minutes playing on the weekdays and one hour and 37 minutes playing on the weekends" ("Video Game Play Among Adolescents"). What can we understand from this evidence? The fact is that adolescents, male or female, are spending tremendous amounts of time each day sitting in front of a screen with a controller in hand.
Technology has a significant part in social and educational life of teens and it makes parents and experts think how teenagers become that addicted to technology today. The change in the social life of children and young generation causes to research upon technology’s usage of young people. A recent survey shows that adolescents aged between 10-18 waste an average of six to seven hours with electronic devices like computers and smart phones which cause to negative outcomes as depression, social isolation, anxiety, insomnia, and obesity(“Technology gadgets stealing kids' sleep, shows survey”). The good feeling brought on by the chemical like adrenaline, dopamine as in the gambling addiction and the joy by social networking sites, smart phones, online video games and also not-feeling alone and freedom in virtual world are the factors of technology dependence. This 24/7 online, connected community is actually a place for escaping from stress and bad emotions. The countless facilities and alternatives of virtual world attract the attention of many teens.
Game addicts cannot go on about that day without playing a game. They will spend at an average of twenty-four hours a week on gaming alone. Many game addicts forget about the everyday basic necessity such as eating, bathing and sleeping and continue on their games. Seungseob lee, a gamer addict who did not take care of himself, “played Starcraft for more than fifty consecutive hours at an internet cafe before suffering a fatal heart attack” (DAnastasio). The game addiction’s danger to health is tremendous mostly among adults and teenagers that are not under adult supervision. A solution to the game addiction problem would be simply prevent the person from accessing the game, but that also causes major problems. Brett, a gamer addict, thought of suicide when he wasn’t allowed to play his video game. He states, “At the time [I] felt anything had to be better than not being allowed to play Counter Strike” (DAnastasio). Brett ended up getting depression and started failing his classes. Brett cut himself away from the world and won’t even come out of the room. Excessive gaming can also “. . . induce pseudo hallucinatory-like experiences” (Clark). It happens when the gamer gets off the game after a long hours of playing. The gamer feels as if he or she is still in the game. One game addict claims to see and hear the zombies out the window of his home. These hallucinations can cause serious psychological and
As the time passes, technology is expanding and developing many creative ideas. Unlike in the past, nowadays we have computers, TVs, internet, and many inventions that have bad and good effects on us. Children used to interact with society by hanging out and playing sports with each other, but now we can see a big percentage of children who play video games for many hours daily. Addiction controls the lives of people, there is addiction to drugs, cigarettes, alcohol or gambling, and there are some forms of addiction associated with modern life, such as the Internet and video games. Most people think that video games are harmful and a waste of time.
Video games are not considered as a serious addiction amongst teenagers and adults, often being compared to severe cases of addiction, such as drug abuse or alcohol abuse that may result in the appearance of a decrease in the severity of the addiction. However, video game addiction is a serious matter and has unhealthy consequences for an individual 's life and their health; spending too much time playing video games can take a great toll on one 's physical and mental well-being. Continuing unhealthy patterns of video game activity for prolonged periods of time can result in mental health issues, physical health problems, and a decline in a social life.
Video games are often portrayed in a negative manner because they are seen as having an "addictive" quality. Addiction has been defined as "A primary, chronic disease, characterized by impaired control over the use of a psychoactive substance and/or behavior. Despite the wonderful benefits games offer as diversions, spending too much time, to the neglect of normal life duties, and social development with direct contact with others can and often does happen. Clinically, the manifestations occur along biological, sociological, spiritual and especially psychological. Some psychological effects that affect the behaviors are failure to play outdoor games, difficulties in work or school, telling lies to everyone, decreased attention to personal hygiene, decreased attention to family and friends, and disturbances in the sleep cycle. Many video game addicts have strug...
Tamsyn, Burgmann. "GAMING ADDICTION A GROWING CONCERN." Record, The (Kitchener/Cambridge/Waterloo, ON) n.d.: Canadian Reference Centre. Web. 14 Apr. 2014.
In recent years, technology has developed very rapidly. This has led to many arguably both positive and negative changes in our everyday lives. One such change was the increased accessibility of personal computers and gaming consoles as well as the introduction of numerous video games. Due to their entertainment value, these games gained popularity among children and teenagers. Although many concerns have been voiced related to playing video games, especially those that are violent, [e.g., increases in aggressive behavior in children (Anderson & Bushman, 2001)], this paper will argue that certain video games also have beneficial effects. They should thus be played by children, teenagers and adults alike albeit with caution.
Today’s youth is living in a world of technology where almost every juvenile uses various computerized gadgets (Alshaiji 123). Video games are one of them. Video games refer to a game which are usually launched for entertainment and could also be used for educational purposes. Video games have changed a lot since the very first video game “Pong” was designed. Several studies have found that video games are useful in education, but overplaying could have negative effects on one’s education. Firstly, I will talk about the advantages of video games. Point out the kinds of educational video games existing and being used today. Secondly, I will discuss the negative effects of video games. Finally, I will give a conclusion by giving my opinion on
To conclude, video games occupy a noticeable part of today’s society. While it offers many social, academic and also professional benefits, the controversial drawbacks are certain.
In the 2013 editorial The Impact of Video Games Adrea Norcia exposes the negative effects of violent video games on adolescents. Norcia writes to an audience interested in the effects of violent video games, while including both sides of the argument. The argument contains sufficient pathos creating a stir of emotions.
Several years ago, technology and child’s play were not such as extremely developed as today. Thousands of teenagers have video game as their primary form of entertainment at home. The disagreement about violent video games is because they focus on several subjects such as violence scenes, pornographic content, racism and other resources. For many years, researchers have been debating if video games can cause dependence or not. However, an expert, Jack Flanagan believes video games have a really negative effect on a person’s life and even for children. Jack states that video game addiction exists, and can have the same effects as drugs and alcohol (Netzley 36-37). This shows that video game addiction can be like other addictions
The playing of online games impacts teenage gamers socially, educationally, ethically and psychologically on teenagers. This issue involves numerous stake holders. They are mainly teenagers, parents, friends, policeman, and the game company.