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Defense of the Ancients

From Wikipedia, the free encyclopedia Jump to: navigation, search For other uses, see DOTA. Defense of the Ancients

Defense of the Ancients loading screen as of version 6.73c, featuring depictions of several heroes.

Designer(s)

"Eul"(2003) Steve "Guinsoo" Feak (20032005)

"IceFrog" (2005-present) Platform(s) Mac OS, Mac OS X, Windows Mod Multiplayer with 2-10 players Single-player (AI versions)

Latest release 6.73c / January 10, 2012[1] Genre(s) Mode(s)

Defense of the Ancients (DotA) is a mod for the real-time strategy video game Warcraft III: Reign of Chaos and its expansion, Warcraft III: The Frozen Throne, based on the "Aeon of Strife" map for StarCraft. The objective of the scenario is for each team to destroy the opponents' Ancients, heavily guarded structures at opposing corners of the map. Players use powerful units known as heroes, and are assisted by allied heroes and AI-controlled fighters. As in role-playing games, players level up their heroes and use gold to buy equipment during the mission.[2] The scenario was developed with the "World Editor" of Reign of Chaos, and was updated upon the release of its expansion, The Frozen Throne. There have been many variations of the original concept; the most popular being DotA Allstars, which eventually was simplified to DotA with the release of version 6.68.[3] This specific scenario has been maintained by several authors during development, the latest of whom being the anonymous developer known as "IceFrog" developing the game since 2005.

Since its original release, DotA has become a feature at several worldwide tournaments, including Blizzard Entertainment's BlizzCon and the Asian World Cyber Games, as well as the Cyberathlete Amateur and CyberEvolution leagues; in a 2008 article of video game industry website Gamasutra, the article's author claimed that "DotA is likely the most popular and mostdiscussed free, non-supported game mod in the world".[4] Valve Corporation is currently developing a stand-alone sequel, Dota 2.[5]

Contents
[hide]

1 Gameplay 2 Development 3 Reception and legacy 4 Sequel 5 References 6 External links

[edit] Gameplay

A game of DotA in progress DotA pits two teams of players against each other: the Sentinel and the Scourge. Players on the Sentinel team are based at the southwest corner of the map, and those on the Scourge team are based at the northeast corner. Each base is defended by towers and waves of units which guard the main paths leading to their base. In the center of each base is the "Ancient", a building that must be destroyed to win the game.[6][7] Each human player controls one hero, a powerful unit with unique abilities. In DotA, players on each side choose one of 108 heroes,[8] each with different abilities and tactical advantages over other heroes. The scenario is highly team-oriented; it is difficult for one player to carry the team to victory alone.[9] Defense of the Ancients allows up to ten players in a five-versus-five format and an additional two slots for referees or observers, often with an equal number of players on each side.

The differences between The Sentinel base (top) and the Scourge base (bottom) Because the gameplay revolves around strengthening individual heroes, it does not require one to focus on resource management and base-building, unlike most traditional real-time strategy games. Killing computer-controlled or neutral units earns the player experience points; when enough experience is accumulated, the player gains a level. Leveling up improves the hero's toughness and the damage they can inflict, and allows players to upgrade their spells or skills. In addition to accumulating experience, players also manage a single resource: gold. The typical resource-gathering of Warcraft III is replaced by a combat-oriented money system; in addition to a small periodic income, heroes earn gold by killing hostile units, base structures, and enemy heroes.[10] This has caused emphasis on a technique called "last-hitting," which is when the player attacks a hostile unit when "its hit points are low enough to kill it with one blow".[11] Using gold, players buy items to strengthen their hero and gain abilities; certain items can be combined with recipes to create more powerful items. Buying items that suit one's hero is an important tactical element of the mod.[12] Item choice also affects play style, as any given item may increase one statistic while leaving another unchanged. DotA offers a variety of game modes, selected by the game host at the beginning of the match. The game modes dictate the difficulty of the scenario, as well as whether people can choose their hero or are assigned one randomly. Many game modes can be combined, allowing more flexible options.[13]

[edit] Development
Warcraft III is the third title in the Warcraft series of real-time strategy games developed by Blizzard Entertainment. As with Warcraft II, Blizzard included a free "world editor" in the game that allows players to create custom scenarios or "maps" for the game, which can be played online with other players through Battle.net.[14] These custom scenarios can be simple terrain changes, which play like normal Warcraft games, or they can be entirely new game scenarios with custom objectives, units, items, and events, like Defense of the Ancients.[14] The first version of Defense of the Ancients was released in 2003 by a mapmaker under the alias of Eul[15] who based the map on a previous StarCraft scenario known as "Aeon of Strife".[13]

After the release of Warcraft's expansion The Frozen Throne, which added new features to the World Editor, Eul did not update the scenario.[16] Other mapmakers produced spinoffs that added new heroes, items, and features.[15] Among the DotA variants created in the wake of Eul's map, there was DotA Allstars, developed by modder Steve Feak (under the alias Guinsoo); this version would become today's dominant version of the map, simply known as Defense of the Ancients.[17] Feak said when he began developing DotA Allstars, he had no idea how popular the game would eventually become; the emerging success of the gametype inspired him to design a new title around what he considered an emerging game genre.[18] Feak added a recipe system for items so that player's equipment would scale as they grew more powerful, as well as a powerful boss character called Roshan (named after his bowling ball) who required an entire team to defeat.[15] Feak used a battle.net chat channel as a place for DotA players to congregate,[15] but DotA Allstars had no official site for discussions and hosting. The leaders of the DotA Allstars clan, TDA, proposed that a dedicated web site be created to replace the various online alternatives that were infrequently updated or improperly maintained. TDA member Steve "Pendragon" Mescon created the former official community site, dota-allstars.com, on October 14, 2004.[19] Towards the end of his association with the map, Feak primarily worked on optimizing the map before handing over control to another developer after version 6.01. The new author, IceFrog, added new features, heroes, and fixes. Each release is accompanied by a changelog.[20] IceFrog was at one time highly reclusive, refusing to give interviews; the only evidence of his authorship was the map maker's email account on the official website and the name branded on the game's loading screen.[4] IceFrog now interacts with players through a personal blog where he answers common questions players have about him and about the game.[21] He has also posted information about upcoming map releases, including previews of new heroes and items.[22] Defense of the Ancients is maintained via official forums. Users can post ideas for new heroes or items, some of which are added to the map. Players have contributed icons and hero descriptions and created the artwork displayed while the map loads, and suggestions for changes to existing heroes or items are taken seriously; IceFrog once changed a new hero less than two weeks after the new version of the map was released.[4] Versions of the scenario where enemy heroes are controlled by artificial intelligences have also been released. Mescon continued to maintain dotaallstars.com, which by the end of IceFrog's affiliation in May 2009 had over 1,500,000 registered users and had received over one million unique visitors every month.[19] Due to their separation, IceFrog announced that he would be further developing a new official site, playdota.com, while continuing game development;[23] Mescon closed dota-allstars on July 22, 2010, citing dropping statistics and his new passion for League of Legends as the reason for its end. Because Warcraft III custom games have none of the features designed to improve game quality (matchmaking players based on connection speed, etc.), various programs are used to maintain Defense of the Ancients. External tools ping player's locations, and games can be named to exclude geographic regions.[4] Clans and committees such as TDA maintain their own official list of rules and regulations, and players can be kicked from matches by being placed on "banlists".[4]

[edit] Reception and legacy


See also: Action real-time strategy

The top three finalists from the first World Cyber Games Defense of the Ancients championship The popularity of Defense of the Ancients has increased over time. The scenario was featured by Computer Gaming World in a review of new maps and mods in Warcraft III.[24] DotA Allstars became an important tournament scenario, starting with its prominence at the debut of Blizzard's BlizzCon convention in 2005.[25] DotA Allstars was also featured in the Malaysia and Singapore World Cyber Games starting in 2005, and the World Cyber Games Asian Championships beginning with the 2006 season.[26] Defense of the Ancients was included in the game lineup for the internationally recognized Cyberathlete Amateur League and CyberEvolution leagues.[27] Additionally, the scenario appeared in Electronic Sports World Cup (ESWC) 2008;[28][29] Oliver Paradis, ESWC's competition manager, noted that the high level of community support behind the scenario, as well as its worldwide appeal, were among the reasons it was chosen.[30] The scenario is popular in many parts of the world; in the Philippines and Thailand, it is played as much as the game Counter-Strike.[31][32] It is also popular in Sweden and other Northern European countries, where the Defense of the Ancients-inspired song "Vi sitter i Ventrilo och spelar DotA" by Swedish musician Basshunter reached the European 2006 charts at #116 and cracked the top ten Singles Charts in Sweden, Norway,[33] and Finland.[34] LAN tournaments are a major part of worldwide play,[30] including tournaments in Sweden and Russia; however, due to a lack of LAN tournaments and championships in North America, several teams disbanded.[31] Blizzard points to DotA as an example of what dedicated mapmakers can create using developer's tools.[35] In June 2008, Michael Walbridge, writing for Gamasutra, stated that DotA "is likely the most popular and most-discussed free, non-supported game mod in the world".[4] In pointing to the strong community built around the game, Walbridge stated that DotA shows it is much easier for a community game to be maintained by the community, and this is one of the maps' greatest strengths. Former game journalist Luke Smith called DotA "the ultimate RTS".[36] Defense of the Ancients has been credited as one of the influences for the 2009 Gas Powered Games title Demigod,[37][38] with the video game publication GameSpy noting the game's premise revolved around aspiring gods "[playing] DotA in real life".[39] Guinsoo went on to apply many of the mechanics and lessons he learned from Defense of the Ancients to the Riot Games title

League of Legends.[18] Other "DotA clones" include S2 Games' Heroes of Newerth.[40][41] Blizzard Entertainment is also developing a free mod for StarCraft II: Heart of the Swarm entitled Blizzard DOTA, featuring an array of heroes from Blizzard's franchises.[42]

For Parents of Addicts or Addicts Themselves: Introduction:


Computer game addiction is a worrying aspect of the modern-day technologically able youth. Many children spend hours a day on computers, so much so that computers have become a primary source of entertainment for them , as well as a convenient baby-sitter for parents. Throughout this guide, the details of computer game addiction will be discussed, such as addiction signs, solutions to the problems and alternatives to computers for entertainment.

Diagnosis:
Computer game addiction can be diagnosed with a few easily spotted signs. They include but are not restricted to:

School grades dropping Avoiding other commitments in order to be with the computer (wagging school, stopping participation in sport) Not seeing friends Not talking to parents/family being on the computer in most or all of your spare time. Anxiousness to be with the computer, e.g. 'Oh my gosh I need to check my MySpace to see if I have new comments!'.

Basically, trying to be with the computer as much as possible.

Solutions:
Parents:

Set boundaries as to how long your child can be playing games/chatting on the computer. 1-2 hours should probably be the maximum. Reward your children with computer time for doing something, like completing an assignment. This will make them feel like you're not trying to 'stop' them from using the computer as such. Shut down the computer either manually or with a scheduled task (the computer shuts itself down at a particular time). To shut down using a scheduled task, first make sure you are using an administrator account, then go to Start>Control Panel>Performance and

Maintenance>Scheduled tasks. From here create a new scheduled task (File>New>Scheduled Task), name it 'Shutdown'. Now, open the new task and press browse to find the shutdown.exe file. It should be located in C:\Windows\System32. In the 'Start In' box put C:\WINDOWS\System32. Finally, in the schedule tab, change your preferences to when you want the computer to shut down. If the computer is at that time then it will shut down, therefore warning or stopping your child from playing games. Seek professional advice if the behaviour continues. Cancel your son/daughter's subscription to the game they are playing.

Teens:

Get a parent to hide your keyboard/mouse for you. Think about how badly you are doing at school, or how a sporting team might be missing you. Delete said game from your computer. Cancel your membership. Get professional help.

Overall, although I couldn't possibly list all solutions I hope that you will be able to implement some.

Alternatives:
There are many alternatives to computer games, and computers in general, for entertainment. They include;

Playing a sport with friends Going out the the mall/cinema Eating at a restaurant Getting involved with a local sport or recreational group Drawing Playing an instrument Television Radio Reading (try to find a suitable genre, not some nursery rhyme) Getting a job (this is actually a really good option, you gain life experience and money)

These are not the only alternatives, but are a good guide to what is out there. Look around for yourself as there are hundreds of possibilities.

Conclusion:
As previously stated, this guide is not the be all and end all of computer game addiction, just a basic guide to help you deal with it. You should always consult a professional if none of these steps work. May your days without addiction be full of enjoyment.

Video game addiction


From Wikipedia, the free encyclopedia Jump to: navigation, search "EverCrack" redirects here. For the video game frequently known as EverCrack, see EverQuest. See also: Internet addiction disorder and Computer addiction

Video game addiction, also known as video game overuse, is extreme use of computer and video games that interferes with daily life. Instances have been reported in which users play compulsively, isolating themselves from family and friends or from other forms of social contact, and focus almost entirely on in-game achievements rather than other life events, also lack of imagination and will be very moody.[1][2][3] There is no formal diagnosis of video game addiction in current medical or psychological literature. Inclusion of it as a psychological disorder has been proposed and rejected for the next version of the Diagnostic and Statistical Manual of Mental Disorders (DSM).[4][5][6]

Contents
[hide]

1 Possible disorder 2 Public concern and formal study o 2.1 Media coverage o 2.2 Governmental concern 3 Possible symptoms 4 Possible causes 5 Prevention and correction o 5.1 China o 5.2 Netherlands o 5.3 United States o 5.4 Canada 6 Notable deaths o 6.1 China o 6.2 South Korea o 6.3 Vietnam o 6.4 United States 7 In popular culture 8 See also 9 References

10 External links

[edit] Possible disorder


Video game addiction is not included as a diagnosis in either the DSM or the International Statistical Classification of Diseases and Related Health Problems. However, some scholars suggest the effects (or symptoms) of video game overuse may be similar to those of other proposed psychological addictions.[7] Video game overuse may be like compulsive gambling, an impulse control disorder.[8][9] According to Griffiths[10]all addictions (whether chemical or behavioural) are essentially about constant rewards and reinforcement. Griffiths[10] believed that addiction has six components: salience, mood modification, tolerance, withdrawal, conflict, and relapse. Some scholars suggest that psycho-social dependence, if it occurs, may revolve around the intermittent reinforcements in the game and the need to belong.[10] Some scholars claim that the social dependence that may arise from video games occurs online where players interact with others and the relationships often become more important for gamers than real-life relationships.[11] However this is not a view which is generally accepted among all scholars. In 2007, the American Psychiatric Association reviewed whether or not video game addiction should be added in the new DSM to be released in 2012. The conclusion was that there was not enough research or evidence to conclude that video game addiction was a disorder.[3][4][5]

[edit] Public concern and formal study


One meta-analytic review [12] of pathological gaming studies concluded that about 3% of gamers may experience some symptoms of pathological gaming. The report noted problems in the field with defining and measuring pathological gaming and concluded that pathological gaming behaviors were more likely the product of underlying mental health problems rather than the inverse. A report by the Council On Science And Public Health to the AMA cited a 2005 Entertainment Software Association survey[13][14] of computer game players and noted that players of MMORPGs were more likely to play for more than two hours per day than other gamers. In its report, the Council used this two-hour-per-day limit to define "gaming overuse", citing the American Academy of Pediatrics guideline of no more than one to two hours per day of "screen time".[15] However, the ESA document cited in the Council report does not contain the two-hourper-day data.[16] In a 2005 Tom's Games interview, Dr. Maressa Orzack estimated that 40% of the players of World of Warcraft (an MMORPG) were addicted, but she did not indicate a source for the estimate.[17] She may have derived the estimate from the informal survey managed by Nick Yee at The Daedalus Project,[18] who notes that caution should be exercised when interpreting that

data.[19] Other critics have satirized the idea of MMORPG addiction, illustrating that the genre has built-in mechanisms for burning-out players, which is contrary to the concept of addiction.[20] A 2006 lecture reported by the BBC indicated that 12% of polled online gamers reported at least some addictive behaviours.[21][22] The lecturer, Professor Mark Griffiths of Nottingham Trent University, stated in another BBC interview that addicts are "few and far between."[23] In 2007, Michael Cai, director of broadband and gaming for Parks Associates (a media/technology research and analysis company), said that "Video game addiction is a particularly severe problem in Asian countries such as China and Korea."[24] Results of a 2006 survey suggested that 2.4% of South Koreans aged 9 to 39 suffer from game addiction, with another 10.2% at risk of addiction.[25] A 2007 Harris Interactive online poll of 1,187 United States youths aged 818 gathered detailed data on youth opinions about video game play. About 81% of youths stated that they played video games at least once per month. Further, the average play time varied by age and sex, from eight hours per week (responses from teen girls) to 14 hours per week (responses by teen boys). "Tweens" (812-year-olds) fell in the middle, with boys averaging 13 hours per week of reported game play and girls averaging 10. Harris concluded that 8.5% "can be classified as pathological or clinically 'addicted' to playing video games", but did not explain how this conclusion was reached.[26] Since the American Psychological Association decision in 2007, studies have been conducted at Stanford University School of Medicine related to video game play. Researchers found evidence that video games do have addictive characteristics.[27][28] An MRI study found that the part of the brain that generates rewarding feelings is more activated in men than women during video game play.[29][30] A 2009 survey by the Centre for Addiction and Mental Health (CAMH) in Toronto, Ontario of 9,000 students from Grades 7 to 12 showed almost 10% get "screen time" for seven (or more) hours a day. A little over 10% also reported having video gaming problems in the previous year. A recent article Pediatrics (journal) found a mild association between watching television or playing a video game and attention issues in more than 1,300 children ages eight to 11 years old. Children who played video games or watched television for more than the normal two hours a day maximum, which is recommended by the American Academy of Pediatrics were 1.5 - 2 times more likely to show signs of attention issues, the researchers found. However, the study was further criticized in eLetters to the same journal for failing to use well-validated measures of attention problems or control for other important variables.[31] A more recent study using the Child Behavior Checklist and controlling for family and mental health variables, found no link between video game use and attention problems.[32] Also, a study in Pediatrics[33] found problematic gaming behaviors to be far less common, about 4%, and concluded that such problems were the result of underlying mental health problems rather than anything unique to gaming. Writing in the American Psychological Association journal Review of General Psychology's special issue on video games, Barnett and Coulson[34] expressed concern that much of the debate

on the issue of addiction may be a knee jerk response stimulated by poor understanding of games and game players. Such issues may lead both society and scholars to exaggerate the prevalence and nature of problematic gaming, and overfocus on games specifically while ignoring underlying mental health issues.
[edit] Media coverage

The press has reported concerns over online gaming since at least 1994, when Wired Magazine mentioned a college student who was playing a MUD for 12 hours a day instead of attending class.[35] Press reports have noted that some Finnish Defence Forces conscripts were not mature enough to meet the demands of military life and were required to interrupt or postpone military service for a year. One reported source of the lack of needed social skills is overuse of computer games or the Internet. Forbes termed this overuse "Web fixations" and stated that they were responsible for 13 such interruptions or deferrals over the five years from 2000-2005.[36][37] In a July 2007 article, Perth, Western Australia, parents stated that their 15-year-old son had abandoned all other activities to play RuneScape, a popular MMORPG. The boy's father compared the condition to heroin addiction.[38] In an April 2008 article, Telegram.co.uk reported that surveys of 391 players of Asheron's Call showed that 3% of the respondents suffered from agitation when they were unable to play, or missed sleep or meals to play. The article reports that University of Bolton lead researcher Dr. John Charlton stated, "Our research supports the idea that people who are heavily involved in game playing may be nearer to autistic spectrum disorders than people who have no interest in gaming."[39] On March 6, 2009, the CBC's national newsmagazine program the fifth estate aired an hour-long report on video game addiction and the Brandon Crisp story, titled "Top Gun", subtitled "When a video gaming obsession turns to addiction and tragedy".[40] On August 2010, Wired Magazine reported that a man in Hawaii, Craig Smallwood, sued the gaming company NCsoft for negligence and for not specifying him that their game, Lineage II was so addictive. He alleged that he would not have begun playing if he was aware that he would become addicted. Smallwood claims to have played Lineage for 20,000 hours between 2004 and 2009.[41]
[edit] Governmental concern

The first video game to attract political controversy was the 1978 arcade game Space Invaders. In 1981, a political bill called the "Control of Space Invaders (and other Electronic Games) Bill" was drafted by British Labour Party MP George Foulkes in an attempt to ban the game for its "addictive properties" and for causing "deviancy". The bill was debated and only narrowly defeated in parliament by 114 votes to 94 votes.[42][43]

In August 2005, the government of the People's Republic of China, where more than 20 million people play online games, introduced an online gaming restriction limiting playing time to three hours, after which the player would be expelled from whichever game they were playing.[44][45] In 2006, it relaxed the rule so only citizens under the age of 18 would face the limitations.[46][47] Reports indicate underage gamers found ways to circumvent the measure.[48] In July, 2007, the rule was relaxed yet again. Internet games operating in China must require that users identify themselves by resident identity numbers. After three hours, players under 18 are prompted to stop and "do suitable physical exercise." If they continue, their characters gain 50% of the usual experience. After five hours, their characters gain no experience at all.[49] In 2008, one of the five FCC Commissioners, Deborah Taylor Tate, stated that online gaming addiction was "one of the top reasons for college drop-outs".[50] However, she did not mention a source for the statement nor identify its position in relation to other top reasons.[50][51][52][53]

[edit] Possible symptoms


Excessive use of video games may have some or all of the symptoms of drug addiction or other proposed psychological addictions. Some players become more concerned with their interactions in the game than in their broader lives. Players may play many hours per day, having late baths and regarding personal hygiene as a waste of time, gain or lose significant weight due to playing, disrupt sleep patterns to play and suffer sleep deprivation as an effect, play at work, standing in the middle of nowhere looking into space for a considerable amount of time, avoiding phone calls from friends and/or lying about play time.[3][22] An example of this to the extreme is A seventeen year old boy named Zach Richardson would go on streaks of fifteen hours of straight playing. He skipped meals and only stopped when he blacked out.[54] Other scholars have cautioned that comparing the symptoms of problematic gaming with problematic gambling is flawed, may introduce research artifacts and artificially inflate prevalence estimates. For instance Richard Wood has observed that behaviors which are problematic in regards to gambling may not be as problematic when put into the context of other behaviors that are rewarding such as gaming.[55] Similarly Barnett and Coulson have cautioned that discussions of problematic gaming have moved forward prematurely without proper understanding of the symptoms, proper assessment and consequences.[34]

[edit] Possible causes


Some theorists focus on presumed built-in reward systems of the games to explain their potentially addictive nature.[56][57] In reference to gamers such as one suicide in China, the head of one software association was quoted, "In the hypothetical world created by such games, they become confident and gain satisfaction, which they cannot get in the real world."[58] Ferguson, Coulson and Barnett [59] in a meta-analytic review of the research, concluded that the evidence suggests that video game addiction arises out of other mental health problems, rather than causing them. Thus it is unclear whether video game addiction should be considered a unique diagnosis.

Researchers at the University of Rochester and Immersyve, Inc. (a Celebration, Florida, computer gaming Think-tank) investigated what motivates gamers to continue playing video games. According to lead investigator Richard Ryan, they believe that players play for more reasons than fun alone. Ryan, a motivational psychologist at Rochester, says that many video games satisfy basic psychological needs, and players often continue to play because of rewards, freedom, and a connection to other players.[60] Michael Brody, M.D., head of the TV and Media Committee of the American Academy of Child and Adolescent Psychiatry, stated in a 2007 press release that "... there is not enough research on whether or not video games are addictive." However, Dr. Brody also cautioned that for some children and adolescents, "... it displaces physical activity and time spent on studies, with friends, and even with family."[61] Dr. Karen Pierce, a psychiatrist at Chicago's Children's Memorial Hospital, sees no need for a specific gaming addiction diagnosis. Two or more children see her each week because of excessive computer and video game play, and she treats their problems as she would any addiction. She said one of her excessive-gaming patients "...hasn't been to bed, hasn't showered...He is really a mess."[3]

[edit] Prevention and correction


Some countries, such as South Korea, China, the Netherlands, Canada, and the United States, have responded to the perceived threat of video game addiction by opening treatment centers.[25] Because few clinical trials and no meta-analyses have been completed, research is still in the preliminary stages for excessive gaming treatment. The most effective treatments seem to be, as with addictions or dependencies, a combination of psychopharmacology, psychotherapy and twelve-step programs.[62]
[edit] China

The Chinese government operates several clinics to treat those suffering from overuse of online games, chatting and web surfing. Treatment for the patients, most of whom have been forced to attend by parents or government officials, include various forms of pain or uneasiness.[63][64] In August 2009, Deng Sanshan was reportedly beaten to death in a correctional facility for video game and Web addiction.[65]
[edit] Netherlands

In June 2006, the Smith and Jones Clinic[66] in Amsterdam became the first treatment facility in Europe to offer a residential treatment program for compulsive gamers.[67] Keith Bakker, founder and head of the clinic, has stated that 90% of the young people who seek treatment for compulsive computer gaming are not addicted.[68] The clinic focuses on excess gaming being a result of social situations rather than an addictive dependency.

[edit] United States

McLean Hospital in Belmont, Massachusetts has set up Computer Addiction Services.[69] Elsewhere, gamers may seek services at generalized addiction support centers. Online Gamers Anonymous, an American non-profit organization formed in 2002, is a twelvestep, self-help, support and recovery organization for gamers and their loved ones who are suffering from the adverse effects of excessive computer gaming. The organization provides a variety of message boards, daily on-line chat meetings, a Saturday and Wednesday Skype meeting, and other tools for healing and support. In July 2009, ReSTART, a residential treatment center for "pathological computer use", opened in Fall City, near Seattle, Washington.[70] www.gamingaddiction.net, was formed in 2011 to promote responsible gaming including internet games, online gambling, and fantasy sports. They offer surveys for gamers and people that care about gamers. They advocate a simple three pronged approach to responsible gaming: Understand what gaming is; Solve problems that are created by excessive gaming; act out the solution and live a healthier life free of gaming addiction.
[edit] Canada

At a Computer Addiction Services[69] center in Richmond, British Columbia, excessive gaming accounts for 80% of one youth counselor's caseload.[71]

[edit] Notable deaths


Globally, there have been deaths caused directly by exhaustion from playing games for excessive periods of time.[72][73] There have also been deaths of gamers and/or others related to playing of video games.
[edit] China

In 2007, it was reported that Xu Yan died in Jinzhou after playing online games persistently for over 2 weeks during the Lunar New Year holiday.[74] Later 2007 reports indicated that a 30-yearold man died in Guangzhou after playing video games continuously for three days.[75][76] The suicide of a young Chinese boy in the Tianjin municipality has highlighted once more the growing dangers of game addiction, when those responsible do not understand or notice the risks of unhealthy play. Xiao Yi was thirteen when he threw himself from the top of a twenty-four story tower block in his home town, leaving notes that spoke of his addiction and his hope of being reunited with fellow cyber-players in heaven. The suicide notes were written through the eyes of a gaming character, so reports the China Daily, and stated that he hoped to meet three gaming friends in the after life. His parents, who had noticed with growing concern his affliction, weren't mentioned in the letters.[58]

In March 2005, the BBC reported a murder in Shanghai, when Qiu Chengwei fatally stabbed fellow player Zhu Caoyuan, who had sold on eBay a dragon saber sword he had been lent in a Legend of Mir 3 game,[77] and was given a suspended death sentence.[78]
[edit] South Korea

In 2005, Seungseob Lee (Hangul: ) visited an Internet cafe in the city of Taegu and played StarCraft almost continuously for fifty hours. He went into cardiac arrest, and died at a local hospital. A friend reported: "...he was a game addict. We all knew about it. He couldn't stop himself." About six weeks before his death, his girlfriend, also an avid gamer, broke up with him, and he had been fired from his job for repeated tardiness.[79][80][81] In 2009, Kim Sa-rang, a 3-month-old Korean child, died from malnutrition after both her parents spent hours each day in an internet cafe raising a virtual child on an online game, Prius Online.[82]
[edit] Vietnam

An Earthtimes.org article reported in 2007 that police arrested a 13-year-old boy accused of murdering and robbing an 81-year-old woman. A local policeman was quoted as saying that the boy "...confessed that he needed money to play online games and decided to kill and rob..." the victim. The article further related a police report that the murder by strangling netted the thief 100,000 Vietnamese dong (US$6.20).[83][84]
[edit] United States

In February 2002, a Louisiana woman sued Nintendo because her son died after suffering seizures caused by playing Nintendo 64 for eight hours a day, six days a week. Nintendo denied any responsibility.[85] Press reports in November 2005 state that Gregg J. Kleinmark, 24, pleaded "guilty to two counts of involuntary manslaughter". He "left fraternal twins Drew and Bryn Kleinmark unattended in a bathtub for 30 minutes, in order to go three rooms away and play on his Game Boy Advance" while "in the mean time, the two ten-months old kids drowned".[86][87] A New Mexico woman named Rebecca Colleen Christie was convicted of second degree murder and child abandonment, and sentenced to 25 years in prison, for allowing her 3 and a half-yearold daughter to die of malnutrition and dehydration while occupied with chatting and playing World of Warcraft online.[88] Tyrone Spellman, 27, of Philadelphia, was convicted of third-degree murder for killing his 17month old daughter in a rage over a broken Xbox.[89] In November 2001 Shawn Woolley committed suicide due to the popular computer game Everquest. Shawns mother said the suicide was due to a rejection or betrayal in the game from a character Shawn called iluvyou.[90]

Ohio teen Daniel Petric shot his parents, killing his mother, after they took away his copy of Halo 3 in October 2007. In a sentencing hearing after the teen was found guilty of aggravated murder, the judge said, "I firmly believe that Daniel Petric had no idea at the time he hatched this plot that if he killed his parents they would be dead forever."[91][92] On 16 June 2009, Petric was sentenced to 23 years to life in prison.[93][94] In Jacksonville, Florida, Alexandra Tobias pleaded guilty to second-degree murder for shaking her baby to death. She told investigators that the baby boy's crying had interrupted her while she was playing a Facebook game called FarmVille. She was sentenced in December 2010.[95] In November 2010 in South Philadelphia, Kendall Anderson, 16, killed his mother for taking away his PlayStation by hitting her 20 times with a claw hammer while she slept.[96]

Look for the Symptoms of Computer game Addiction Players of popular online games such as Second life and World of Warcraft are well to the fore, with stories of child neglect while parents play on-line games, and children leaping to their deaths acting out World of Warcraft stunts. It is clearly evident that people are now taking this virtual world much too seriously, with addiction and compulsion the tragic results. Kids are conditioned to this world with the initial offer of free games. As they grow and mature, they are enticed into the "pay as you go" games which for some become an obsession. Schoolwork is often one of the first things to suffer, and interest in food and family relationships may wane. The terms "virtual" and "real" rage, were discussed by Psychiatrist Jerald Block in his study of Columbine killers Klebold and Harris, noting their obsession with the online game Doom. It is also interesting to note, that The American Medical Association's Council on Science and Public has requested that obsessive behavior in respect of online gaming be classified as a psychiatric disorder. Not surprisingly, computer game industry members have rejected this suggestion. The AMA have also stated that long term video game players can be more agressive, suffer attention disorders, and generally have more difficulty with schoolwork.Parents are now being encouraged to be on the lookout for signs of addiction, which can include carpal tunnel syndrome, aches in neck or back, problems with sleeping, dry eyes, and poor personal hygiene and nutrition.

And as parents, for so long we thought that it was just the alcohol, or meth amphetamine addictions of which we had to be aware! Although most online gamers know the clear definition between reality and fantasy, there has been a startling increase in number of revelations about addictions to computer games.

Anyone who has experienced it knows all too well video game addiction is real. Although gaming addiction is not yet officially recognized as a diagnosable disorder by the American Medical Association, there is increasing evidence that people of all ages, especially teens and pre-teens, are facing very real, sometimes severe consequences associated with compulsive use of video and computer games. Video games are becoming increasingly complex, detailed, and compelling to a growing international audience of players. With better graphics, more realistic characters, and greater strategic challenges, its not surprising that some teens would rather play the latest video game than hang out with friends, play sports, or even watch television. Of course, all gamers are not addicts many teens can play video games a few hours a week, successfully balancing school activities, grades, friends, and family obligations. But for some, gaming has become an uncontrollable compulsion. Studies estimate that 10 percent to 15 percent of gamers exhibit signs that meet the World Health Organizations criteria for addiction. Just like gambling and other compulsive behaviors, teens can become so enthralled in the fantasy world of gaming that they neglect their family, friends, work, and school. If you or a loved one shows signs of computer or video game addiction, this website is for you. Here, you will find up-to-date information and resources that will help you assess whether gaming has gone from an entertaining pastime to a full-blown obsession. From signs and symptoms to advice for parents and treatment options, this site offers advice and solutions to help bring compulsive gamers back to real life.

Study Documents Prevalence of Pathological Behavior among Young Video Gamers


By Hugh C. McBride Many enthusiasts mistakenly employ the term addiction when discussing their passion for a certain object, activity, or event. Sports fans say they are addicted to their favorite game or team, gourmets claim to be addicted to fine food, and music lovers proclaim addiction to a certain band or genre.

In most cases, people who make these assertions are merely trying to emphasize the extent of their extreme (but ultimately not unhealthy) enthusiasm. But a recent study has added scientific support to claims of addiction among one notoriously dedicated group: Young video game players may actually suffer from video game addiction. As reported in the May 2009 edition of the journal Psychological Science, a study by Iowa State University Assistant Professor of Psychology Douglas Gentile has revealed that more than 8 percent of gamers between the ages of 8 and 18 exhibit symptoms of video game addiction (or what he terms "pathological behavior"). "Although the general public uses the word 'addiction,' clinicians often report [the behavior] as pathological use," Gentile said in an April 21 article on the ScienceDaily website. "What we mean by pathological use is that something someone is doing -- in this case, playing video games -- is damaging to their functioning. It's not simply doing it a lot." About the Study Prof. Gentile reached his conclusions about the prevalence of video game addiction after analyzing data that had been collected during a 2007 survey of 1,178 American young people (boys and girls between the ages of 8 and 18). In an April 21 article on the TimesOnline website, technology correspondent Mike Harvey reported that Prof. Gentile's research had yielded the following statistics:

Just under 90 percent of survey respondents reported playing video games. The average boy in the survey spent 16.4 hours a week playing games, while the average for girls was just over nine hours every week. The average "addicted" gamer played 24 hours a week -- twice as much as casual gamers. 8.5 percent of the young gamers exhibited "pathological patterns of play," which was described as the presence of at least six of the 11 clinical symptoms (as defined by the American Psychiatric Association). One-fourth of the surveyed gamers reported turning to video games in an attempt to escape problems, and nearly as many said they played instead of doing homework. Twenty percent of the young video game enthusiasts said that their schoolwork had suffered because of the time they spent playing the games.

ScienceDaily noted that the young people whose behavior rose to the level of video game addiction were more likely than were non-pathological players to report the following:

Having game systems in their bedrooms Receiving poor grades in school Feeling "addicted" to game systems Experiencing a higher than normal number of health problems Stealing to support their video game habit

"While the medical community currently does not recognize video game addiction as a mental disorder, hopefully this study will be one of many that allow us to have an educated conversation on the positive and negative effects of video games," Prof. Gentile said in the TimesOnline article. Are Video Games Really Addictive? Though Prof. Gentile's conclusions about the prevalence of video game addiction have garnered a considerable amount of publicity, he is far from the first person to posit that the lure of video games may cross the line from attraction to addiction. For example, in July 2006, WebMD writer Amy Clark reported that an addiction treatment center in Amsterdam, The Netherlands, was treating teens and young adults for video game addiction. "Research suggests gambling elevates dopamine," Kimberly Young, author of Caught in the Net: How to Recognize the Signs of Internet Addiction, said in Clark's article. "Even with alcohol, it's not just physical. There's a psychological component to the addiction, knowing 'I can escape or feel good about my life.'" Though video game addiction has not yet achieved "official" status (indicated by inclusion in the Diagnostic and Statistical Manual of Mental Disorders, or DSM-IV), commonly accepted symptoms of video game addiction and other types of pathological behavior (such as sex addiction and compulsive gambling) include the following: Preoccupation -- The person focuses on the behavior when not engaging in it, to the degree that it distracts attention from matters related to family, work, school, and other important issues. Tolerance -- Similar to the tolerance that drug addicts develop, individuals who are in the grip of a pathological behavior (such as compulsive gambling) need to engage in increasingly large amounts of the behavior in order to experience the same "rush." Loss of Control -- Even if the person wants to end or curtail the behavior, he finds that he is unable to do so. Withdrawal -- When the person is unable to participate in the behavior (for example, not being able to play video games because the console is broken), she experiences symptoms such as anxiety, restlessness, or irritability. Escape -- In addition (or in place of) the pleasure that results from the behavior, the person gambles, plays video games, has sex, or engages in other types of pathological behavior as a means of escaping pressure or stress. Dishonesty -- People who cannot resist a pathological behavior often find themselves lying to friends, family members, colleagues, and others (even counselors and doctors) about the degree to which the behavior has taken over their lives.

Crime -- As is also often the case with alcoholics and drug addicts, individuals who are consumed by a pathological behavior such as video game addiction may turn to crime (most commonly fraud or theft) in order to finance the continuation of their habit. Social , Academic, and Professional Harm -- When people are addicted to a drug or consumed by a pathological behavior, their actions will continue even at the expense of personal relationships, academic performance, or professional advancement. The Industry Responds As would be expected of representatives of a multi-billion dollar industry, the Entertainment Software Association (ESA) did not necessarily embrace Prof. Gentile's conclusions about video game addiction. In a letter to Dr. Robert Kail, editor of Psychological Science, ESA CEO Michael Gallagher took exception to the methodology that led to Prof. Gentile's results. "As you are likely aware, such a sample is not truly representative of a national population group," Gallagher wrote in his letter. "Thus the results cannot be projected onto the broader population of children in this country. And the sampling error of plus or minus three percent that Dr. Gentile cited in the study is also meaningless." In addition to disputing the sampling error, Gallagher also argued that the pool from which the data were collected did not represent a true random sampling, because the subjects of the 2007 survey were invited to participate in an "opt in" online experience. The National Institute on Media and the Family (NIMF), which released Prof. Gentile's study, responded to the ESA concerns by emphasizing that the true value of the study lies not in exact numbers, but rather in the revelation that extensive video game use (and potential video game addiction) is having a negative impact on large numbers of American youth. "Everyone knows at least one child who has struggled with balancing healthy game playing with academics and family life. Unfortunately, as Dr. Gentiles study suggests, some children have more significant problems with gaming," the NIMF said in a press release. "Regardless of whether you agree with the exact statistics in Dr. Gentiles study, it provides the gaming industry, medical experts, and public policymakers with a new opportunity to have a thoughtful conversation regarding the effects of video games on kids."

Game Over: Video Games Strain Relationships with Friends and Family
By Meghan Vivo "Video games ruined my marriage."

"My son hasn't come out of his room in days."

"Ever since the new Grand Theft Auto came out, I never see my best friend anymore."

Video games have done far more than change the way we entertain ourselves. They have changed how we communicate, how much time we spend with friends and family, and how much time we invest in active, real-life pursuits.

Screen Time Over Social Time The debate over the positives and negatives of video games rages on. While some argue that gaming after a long day at work or school is innocent fun, others believe video games hinder social interaction, academic and work performance, and the ability to integrate fully into real life.

The latest research, published in the Journal of Youth and Adolescence, links young people's use of video games to poorer relationships with friends and family. The study, by BrighamYoungUniversity undergrad Alex Jensen and his faculty mentor, Laura Walker, was based on information collected from 813 college students. The more time students spent playing video games, the worse their relationships with peers and parents got.

"It may be that young adults remove themselves from important social settings to play video games, or that people who already struggle with relationships are trying to find other ways to spend their time," Walker said in an article on the ScienceDaily website. "My guess is that it's some of both and becomes circular." Study participants recorded the amount of time they spent playing video games, and also answered questions regarding relationship quality, such as how much time, trust, support, and affection they share with friends and parents. "Relationship quality is one of a cluster of things that we found to be modestly associated with video games," Walker said. "The most striking part is that everything we found clustered around video game use is negative." The researchers also discovered through statistical analyses a number of other interesting facts: Young adults who spend a lot of time playing video games are more likely to be involved in risky behaviors like drinking and drug abuse.

Young adults who played video games daily reported smoking pot almost twice as often as occasional players, and three times as often as those who never play. Young women who spent a significant amount of time playing video games had low self-worth.

Since nearly three-fourths of college-aged men in the study played video games regularly, and only 17 percent of their female counterparts played more than once a month, Jensen also questioned the impact of video games on romantic relationships. "The gender imbalance begs the question of whether chasing a new high score beats spending quality time with a girlfriend or wife," Jensen said in the ScienceDaily article.

Identifying a Problem, Finding Solutions

Since it's likely no one would listen anyway, experts aren't recommending that young people immediately discontinue use of all video and computer games. Instead, use common sense in monitoring the time you spend in front of the computer or video game console:

Make gaming a weekend activity, or limit your "screen time" to an hour a night.

Stay active in hobbies you've always enjoyed, or try a new sport, volunteer activity, or extracurricular pursuit.

Make real-life relationships a priority. Even though the virtual fantasy world can be enticing, schedule time with friends, family, and loved ones regularly.

In order to protect and preserve your romantic relationship, reserve some quality time each day for your spouse or significant other, and play video games when she's asleep or doing her own thing. If your partner has any interest in video games, introduce her to your virtual world and explore the world of gaming together. That way, you're blending video game play with time spent together. Always remember that no matter how deep your passion for gaming, your relationship comes first. If gaming is interfering with your relationship, chances are it's in your best interests to curb the habit anyway.

If video games are damaging your personal relationships or otherwise negatively impacting your life, know that help is available. For teens and young adults, wilderness

therapy programs are an excellent way to break free from technology for a while and reconnect with nature, family, and yourself.

There are also a variety of 12-step programs and addiction treatment centers that have developed specialties in video game addiction and Internet addiction. As alluring as the virtual world can be, nothing can replace the joy and satisfaction that come from nurturing close personal bonds with those most important to you.

About Video Game Addiction


By Emily Battaglia A recent article published in the journal Psychological Science indicates that youth in the United States may be at risk for addiction to video games. According to a 2007 Harris poll of 1,178 American children and teens (ages 8 to 18), 8.5 percent of those who played video games exhibited six of 11 addiction symptoms. These symptoms included skipping household chores or homework to play video or computer games, poor performance on tests, and playing video games to escape problems. Experts are comparing video game addiction to other pathological non-substance related behaviors like compulsive gambling. Researchers at Iowa State University, who conducted the study, actually utilized gambling addiction criteria to help develop the self-administered questionnaire. Currently no clinical diagnosis exists for video game addiction. In general, boys exhibited a greater number of addictive symptoms than girls. Boys tended to exhibit two or more of the 11 symptoms, while girls were more likely to show two or fewer. In addition to the symptoms listed above, other symptoms of gaming addiction exhibited by youth who played video games includes excessive thinking about playing games, excessive planning for the next opportunity to play, trying to play less and failing to do so, becoming restless or irritable when trying to play less or stop playing, lying about how much they play, and stealing a game or stealing money to buy a game. The study found that the length of time that youth had been playing and the amount of time spent playing on a regular basis were linked to gaming addiction. In general, pathological gamers had been playing for a greater number of years than gamers who were not addicted to playing. In addition, pathological gamers spent twice as much time playing games as non-addicted gamers. Researchers found that video game addicts were more likely to have gaming systems in their bedrooms; however, having just a television or the Internet did not appear to increase the likelihood of gaming addiction.

David Walsh, president of the National Institute on Media and the Family, which provided some funding for the study, hopes that parents will take notice of the study results. "I would hope parents pay attention to this. Most kids play video games and enjoy them and it's just one of the things they enjoy doing. But for 1 out of 10 kids, it is a problem."

Violence and Video Games


Today on Amazon.com, one of the most popular video games being sold is titled "Call of Duty 4: Modern Warfare." In this game, players can take on the role of either a U.S. or British soldier who is sent to military "hot spots" to defeat the world's most dangerous enemies. Like other games in its genre, the images are near lifelike and the violence is graphic. As the level of violence in video games has increased, so has concern for the effects on those who play - especially those who play a lot. Many are quick to point out that most school shootings in recent years have been carried out by avid gamers, and their games of choice were always dark and violent. But it begs the question: Which comes first? Can aggressive and violent behavior be attributed to violence in video games? Or do those who play already have violent tendencies which draw them to violent games? It's a type of "chicken or the egg" debate that has strong advocates on both sides. Though video games made their appearance in the 1970s, it wasn't until systems like the Sony PlayStation were released in the 1980s that violence became an issue. Along with these more sophisticated systems came the ability to make graphics more lifelike. The more lifelike they've become, the more interest there has been in the correlation between violent games and violent behavior. One of the primary concerns with violence in video games is that gaming is not passive. In order to play and win, the player has to be the aggressor. Rather than watching violence, as he might do on television, he's committing the violent acts. Most researchers acknowledge that this kind of active participation affects a person's thought patterns, at least in the short term. Another factor that concerns both researchers and parents is that violence in video games is often rewarded rather than punished. In army and sniper games, players "level up" based in part on how many people they kill. If played frequently enough, games like this can skew a young person's perception of violence and its consequences. In 2002, researchers Anderson and Bushman developed the General Aggression Model (GAM). Often considered one of the greatest contributions to the study of violence and video games, the GAM helps explain the complex relationship between violent video games and aggressive gamers. The GAM takes some (though not all) of the heat off video games by acknowledging that a gamer's personality plays into how he is affected by violence. Anderson and Bushman

refer to three internal facets - thoughts, feelings, and physiological responses - that determine how a person interprets aggressive behavior. Some people's responses are naturally more hostile, making them predisposed to respond more aggressively to violent video games. Short-term effects were easily identified in the GAM; the most prominent being that violent games change the way gamers interpret and respond to aggressive acts. Even those who aren't predisposed to aggression respond with increased hostility after playing a violent video game. The game becomes what's called a "situational variable" which changes the perception of and reaction to aggressive behavior. Long-term effects of violent video games are still uncertain and are fiercely debated. No longterm studies have been conducted to date, so there are only hypotheses. Anderson and Bushman theorized that excessive exposure to violent video games causes the formation of aggressive beliefs and attitudes, while also desensitizing gamers to violent behaviors. Though long-term effects haven't been clinically documented, one need only look at the way video game violence has progressively increased over the past two decades to get a sense of potential long-term effects. Parents would be wise to monitor the amount of time their kids spend gaming and watch closely for any negative effects.

Video Game Addiction: Fact or Fiction?


A New Study Rekindles the Debate in a War on Terms Parents are often concerned their children are playing addicting games. A new study offers clues to help determine if video games can be truly addictive, or are simply a preferred entertainment venue that crowds out other activities. [For reprinting rights, contact John Rice.] Another salvo has been fired in the war over video game addiction. In one camp are nonbelievers, who feel video games players may be impulsive but never truly addicted in the traditional sense. Their argument goes something like this: drug addicts are addicted because they have chemical dependencies. Video game players do not have a chemical dependency with the games, therefore they cannot be addicted in the sense most people define the word. On the other side are true believers in video game addiction. They postulate an addiction can occur without drugs when the action involved harms the persons and/or those around them. Their strongest argument for video game addiction has revolved around linking video games with online gambling. This is the strongest point the pro-video game addiction crowd has, that like gambling too much game play can be detrimental. But from there the argument loses steam. Someone addicted to gambling suffers clear detrimental consequences, mainly extreme loss of money. Gambling

addicts have been known to lose their homes, jobs, spouses, and every dime that comes their way chasing the next opportunity to wager. Kids, or even adults, who like to while away their time on the latest video game rarely come close to that level of detrimental effect. Nonetheless, many parents worry their kids are addicted to video games. Their children may get hold of a new title and disappear behind a monitor for hours on end. In some cases, grades and social opportunities may suffer due to intense game play, especially among adolescent boys. But is this a true addiction? Does the overuse of video games lead to such negative life consequences that it should rank with gambling, nicotine, heroin and other drugs? Someone can overdose on heroin and die. Is it easy for someone to overdo a night of game play to the point it kills them? Should we be equating heavy video game playing with heroin addiction? Or is this simply a parental issue, something parents can simply pull the plug on if they feel their children play too much? Ultimately, this is simply a war on terms. Using the proper term helps us to understand exactly what is being discussed. And to help nervous parents answer the above questions: no, a heavy video game player does not sink to the same level of addiction as a heroin addict. The latest round in this ongoing discussion comes from a paper soon to be published in the journal Psychological Science by Douglas A. Gentile at Iowa State University. Dr. Gentiles specialty is studying the effects of media. He has written or co-written several papers examining both the benefits and detrimental effects of videogames. Recently he co-authored a book, Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy, examining how violent video games may lead to proclivities in players for real life violence. His latest study tackles a national survey of more than 1,100 youths by Harris Polls and looks at their self-reported video gaming habits. The survey used sets of questions, including one published in the Diagnostic and Statistical Manual of Mental Disorders (DSM-IV) designed to measure pathological gambling that had been modified for video games. This set included 11 questions such as, Have you tried to play video games less often or for shorter periods of time, but are unsuccessful? and, Do you sometimes skip household chores in order to spend more time playing video games? and, Have you ever needed friends or family to give you extra money because you spent too much money on video-game equipment, software, or game/Internet fees? Respondents replied with yes, no, or, sometimes. Of course, answering yes or sometimes to one or a few of these questions did not automatically shunt a respondent into the pathological column. The bar was set at six positive replies, with sometimes counting as a half yes. Using that measurement, Genitle found almost 12% of boys surveyed qualified as pathological video game players, and almost 3% of girls, for a grand total of 8.5% of all respondents. There also seemed to be a correlation with students who performed poorly in school being more likely to rate as pathological game players. Gentile reasoned video game players with pathological playing tendencies may be behaviorally addicted. Ultimately, he noted there is strong debate as to whether or not video games can be truly considered a behavioral addiction or not, and readily admitted his study would not resolve

the question. The surveys strongest element was its national scope, he wrote, but both the survey and his study were far from resolving the question of video game addiction. Reaction in the media was swift. In light of the fact a national survey apparently indicated 8.5% of American children are addicted to video games, headlines quickly trumpeted the news. A backlash also developed. Renowned video game research blogger Wai Yen Tang noted the Harris Polls product was a self-reported Internet survey. The yes, no, or sometimes response on the modified scale seemed to be simplistic as a diagnostic tool and suggested professional follow up would be needed before any individual could be properly diagnosed. Jerald Block at Oregon Health Science University was quoted by USA Today, cautioning that the respondents placed in the pathological category were placed there without physician interviews. Nancy Shute at US News and World Report wrote that if avoiding chores and homework were signs of video game addiction, then she was definitely addicted to reading. Despite proponents comparisons, there is no accepted diagnosis for video game addiction as there is for pathological gambling. Therefore, as far as the American Psychiatric Association (APA) is concerned, it does not officially exist. This has not stopped members from debating the issue, though, as efforts on the newest revisions to the DSM continue. In the APAs 2007 annual meeting, a subcommittee studying the research on video games recommended using the term overuse, rather than addiction, and called for much more research before including excess video game playing as a diagnosable disorder. Clearly there is a difference between behavioral addictions and chemical dependencies, and here is where terms matter. If a person can be chemically addicted to heroin, and behaviorally addicted to gambling, we should differentiate. Thus, the term addiction should be reserved for chemical dependencies. Gambling problems should fall under the term pathological. Playing video games to excess should be termed overuse. The overuse of videogames may result in lost sleep and delayed homework, but will usually not result in mortgaging the house for the next round of bets (e.g., pathological gambling) or in accidental overdoses resulting in death (e.g., heroin addiction). Understanding the differences between the terms and resolving to use them in discussions about these issues should go a long way toward eliminating misunderstandings about players and their occasional overuse of video games.

Negative Effects Of Television Addiction and Computer Addiction Show Children Need Protection
Studies of the negative effects of television addiction and computer addiction show that addiction is not uncommon in American society. Other studies about television addiction indicate that children need parental protection to prevent them from becoming addicted to TV.

When it comes to television and computers, for children's proper education and health, child protection is a must. The use of the term child protection, herein, refers to parental activities that protect children from television and computer addiction. Studies about negative effects of television addiction show the TV addicts people through its tranquilizing numbing affect, causing them to relax, become drowsy, and then desire to watch more TV. Other studies of the negative effects of television addiction found that after the TV is switched off children feel passive and drained of energy. Children need their parents to protect them from this hypnotic affect. Studies of the negative effects of television addiction indicate that TV viewing can seriously hamper a child's proper education and learning when done either to excess or when the content proves too extreme. Such activities distract children from learning, create negative feelings and emotions that interfere with proper education, and can lead to addiction. One mother said that she limited her children's access to computer games after she discovered that, not only were they chronically fighting over these games, but her year old baby was making computer game sounds, instead of learning how to speak properly! Watch the video explaining how Freudian psychology was used through advertising to make people want to buy products, products they didn't even need, by clicking here. This same approach is used on our children each weekend when they watch a reported 200 TV ads in four hours of kid's morning cartoons. Child protection is a consideration when it comes to enrolling very young children in highly structured academic programs. With increased academic competition, some parents, to help their children get a jump on their peers, are enrolling them into school at earlier and earlier ages. The problem is that these highly structured programs may interfere with child play, play that may be genetically geared to inherently enhance brain development

and function, play that engenders motivation and joy in learning. There is a tendency on the part of some adults, usually those who failed to experience play themselves, not to allow for play in their children's lives; thereby, adultifying their children, that is to say, making little adults of their kids. This can stunt the normal child development of play with all of its creativity, imagination, and, most of all, just plain fun. The lack of wholesome play is likely to negatively affect the normal stages of child development, and could result in an adult with a more rigid outlook on life, less likely to tolerate individual differences, someone less likely to have fun himself or to laugh at himself, unless drugs or alcohol abuse is involved. Hanging out with a more mature crowd, or watching television shows designed for mature audiences at too early an age can cause the same adultifying of your child. In the interest of proper education, good parenting means paying attention to research based conclusions, such as studies about the negative effects of television addiction and computer addiction. For studies about the negative effects of television addiction and child protection, click here. Click, here, for research pertaining to computer addiction. Studies of the negative effects of television addiction found that:

TV has a numbing tranquilizing affect on children, causing them to desire to watch even more TV. TV leaves children passive and lacking in energy. Children who view horror and actions movies get lower school grades. Children who watched movies created for mature audiences scored lower grades.

Children who watched more than four hours of television during a weekday scored lower grades than those who watched less.

For the most part, research on computer addiction and video games has found a similar pattern as studies about television addiction. Research conclusions, regarding computer addiction that are pertinent to child protection are as follows:

1. Children who spend more time playing computer games are more likely to be classified as overweight or obese. 2. The more time kids play computer games, the more both their attention spans and grades suffer. 3. Watching violent video games increases aggression in young children over both the short and long term. 4. Video game addiction has caused children to flunk out, of school, lose their friends, and, even, commit suicide. 5. Once you allow your children to be addicted, it's difficult to stop them. 6. Both the amount of time and content of video games matter. Aggression and obesity increase with time watched and the extreme content of video games. As well as pressuring children into mature behavior, studies of the effects of television addiction, and computer/video games, suggest the following recommendations:

1. Set a good example, by not watching TV while your children are doing homework. 2. Spend time together, as a family, doing healthy activities, like hiking or hobbies, rather than watching TV. Your children will thank you later on, and your mental and physical health will be better. 3. Heed TV and computer game ratings. 4. Don't forget to use parental controls.

5. Put your children on a media diet. 6. Set limits and logical consequences. Don't be afraid to say no. 7. Play what your kids play and watch what they watch to learn what they're experiencing. 8. For very young children, hard core, rigid academics may have a downside by negatively affecting brain function, motivation and spirit. For children there is no substitute for good, old fashioned play. 9. Exposure to mature televisions shows, hanging out with mature crowds or raising kids to be too mature at an early age, robs kids of their childhoods. 10. Did you know that television viewing is more highly correlated to teen suicide than alcohol or drug use? Click here for TV causes of child abuse. A final note: Television, computer and video games are not play activities since studies on the negative effects of television addiction show that these activities interfere with successful child functioning and damage children's health, whereas play does the exact opposite. Child's play is usually characterized by mind enlivening imagination, creativity, social cooperation, and physical movement. One tends to be mind elevating and enlivening, the other, mind numbing. Therefore, always encourage your child to play the old fashioned way.

Poor Performance
Long hours playing video games can negatively affect your performance in school or at work if you're preoccupied with video games or failing to work at your optimum level because you're exhausted from a late night of video game playing. The Mayo Clinic notes that children who devote more than one or two hours a day to television or video games may have trouble falling asleep, have problems paying attention and have lower test scores than children who don't spend as much time in front of a television or video game console

"Video games are ruining my life. If Im not playing, Im thinking about playing. I have, like, no real friends." These are the words of a high school student addicted to the online computer game, World of Warcraft. The average World of Warcraft player plays twenty hours a week. Thats the average! "His grades are down the tubes, he skips meals, and he hardly spends any time with his friends." These are the words of a parent who recently phoned me desperate for help. I asked her to estimate how many hours a week her son spent playing games. "Forty-three," she immediately replied. "I kept track last week." Millions of children love video games, especially boys. Our national survey revealed that 92% of children age 2-17 play regularly. That translates into 59 million young players. The overwhelming majority of these children play their video games, do their homework, keep up their responsibilities, and have other interests. No problem. So please do not get me wrongI am not saying that video and computer games are bad for children. I think games like Myst and Sim are great. In fact, having exposure to these types of games may be less harmful and more beneficial than exposure to other forms of screen media. Computer game addiction is real and growing. No one knows how many kids are obsessed, but I know the toll is mounting. How will a parent know if his/her son or daughter is headed for trouble?
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Frequent gamers have brain differences, study finds


BOOSTER SHOTS: Oddities, musings and news from the health world

Fourteen-year-olds who were frequent gamers had changes in the reward (Allen J. Schaben / Los Angeles Times) November 15, 2011|By Eryn Brown, Los Angeles Times / for the Booster Shots blog Fourteen-year-olds who were frequent video gamers had more gray matter in the rewards center of the brain than peers who didn't play video games as much -- suggesting that gaming may be correlated to changes in the brain much as addictions are. European scientists reported the discovery Tuesday in the journal Translational Psychiatry. Psychologist Simone Kuhn of Ghent University in Belgium and colleagues recruited 154 healthy 14-year-olds in Berlin and divided them into two groups. Twenty-four girls and 52 boys were frequent gamers who played at least nine hours of video games each week. Fifty-eight girls and 20 boys were infrequent gamers, who played less than nine hours a week.

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Structural magnetic resonance imaging (MRI) showed differences in the test subjects' brains. Frequent gamers had more gray matter in a portion of the brain known as the left ventral striatum, which affects the interplay of emotions and behavior. Previous research identified striatal function as a "core candidate promoting addictive behavior," the authors wrote. Using functional magnetic resonance imaging (fMRI), the team also observed changes in the kids' brains as they participated in a task that simulated anticipating and receiving a reward. They found that frequent gamers had greater brain activity when they were given feedback that they were losing. This is similar to a response seen in addicted gamblers, the authors noted, who have increased levels of the the brain chemical dopamine in the ventral striatum when they are losing money. The authors wrote that their study is the first to correlate changes in brain structures with video gaming. They couldn't determine if the frequent gamers' brains grew larger as a result of playing video games or if those kids were attracted to gaming because that part of their brain was enlarged in the first place; scientists will need to measure the effects of video gaming on structures in the brain over time to figure that out. But either way, discovering the link between brain structure and video games could help researchers understand the role of the brain in addictive behaviors, they wrote. "If the striatal differences observed in the current study are indeed an effect of gaming, video gaming might post an interesting option to explore structural changes in addiction in future studies in the absence of any neurotoxic substances," they noted.
Dota Addiction What is Dota? Dota or Defense of the ancient is a custom scenario for the real-time strategy video game Warcraft III: Reign of Chaos and it's expansion, Warcraft III: The Frozen Throne, based on the "Aeon of Strife" map for StarCraft. The objective of the scenario is for each team to destroy the opponents' Ancients, heavily guarded structures at opposing corners of the map. Players use powerful units known as heroes, and are assisted by allied heroes and AI-controlled fighters called "creeps". As in role-playing games, players level up their hero and use gold to buy equipment during the mission. Does Dota really affect the youth today? Does it help the youth today? Or it corrupts the minds of the youth who are playing this game? Let us look at Dota's advantages and disadvantages. Dota helps the youth who are playing this game to become mentally alert, cooperative, and strategic. It also increases their knowledge in mathematics by computing the gold's, damages, magic and physical reduction

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get better grades present in the game. Indeed, Dota really helps the youth by playing this game. In the other hand, playing this game without time management and priority can lead to irresponsibility. Starting from their responsibilities, the youth spend more time playing this game rather than doing their tasks. Studies were forgotten, students became lazy, and relationships with the family were also affected because of this game. Playing this game also triggers the player to lose his/her temper and values. Why? It simply because of the different languages used during the game or what we called "Trash talks". Trash talks such as foul languages can really lose their temper and values. As a result, the both sides will fight against each other. Gamble is also present in this game, the highest bet is 5,000 pesos and the lowest is 300 pesos. Again, money for them is not that important anymore. Many players says that "Dota is the best past time ever," so it's OK for them to waste their...

Reasons Of Dota Addiction Chapter 1 THE PROBLEM AND ITS BACKGROUND INTRODUCTION Defence of the Ancients (DotA) is a custom scenario for Warcraft III, based on the Aeon of Strife map for StarCraft. The objective of the scenario is to destroy the opponents Ancient. The two teams ancients are heavily guarded structures at opposing comers of the map. Players use powerful units known as heroes, and are assisted by allied heroes and AI-controlled fighters called creeps. As in roleplaying games, players level up their hero and use gold to buy equipment during the mission. The scenario was develop with the World Editor of Warcraft III: Reign of Chaos, and was updated upon the release of the Warcraft III: The Frozen Throne. There have been many variations of the original concept; currently, the most popular is DoTa Allstars, which has been maintained by several authors during development. Since its release, Allstars has become a feature at several worldwide tournaments,

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get better grades including Blizzard Entertainments BlizzCon and Asian World Cyber Games, as well as the Cyberathlete Amateur and CyberEvolution Leagues; Gamasutra was declared that DotA was perhaps the most popular free, non-supported game mod in the world. The map has gone on to influence other maps and games, including LOL(league of Legends), HON(Heroes of New Earth), and Demigod. Computer Games have now been with us for over 30 years. The Atari 2600 is nearly 25 years old. Civilization is now nearly 10 years old. Yet, many people fail to recognized this complex achievements as more than fads or childs play. Ask most people what they think about video games many will respond that theyre a waste of time. Many critics argue that games produce socially isolated or promote violent behaviour. DotA games are simple, mind numbing entertainment. Playing games is a waste of time. Some of these criticisms may view all game playing through this lens is to ignore the broader history of games and the diverse range of...

Dota: Recreation Or Addiction? DotA: Recreation or Addiction? A research paper presented to: Ms. Cecilia Rivera Ramon Magsaysay (Cubao) High School Ermin Garcia St., Brgy. Pinagkaisahan, cor. EDSA, Cubao, Quezon City In partial fulfillment of the requirements of English IV Submitted by: Mark Anthony Serrano IV-Scarlet Chapter I Introduction

Defense of the Ancients (most commonly known as DotA) is one of the hottest and most popular games in the world of video games. But first, what is DotA? For starters, DotA is an extension map of the game Warcraft III: Frozen Throne. It has gained international fame among young people, especially here in our country. But is it more than just a map? Is it more than just a game for weekends? Is it really just for entertainment and amusement? Or is it something more? Or has it something more to bequeath? Background of the Study Video gaming has been a part of most peoples

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get better grades lives since 1950s and it has been developing since then. As technology flourished, video gaming trailed just behind it, coping with the changes and improving as the time passed by. Now, in the 21st century, there are tons of types of video games out there; games of different kinds, for different personalities. And, undeniably, there are, of course, the best and the most popular games out there. One of which is what I am going to discuss deeper in this research, particularly, the game called Defense of the Ancients (DotA). DotA or Defense of the Ancients, as you may know, is a well known game to the whole wide world. It is an extension map for the game Warcraft III: Frozen Throne, and was developed by, a seemingly anonymous person to the public, namely, IceFrog. Personally speaking, whenever I hear the word or acronym DotA, the first thing that comes to mind is to kill more and more heroes as many times as I can and not to get killed in the process. As I realized what I was thinking, I immediately discerned that my attention was focused on...

a Case Study On The Effects Of Playing Dota CHAPTER I The Problem and its Background Introduction

There are many students and even some young professional are addicted to Defense of the Ancients or DotA. This is a kind of computer games that can be played by many players and is one of the most popular games to young students. Many students get addicted to this game and they even long hours inside the computer shop just playing this kind of game. There are studies that getting addicted in playing computer games affects their studies and this is the cause why they are lying to their parents that they need extra money for their school project but the truth is they are just using the money to rent a computer where they can play DotA with their classmates. Sometimes in order to make the game exciting, they have a deal to pay those who won the game so it becomes already a form of gambling. When time spent on the computer, playing DotA games or cruising the internet reaches a point that it harms a childs

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get better grades or adults family and social relationships, or disrupts school or work life, that person maybe caught in a cycle of addiction. Like other addictions, DotA game has replaced friends and family as the source of a person, emotional life. Increasingly, to feel good, the addicted person spends more time playing video games or searching the internet. When a person spends up to ten hours a day or more rearranging or sending files, playing games, surfing the net, visiting chat rooms, instant messaging, and reading emails. That easily can reach up to seventy to eighty hours a week online with the computer. Major social, school or work disruptions will result. Background of the Study Computers, video games, and the internet have become entrenched features of our daily lives. Computer use has reached beyond work and is now a major source of fun and entertainment for many people. For most people, computer use a video game play is integrated into their lives in a balanced...

DOTA: Amusement or Addiction?


Published by pickture p3rfekt on March 22, 2009 in World of Warcraft

Defense Of The Ancients or more commonly known as DOTA is a map of the game Warcraft III: Frozen Throne. It has gained international fame among young people. But is it more than just a map? Is it more than just a game for weekends? Or is it something more?
Ah, Dota. What a soothing sound to my young ears. Whenever I hear this word, the first thing that comes to my mind is to kill more and more heroes as many times as I can and not to get killed in the process. As I realized what I was thinking, I immediately realized that my attention was focused on killing and defending, which is not the real me. I stopped to think for a moment. If I was entranced in the killing part of the game, how much more the other youth around the world! The game may be fun, but it may also have effects on our attitude and the way we handle with our problems.

Image via Wikipedia In the Philippines, I usually go out with my friends to the Internet cafe, and I notice that almost every computer user was playing the same game, Dota. Heres one effect that comes along: Addiction.

Addiction is described in the Wikipedia as an obsession, compulsion, or excessive physical dependence or psychological dependence, such as: drug addiction, video game addiction, crime, alcoholism, compulsive overeating, problem gambling, computer addiction, pornography addiction, etc. I guess we can add another example of addiction: DOTA Addiction Read more in World of Warcraft World of Warcraft Death Knight Leveling Guide World of Warcraft: Uninstall Problems I go around and think, Nah. Dota wont have any effects on my attitude or the attitude of any person, its just a game, isnt it? I was corrected by my own words, as all around me, I saw EVERYONE who was playing Dota was screaming and insulting and blaming others for not assisting them kill the hero and blah, blah, blah, blah. Again, I realized that theres more to Dota than just a fun, thrilling game. And I have seen through my own eyes, how this game has brought change to the youth today. And I certainly wont want to see myself shouting like a monkey without a cause inside the Internet cafe. Now, Im not saying that this game should be banned from our computers. All Im saying is that we should try to moderate and control our time in playing because who knows if one day in the future you will also be acting the same way as the DOTA Addicts or the Screamers do.

Read more: http://gameolosophy.com/games/rpg/world-of-warcraft/dota-amusement-oraddiction/#ixzz1l8N3u035

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