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Students' learning takes place unexpectedly, but the inappropriate usage of playing

online games also leads in some problems such as being distracted in school. Further,

it is where the attention of the child were divided that even their health and social life

is unknowingly affected.

According to Kuss & Griffiths [2], teens who play online games are just having fun.

They do not just actually play because of some sort of seriousness, but also because

they just want to feel relief. During school hours, students tend to feel stressed due to

loads of school works and through playing it will relive their stress

Due to excessive use of computer games there is effect in their personal traits

like anxiety, sensation seeking, neuroticism, and aggression which are the symptoms

that a person is under the development of gaming addiction (Mehroof, M et al. 2010).

Brain is also affected in computer addiction; regions of the brain associated with

cravings in substance abuse also appear to be activated in gaming addicts when they

view images of video games (Ko, C et al. 2010).

There are two types of gaming, “excessive gaming” and “addictive gaming”

these two types of gaming is different from each other; the difference between

“excessive gaming and “addictive gaming” is that two gamers may play for an identical

number of hours each day, but their psychological motivation and the meaning that

gaming has within their lives can be very different. Gaming addiction should be defined

by how much the negatively impacts other areas of life, not by how much time is spent

playing according to (Griffiths, M et al. 2010).


According to (Inwon Kang,2011) an online gaming addiction is not that far from

drug addiction. Both are searching for a way to make they feel better. The lure of a

fantasy world is especially pertinent to online role-playing games. These are games in

which a player assumes the role of a fictional character and interacts with other players

in a virtual world. An intelligent child who is unpopular at school can feel dominant in

the game. The virtual life becomes more appealing than real life. Too much gaming

may seem relatively harmless compared with the dangers of a drug overdose, but

experts say video game addiction can ruin lives. Children who play four to five hours

per day have no time for socializing, doing homework, or playing sports leaving little

time for normal social development. Internet addiction gives the gamer to the unique

psychological properties which is the users increase their use of these internet

services, the utility they gain from each usage does not diminish, leading not only to

self-destructive addiction but also to social ills. When a problem, playing video games

can interfere with real-life obligations such as work, and players can end up lying about

playing video games. The study found that “problematic” video game use can have

similar effects as other addictive activities, such as abusing alcohol.

Other case studies have reported adverse effects of playing video games,

including auditory hallucinations, enuresis, encopresis, wrist pain, neck pain, elbow

pain, tenosynovitis, hand-arm vibration syndrome, repetitive strain injuries, peripheral

neuropathy, and obesity. Some of these adverse effects seem to be rare and many

resolve when the patients no longer play the games. Furthermore, case reports and

case series cannot provide firm evidence of cause and effect or rule out other

confounding factors. On balance, given that video game playing is highly prevalent

among children and adolescents in industrialized countries, there is little evidence that

moderate frequency of play has serious acute adverse effects from moderate play.
Adverse effects, when they occur, tend to be relatively minor and temporary, resolving

spontaneously with decreased frequency of play. More evidence is needed on

excessive play and on defining what constitutes excess in the first place. There should

also be long term studies of the course of video game addiction.

Bushman (2013) the more you play, the more aggressive you become; a long

term experimental study of cumulative violent video game effects on hostile

expectations and aggressive behavior, violent video game increase aggression.

Ivy Shiue (2010) in herself and environment exposure to drinking, smoking,

gambling or video games addiction are associated with adult hypertension, heart and

cerebrovascular disease, allergy, self- related health and happiness.

David (2013) stated that the addiction in playing online game is believed to

drive someone to extreme circumstances so much so that from some evidence

demonstrated parents tend to believe that their child is in a position where their

health and future is a worry.

Rutger (2014) the benefits of playing video games, video games are

controlled training regimes delivered highly motivating behavioral contexts because

behavior changes arise from brain changes and the performance improvements are

parallel by enduring physical and functional neurological remodeling.

Bonald (2010) the addicted gamer often isolates him/herself from others,

ignores more important responsibilities, and often obsessed with obtaining higher

status/ rankings/ achievements in his/her favorite computer game. According to the

DSM-IV (the current manual for classifying emotional, psychological, and mental

disorder) no. Although there have been calls from some mental health professionals

(and parents) to recognize computer game addiction is a “real” disorder, it has not

been granted official diagnostic status.


Thomas and Martin (2010) note that their assessment for computer game and

internet addiction were adapted from pathological gambling as “no empirically tested

measure for behavior addiction was available in 2004 at the time od data collection.

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