FACTS ABOUT VIDEO GAME ADDICTION
We at BULEVUR™ believes that the fundamental remedy to the psychological health of human race, especially the young ones, lays in the massive psyche-transformation that only video games can offer, and we will always believe in that core essence of soul rejuvenation .
Be it as it may, the negative impact of this incredible machine cannot be over emphasized, which calls for adequate censuring regulation of this culture. Video game addiction can be said to be the excessive control of game play on an individual, that constantly compels him/her to indulge in the act with hypercretive concentration that often result in isolation, vague inventiveness and other psychological effects.
The classification of video game addiction by some psychologists as a “mental disorder” is totally out-ruled (unless of course am gonna get arrested for having too much fun!) ‘cos mental disorders are categorized as an aliment on the shelves of mental health; whereas there are no prescription for happiness. Sometime in 2003 the American Psychiatric Association (APA) proposed criteria for video game addiction in the 5th edition of their Diagnostic and Statistical Manual of Mental Disorders, concluding that there was insufficient evidence to include it as an official mental disorder. However, proposed criteria for "Internet Gaming Disorder" are included in the Section 3 (i think), and their also Conditions for Further Study (hypothesis) on that regard. While Internet gaming disorder is proposed as a disorder, it is still discussed how much this disorder is caused by the gaming activity itself, or whether it is to some extent an effect of other disorders (source: wikipedia).
In years passed, gory video games has been accused for the reason behind the increasing violent amongst young people, according to video game activists “these research that has linked violent video games with increased aggressive behavior and other research has failed to find evidence for such claim”. The skeptic assumption that feed these research to me, can easily be attributed to the myopic understanding of video game play especially by parents or guardians who have attributed times spent on video gaming as wasted, you can also read about this in our previous topic; “video games and the Nigeria Education system”.
Be it as it may, we cannot completely ignore that there are still some reasonable negative evidence relating to video game addiction which has been confirmed by professionals. They are as follows: A 2006 lecture reported by the BBC indicated that 12% of polled online gamers reported at least some addictive behaviors. The lecturer, Professor Mark Griffiths of Nottingham Trent University, stated in another BBC interview that addicts are "few and far between.
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." 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.
A 2007 Harris Interactive online poll of 1,187 United States youths aged 8–18 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 gender, from eight hours per week (responses from teen girls) to 14 hours per week (responses by teen boys). "Tweens" (8–12-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.
Since the American Psychiatric 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. 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.
The 2009 OSDUHS Mental Health and Well-Being Report, by the Centre for Addiction and Mental Health (CAMH) in Toronto, Ontario, showed almost 10% of 9,000 surveyed students from Grades 7 to 12 get at least 7 hours a day of "screen time". A little over 10% also reported having video gaming problems in the previous year. A recent article in Pediatrics 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 E-Letters to the same journal for failing to use well-validated measures of attention problems or control for other important variables. 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. Also, a study in Pediatrics 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 Review of General Psychology's special issue on video games, Barnett and Coulson 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.
Other scholars have cautioned that comparing the symptoms of problematic gaming with problematic gambling is flawed and that such comparisons may introduce research artifacts and artificially inflate prevalence estimates.
Now on a rather funny note. Sometime in 2009, I came across a report somewhere in a magazine wrote a man in Hawaii, Craig by name (or something) who sued a gaming company NCsoft for negligence and for not specifying that their game, Lineage II was so addictive (can you beat that!). He also alleged that he would not have begun playing if he was aware that he would become addicted. Craig claims to have played Lineage II for 20,000 hours between 2004 and 2009. Now….. For me, Craig would have gotten an award for that, or better still listed on the Guinness Book of Records for that effort.
In conclusion video games remain the best remedy for most of our problems ranging from health, social and psychological. But in every of our endeavor control remains the best regulator to every of our activity, no matter how exciting we find it. That will all for today, see you next week for another exciting series. CHEERS!