User:Bashi12/Video game addiction

Summary: In the article "Transforming from Addicted Video Gamer to Doctoral Candidate: An Autoethnographic Reflection" by Xiao Hu and Hongzhi Zhang, it begins by bringing up the known concerns of video game addiction and the efforts to understand the cause leading to the solution to reduce the addictive behavior. Current research methods for video game addiction studies still rely mainly on data collection and analysis from participants although, the authors point out that there is no "first-person empirical data on overcoming video game addiction". The article goes on with the author offering a reflection of their own history of having the addiction then coming up with solutions to reduce it to a more manageable hobby. It concludes with the statement that while autoethnography is not the best research method because of the limitations, it could still be a possible method of research with a larger group of participants.

Summary: The article "Research on the Impact of Pro-Environment Game and Guilt on Environmentally Sustainable Behaviour" by Jiaxing Chen, Guangling Zhang, and Qinfang Hu begins with the explanation of the use of gamification by companies in their platform games as a method to entice people to visit their platforms and to continue visiting. In order for companies to fulfill their social responsibility, they've incorporated elements in their games to make users engage in pro-social behavior as a conscious effort for the ecological environment. Results are later shared of two studies that were done based on the author's hypothesis of "the integration of social responsibility with gaming strategies from the psychological perspective of game withdrawal, and the incorporation of social responsibility as an element in gamification design to reduce user withdrawal behaviour, thereby increasing individual’s environmentally sustainable behaviour". Both studies proved their theory but, further research is needed to see if their theory is still true in other video game genres and if different designs of pro-environmental or pro-social affect the participants differently.

Lead:
Further additional treatments and studies are still being researched and conducted in order to find which method brings better results overall for those who are struggling to overcome the disorder.

Article body:
A suggested method of research called autoethnography is introduced by Xiao Hu and Hongzhi Zhang that may be a solution to the challenges of current studies on video game addiction. The autoethnographic research is based on the first author's life experience which goes over his reflection on the behavior and the possible solutions that aided in his ability to overcome the addiction. A model that displays motivation/functional needs and prevention/harm reduction factors from a study by Xu et al proposes ways to reduce the symptoms of video game addiction is included in the article to highlight similar methods the author himself had used. Six major indexes from the study are: attention switching, dissuasion, rationalization/education, parental monitoring, resource restriction, and perceived cost. While this research method is limited, it could still be possible with a group of participants who have already or is currently undergoing the addictive behavior.

In 2022, two studies by Jiaxing Chen, Guangling Zhang, and Qinfang Hu were conducted to test their hypothesis of "the integration of social responsibility with gaming strategies from the psychological perspective of game withdrawal, and the incorporation of social responsibility as an element in gamification design to reduce user withdrawal behaviour, thereby increasing individual’s environmentally sustainable behaviour". The results of both studies supported their theory as the participants felt a sense of guilt from their growing gaming addiction and in turn boosted their sense of social responsibility. This proves that the possibility to incorporate gamification strategies and social responsibility within general games can promote pro-environmental and pro-social behavior among users online and reduce the addictive behavior. Companies and the government have already been using gamification in several games for the sustainability of environmental protection with short-term success. Further research will need to be conducted with different participants and other game genres to see if the theory still works.

References:
Hu. X., & Zhang, H. (2022). Transforming from addicted video gamer to doctoral candidate: an autoethnographic reflection. The Qualitative Report, 27(11), 2404-2418. https://doi .org/10.46743/2160-3715/2022.5528

Chen J, Zhang G, Hu Q. Research on the Impact of Pro-Environment Game and Guilt on Environmentally Sustainable Behaviour. Int J Environ Res Public Health. 2022 Oct 17;19(20):13406. doi: 10.3390/ijerph192013406. PMID: 36293996; PMCID: PMC9602636.