User:Elhuman/sandbox

INTRODUCTION For most young people, playing games is just a regular part of the day. Gaming becomes an addiction when it starts to interfere with a person’s relationships or their pursuit of other goals, such as good grades or being a contributing member of a sports team. 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, it’s not surprising that some teens would rather play the latest video game than hang out with friends, play sports, or even watch television. 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. WHAT MAKES A GAME ADDICTIVE? Games are designed to be just difficult enough to be truly challenging, while allowing players to achieve small accomplishments that compel them to keep playing. By having no pre-defined ends- as such, there’s never the experience of ‘Game Over’. There are several hooks that are built into games with the intent of making them addictive: •	The high score Trying to beat the high score (even if the player are trying to beat his own score) can keep a player playing for hours •	Beating the game The desire to beat the game is fed as a player levels up, or finds the next hidden clue. •	Role-playing Allow players to do more than just playing- they create the characters and embark on an adventure that’s unique to the character. •	Discovery Exploring imaginary worlds, this can be extremely compelling. •	Relationships Allow people to build relationships with other players. For some kids this online community becomes the place where they’re most accepted, which draws them back again and again. •	The virtual world of addictive video games continue to evolve even if the player is not online Therefore, if you are not playing and active in the development of the world, you are potentially left behind when you rejoin. •	Some video games require monthly fee The fact that there is a regular monthly charge encourages users to play more so that they ‘get their money’s worth’. •	Often have some form of in-game currency The same goals and emotions which drive people to pursue wealth in the real world are also present in video games. CHARACTERISTICS THAT MAKE SOME GAMES MORE ADDICTIVE THAN OTHERS Kids-While most American youth do play video games, only 25% of gamers are under age 18. However, it appears that the younger the child, the more vulnerable he or she is to negative effects of gaming and to video game addiction. Children under 10 years old are particularly vulnerable to video-game related aggressive behaviors.Adults-Research shows that the average gamer is 35 years old, and that 67% of heads of U.S. households play video games.Males-Gaming is not an exclusively male activity, although 60% of gamers are male. Only 18% of gamers fit the stereotype of being boys age under 17.Females-What may be a surprising 40% of gamers are now female, with adult women making up 33%. There are as many women as men who play online puzzle and cellphone games. Certain online multi-user video games are also attracting more women.While it may appear that females are playing harmless games, a sub-group of young female gamers have been identified who play the kind of aggressive games traditionally thought to be attractive to males. WHY ARE SOME TEENS MORE SUSCEPTIBLE THAN OTHERS TO THIS KIND OF ADDICTION? GIVE SOME SYMPTOMS ALSO? Teens who are easily bored, have poor relationships with family members, feel like outcasts at school, or tend toward sensation-seeking are more easily drawn into video game addiction because it fills a void and satisfies needs that aren’t met elsewhere. Young people, who often feel powerless in their daily lives, suddenly have the ability to command armies, drive and crash cars, and wreak havoc on a virtual world with no real-life consequences. This is seductive! Some symptoms of game addiction: •	Most non-school hours are spent on the computer or playing videogames •	Falling asleep in school •	Falling behind with assignments •	Worsening grades •	Lying about computer or video game use •	Choosing to use the computer or play video games, rather than see friends •	Dropping out of other social groups •	Being irritable when not playing a video game PROS OF VIDEO GAMES-It are easier to achieve and maintain a person’s undivided attention for long periods of time. Because of the fun and excitement, they may also provide an innovative way of learning. -	Videogames also allow participants to experience novelty, curiosity and challenge. This may stimulate learning -	Videogames equip children with state-of-the art technology. This may help overcome technophobia. Overtime it may also help eliminate gender imbalance in IT use. -	Videogames can act as a simulation -	Videogame technology has rapidly changed across time. Therefore, videogames are constantly being upgraded which makes it hard to evaluate educational impact across studies. -	Videogames can be used when examining individual characteristics such as self-esteem, self-concept, goal-setting and individual differences -	Videogames provide the visual patterns, speed and storyline that help children’s basic skills development. CONS OF VIDEOGAMES-Playing aggressive games display more verbal and physical aggression to inanimate objects and playmates, Exhibiting more aggressive thoughts among the youths,More likely to attribute hostile intentions to others, Correlation between aggressive delinquency and behaviour, Reduction of empathy for victims, leading to higher possibility of youths becoming more violent individuals, Desensitization to violent behaviour, Less trust and increased fearfulness, Fall in academic performance,Induction of additive behaviour resulting in possible truancy and even stealing to get their "video game fix ", Results in greater sedentary lifestyles, poorer eating habits and increased obesity, Reduction in physical fitness with possibility of later heart disease, Affects youths' attitudes toward gender stereotypes, Stresses autonomous action rather than cooperation and thus does not encourage or promote teamwork and excessive or addictive use of gaming, which may be at the expense of active pastimes. To conclude videogames holds more advantages than disadvantages, but this does not mean its addictiveness is a good thing. At the present time, the most popular games are usually violent. Given current findings, it is reasonable to be concerned about the impact of violent games on some children and adolescents. Game developers need support and encouragement to put in the additional effort necessary to develop interesting games do not rely heavily on violent actions. It is vital that we continue to develop the positive potential of videogames while remaining aware of possible unintended negative effects when game content is not pro-social. REFERENCES Griffiths, M.D. & Hunt, N. (1995). Computer game playing in adolescence : prevalence and demographic indicators. Journal of community and applied social psychology, 5, 189-194 Malone, T.W. (1981). Towards a theory of intrinsically motivated instruction. K. & Greenfield, P. (1994). Effect of video game practice on spatial skills in boys and girls. Journal of Applied Development Psychology, 15, 13-32 http://www.mda.gov.sg/wms.file/mobj/mobj…