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About this sample
About this sample
Words: 902 |
Pages: 2|
5 min read
Updated: 16 November, 2024
Words: 902|Pages: 2|5 min read
Updated: 16 November, 2024
The games that adolescents and young people used to play on playgrounds and on the streets have been replaced in recent years with cyber games played in front of computers on the internet or in game arcades. This changing culture has particularly brought up the concept of "digital game addiction," a condition that stems from the steadily growing passion for digital games and their excessive and uncontrolled usage among adolescents and young people. As the digital landscape continues to evolve, it is crucial to understand the implications of this shift on the youth.
'Gaming Addiction'
Game addiction in the psychiatry literature has been described as an impulse control disorder characterized by symptoms such as "the inability to control the time spent on game-playing," "a loss of interest in other activities," "continuing to play despite the adverse effects," and "feeling psychologically deprived when not being able to play" (Gentile et al., 2011). Although digital game addiction has not yet been accepted by psychiatric authorities as a psychiatric disorder, the increasing psychiatry referrals due to the problems accompanying this disorder, the efforts of families to seek support and solutions, and the evidence that similarities with other types of addiction have been revealed by researchers, as well as the current prevalence rates, all suggest the importance of examining this issue (King & Delfabbro, 2014).
Gaming addiction could be a significant health hazard with harmful impacts on physical, emotional, mental, and social health. It is associated with sleep deprivation, eating irregularities, physical strain and fatigue, obesity, mood disorders, social incompetence, and isolation from friends and family (Brunborg et al., 2014; Choo et al., 2010; Young, 1998). Pathological gamers often have poor skills in problem-solving and emotion management. Playing games provides excitement, relief, and escape from daily stressors and problems (Griffiths, 2008; Hussain & Griffiths, 2009a; Li et al., 2011; Wood, 2008; Wood et al., 2004). This relief can lead to a cycle where gaming becomes the primary method of coping with stress.
Cognitive factors such as distorted perception of one's intelligence and gaming skills may contribute to pathological gaming. Many pathological gamers have a positive appraisal of their intelligence and gaming skills but a negative view of their social competence in interpersonal interactions (Gentile et al., 2011; Zhong, 2011). They may also have a strong desire to seek new sensations and experiences, which gaming readily provides (Mehroof & Griffiths, 2010). Adolescents are particularly susceptible to peer influence, which can exacerbate these tendencies (Beard, 2005).
Modeling may play a role in pathological gaming. Teenagers watch and imitate peers around them playing games to seek relaxation, to meet others, and to cope with upsetting emotions and problems. They are also compelled to meet peer expectations and pressure to continue playing for hours to keep up with the game, especially in Massively-Multiplayer Online Role-Playing Games (MMORPGs). The MMORPGs could be a risk factor for gaming addiction as there seems to be no end to these games. The gamers are emotionally attached to the gaming group and feel obliged to keep playing (Hussain & Griffiths, 2009a; Yee, 2006; Zhong, 2011).
The family has an important role in influencing the socialization of adolescents. It has been shown that the family is a protective factor in preventing adolescents from taking part in problematic and hazardous behavior, for example, the use of tobacco, illicit substances, alcohol, and unsafe sexual practices (Bahr & Hoffmann, 2010). It has been reported that similar family factors are associated with both substance use and Internet addiction (IA), which indicates that these can be grouped under the term of behavioral problems syndrome (Jessor, 1991). Furthermore, adverse conditions like a broken family, family conflict, and low family functionality are reported to be associated with adolescent IA.
Several types of parenting approaches are discussed in the literature. Parental monitoring and parental style are the more common parental skills in the daily life of adolescents, rather than paying specific attention to particular types of adolescent activities. Parental monitoring means supervision of the daily life of an adolescent, while parental style focuses on the overall parenting climate at home. Parental guidance is more specific to one kind of activity, such as gaming. It refers to setting rules, giving direction, counseling, advising, making a clear distinction between right and wrong, and providing protection in daily activities (Bybee et al., 1982).
There are three patterns of parental guidance for television: restrictive, evaluative, and unfocused. Restrictive guidance refers to setting limitations or restrictions on the use of media. For example, parents may set a limit on the amount of time allocated for watching television and may forbid the watching of particular programs. Evaluative parental guidance means parents will discuss media content with their child; they may also comment on particular content, whether good or bad, and might explain that the content is unrealistic. Unfocused parental guidance refers to a situation where parents only sit near the child while they watch TV and encourage certain watching behavior (Austin, 1993).
In conclusion, gaming addiction is a complex issue influenced by a variety of factors including cognitive distortions, peer pressure, and family dynamics. Understanding these elements is crucial for developing effective interventions. As digital gaming continues to grow in popularity, it is essential for parents, educators, and mental health professionals to collaborate in addressing the potential negative impacts on adolescents and young people.
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