The Adverse Effects of Video Game Addiction: Revealing the Bad Side of a Lovable Form of Entertainment According to the NPD Group, formerly known as National Purchase Diary, 34 million dedicated gamers spend an average of 44 hours a week playing video games. This is a tremendously large amount of time being spent in a world that is artificial. Video game addiction has been the main topic of controversies recently due to its colossal footprint on the young generation. Video game addiction has many adverse effects, some of them being financial burdens, sociopathy, and various health issues. Firstly, people who play video games are shown to have less social skills than people who don’t. In an experiment by the US National Library of Medicine, …show more content…
But, the truth is, video games cause a huge strain on gamers’ wallets. Popular game titles cost more than $65. In a study conducted by IGN, formerly known as Imagine Game Network, average gamers spend more than $700 every year, “$341 on console titles, $233 on PC games and another $140 for accessories.” These are just the normal, average gamers. Staunch gamers, on the other hand, may spend more than $900 every year on games. Since average gamers are teenagers working in part-time, low- wage jobs, $900 every year becomes a preposterous amount to spend (Kohler). In addition to the already huge price, video games also have downloadable content, which forces people to invest even more on the game. Downloadable contents are packages that a gamer may choose to buy in order to unlock side- missions, skins, costumes, or equipment that will be included in the original game after purchase p/ 9 m. According to Wired.com, “a $90 price tag at GameStop would be unthinkable. So [Capcom, a game publisher] sells the game for $60, then forces gamers to pay more to unlock more content.” Putting a big price on a game when someone first plans to purchase it would make the customer hesitate before putting the money down on the table. So, game developers put a relatively cheap price on the game, and then make the game impossible to beat unless there is some in-game microtransaction. This is the most unthinkable way that game developers milk their customers of their money. After reading about these extremely detrimental threats that endanger gamers’ lives, one will see the need to prevent video game addiction from happening. Gamers need to stop ruining their life, their bodies, and their savings account. Gamers may go bankrupt, find joy in talking to a person or even be bedridden for months. An hour or two a day of gaming is okay, but if this number increases, so will the negative effects that come with
The segment also has the most people gaming with 2.1 billion, the majority of whom are gaming on smartphones. The console is the second-largest segment with revenues of $33.5 billion 2017. “Estimates that the video game market will increase from $109 billion in 2017 to 200 billion in 2020 (Intelligence, 2017). This makes video games the third-fastest-growing segment of the entertainment and media market after TV distribution (up 9.3% to $250.7 billion in 2011) and Internet advertising and access spending (up 13.4% to $331.6 billion in 2011).” (Scanlon, 2007)
Technology addiction is portrayed in Fahrenheit 451, but there are countless stories of technology, specifically video games, consuming lives. Cam Adair, a professional speaker and influencer on video game addiction, describes how technology can be a distraction to people from their deteriorating mental health. He also states the following, portraying a way that technology can impair mental and physical health: “Extreme video game addicts, Cam Adair says, may neglect to eat, sleep, or to perform work or school duties. The most common case I see is a college student, usually male, who is now beginning to fail school and can’t seem to get themselves away from games.” (Adair 15)
According to the Entertainment Software Association, in 2015 155 million Americans play video games (Entertainment Software Association, 2015), either on personal computers or gaming consoles. The 155 million only accounts for Americans not all the other countries around the world that has gamers and CanGo has seen a spike in sales to Japan. There
In Ready Player One, Ernest Cline highlights how video game addiction can lead to an increased risk of addiction to other substances. Wade, the protagonist, mentions that "[he] had a habit of getting addicted to things" and goes on to list previous addictions he had struggled with before turning to the virtual world of the OASIS (Cline, 2011, p. 23). This depiction mirrors real-world research, which suggests that individuals with addictive personalities are at a higher risk of developing problematic video game use (Kuss, Griffiths, & Pontes, 2017). However, there are ways to prevent the negative effects of video game addiction. As Cline portrays in the novel, individuals can set limits on their game use and prioritize real-world activities, such as spending time with friends and family (Cline, 2011, p. 236).
So everyone knows what video game is, a game played by electronically manipulating images produced by a computer program on a television screen or other display screen. Do you not have many misconceptions about video games like “they are for kids, they do not require team work, they are all the same or nothing good ever comes out of video games” (The Crap Gamer,1). People have looked at video games that way for a long time, and no it’s not bad to look at them like that because anyone can misjudge anything by it’s cover. Should we be so judgment about it, no because games are part of our society and they just keep getting better better. But enough of being so pushy about video games, I would like to share a new view towards video games as a discourse community.
Everyone has been there –to the point where you are so stressed out that you can barely think; where you are worried about how you fared on an exam; where you are contemplating whether your friends are sincere with you or not; where you are trying to forget a recent quarrel with someone dear to you; where you are simply too taxed to do anything productive. At this point in time, many will do something else to help take their mind off their current predicaments and depressions in life by escaping the problems brought by this reality they are living in. For some, that something is reading. For others, it is drinking. Now, in our current generation, this list has expanded to include another method of finite escape, video games.
The Canadian game industry has seen significant development and success, providing "4.5 billion dollars to the Canadian GDP in 2019. " (Perks and Whitson 132). With the rise of self-publishing and digital distribution platforms like Steam, Apple, and Google Play, the business appears to be here to stay. Despite its success, the gaming industry has faced numerous problems.
Ethan Nguyen Ms. Bowen English G-6 27 February 2018 Can playing video games improve people’s academic qualities and school grades? Throughout the history, gamers are generally thought of as a dumb, anti-social person, but recently researchers have discovered that video games could make you smarter than the average person. One person could say that video games distract from the academic goals and ultimately disrupt a person’s grades for school. On the other hand, one could believe that playing video games could actually improve social behavior, provide technical skills, increase one’s strategic skills, and improve critical thinking skills in everyday situations.
Besides, it affects the social development such as the ability to communicate with others and the sleep deprivation. As the gamers will play the game with non-sleep or sleep with 2-3 hours, it affects their consciousness and cause them easy to feel tried. Final is the increasing in aggressive behaviour. Violent content of the video and online games would have adverse effects on the behaviour of the youth. As their ability to judge are not develop well, they will easy to mix up with virtual reality and
Annotated Bibliography for Internet Addiction Lisa Comtaruk October 27, 2017 Bishop, J. (2015). Psychological and Social Implications Surrounding Internet and Gaming Addiction. Hershey, PA: Information Science Reference, an imprint of IGI Global. The book focuses on the negative side of technology and how people fall prey to gambling and gaming addiction (Bishop, 2015).
Firstly, video games improves our interaction skills which is the ability to catch, kick, and throw. ISABEL GRANIC is a Professor and chairman in the developmental psychopathology department, in the behavioural science institute at RadBoud University. She did a research where she studied the difference between the attitude of a group of people who didn’t play video games and another group of people who played interaction video games. She saw that the people who have played video games seems to have much faster
Over the years there has been a big controversy over whether video games are relatively good or extremely bad for children. Video games are super beneficial to a kid’s learning process and have been proven to increase social skills, productivity, and stress. The fear that video games are harmful to a child, is proven through countless experiments that they are actually great for their growth and brain capacity. Video games can increase the social skills in a child, Xbox and PlayStation provide great opportunities for cooperation and competition. Two different studies, one by Katherine Keyes and the other by Vinay Devnath, both have proved that the use of video games can increase the social skills that many children can’t grasp, “Video game playing is often a collaborative leisure time activity for school-aged children, and these results indicate that children who frequently play video games may be socially cohesive with peers and integrated into the school”( Keyes, PhD).
A great quantity of people say that video games can have a great negative impact on the social life of the player. ¨Playing video games usually does not involve a social network¨ (Barenthin). Most video games have the ability to play single player, but recently multiplayer games have started taking the lead. This means that video games used to be for only one person, but now they make it so a person can connect with many people throughout the game. This has also advanced social skills, Humans want to be in groups, and gamers can relate to each other.
Playing violent video games in a wide range at a “pathological” level that causes damage to family, social, school functioning. Because of addiction of playing video games will a cause of bad effects on children’s health like obesity, video induced seizures and postural, skeletal and muscular disorder such as tendonitis, nerve contraction and carpal tunnel syndrome. Research say that addiction to video games increase he depression and anxiety level. It also exhibit social prohibits and it is not surprising that video
In our time, technology has become one of our essential things in life; specifically video games. Video games are electronic system used to run games. They involve human interaction specially teenagers. Many researches have been done on the effects of video games showing that there is positive and negative impacts. As we know not all video games contain violent contents, but most of them are violent and mentally dangerous.