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Sociology

Assignment No.1
Review on Gaming Addiction Articles

Submitted by: Muhammad Atif (1947179)

Ismail Arshad (1947172)

Class: BS AF-2

Date: 04.11.2020

Submitted to: Ms. Sundas Azeem

Fall 2020
The excessive use of online games is known as Internet gaming disorder, and has many clinical
characteristics, such as lack of balance in daily life, bad time management and cravings. Online
gaming illness is connected with signs of salience, regression and close to those who found with
excessive alcohol use and is also associated with psychological conditions in adults, including
depression, anxiety, attention deficit and hyperactivity disorder, and substance dependence. [1]

The term “gaming addiction” to describe the phenomenon of excessive problematic gaming since
there is demonstrable empirical evidence that such behavior can include all the core components of
addiction including salience, mood modification, tolerance, withdrawal, conflict, and relapse. [2]

The present study explores the relationship between social motivations and addiction to online
gaming and if that possible connection can be explained by the personality traits responsible for
social functioning. Gaming addiction and high engagement using social motivations to play, while
controlling for age, gender, and time spent online. Gaming addiction’s Resulting unhealthy isolation
and detrimental overdependence. While healthy dependency was negatively correlated
with addiction. In contrast, the overall role of social motivation was negligible. People with healthy
relationship profiles are less likely to develop problematic patterns of online gaming. [3]

In the 2000s, online games became popular, while studies of Internet gaming addiction emerged,
outlining the negative consequences of excessive gaming, its prevalence, and associated risk factors.
The establishment of specialized treatment centers in South-East Asia, the US, and Europe reflects
the growing need for professional help. It is argued that only by understanding the appeal of Internet
gaming, its context, and neurobiological correlates can the phenomenon of Internet gaming addiction
be understood comprehensively. The aim of this review is to provide an insight into current
perspectives on Internet gaming addiction. [4]

Digital games have been around since 1990s and have gained popularity in all age groups. It is even
claimed that the 21st century will be the age of digital gaming. Compulsive Internet use for playing
digital games has become an issue for people of different ages. Online gaming is increasing at such
as a pace that the Entertainment and Software Association reported the average age of game players
was 35 years and that 155 million Americans regularly play video games. [5]

Now online gaming has become gain more popularity in all over the world among youth. In many
ways researchers has found its positive benefits including health, cognitive and educational benefits.
But in this entire scenario a small society become addictive and problematic.

One of the most popular game named PUBG (Player Unknown’s Battlegrounds), inspired by the
film Battle Royal. The game was launched in 2017 and it can be played both smartphones and
gaming console. It has 100M+ downloaded users on Google Play Store. The game has 30M+ per day
active users globally and India is the biggest market of PUBG. [6]

There were no researches or studies published ever on medical or psychological involve Indian
gamers. In last few months there were so many reports have been seen in electronic media and
newspapers, related to PUBG with a wide range of negative psychosocial impact some are recent
cases highlighted below:

Case 1. Fail in exams (2019): A young Indian boy was so addicted to the PUBG and stopped paying
attention to his studies. In his Economics exam he was able to write how to download and play
PUBG. He said I used to study but I got attached with PUBG and soon got addicted. Sometimes I
bunked classes to play game.
Case 2. Running away from house (2019): A 15 years old boy ran away from his home in Delhi. His
father said that he was addictive by his PUBG game and frequently chat with his online teammates
according to police reports he had still not returned home.

Case 3. Drinking acid instead of water (2019): A young boy, who fully absorbed in playing PUBG,
by mistake picked up acid bottle and drank. Further he operated and recovered immediately.

Case 4. Suicide attempt (2019): A 14 year’s boy, attempted suicide by taking poison. The reason
was that his mother took away his mobile phone because he spending most of his time on PUBG.

Other media reports were published different psychosocial impacts related to PUBG (either he is
Indian or not).

This game faced so many difficulties as in 2018 the game was banned in China. In 2020 PUBG
banned in India and in the same year in Pakistan but some reasons Pakistani officials allow to play it.
[7]

The case study about treatment of four different types of adolescent’s cases, who suffering with IGD
(Internet Gaming Disorder). The four boys aged 13 to 18 years seeking the treatment with different
clinical methods. [8]
  C1 C2 C3 C4

Age 18 13 16 17

Occupation Nothing Student Student Student

Person Himself Mother Both parents Himself


taking
initiative for
treatment

Main video League of Minecraft, League of World of League of Legends


game(s) Legends, Aion, Legends, Pokémon Warcraft, Le
involved and Call of Online, and Grand Theft ague of
Duty Auto V Legends,
and Call of
Duty

Daily hours 10.3 5.3 5 8.3


spent in
video games

CERV scores 45 52 58 52

IGD-20 79 83 89 79
scores

Comorbid Depression and Autism spectrum Attention None


disorders social phobia disorder (ASD) deficit
hyperactivity
disorder
(ADHD) and
  C1 C2 C3 C4

depression

Relevant Depressive Peer Insecurity (E): 111 Borderline (FF): 66


MACI scores Affect (FF): 108 Anxious Feelings (EE): Tendency (1) 104
Introversive (1): 76 (9): 77
107 Unruly (6A):
71

Family 67 60 67 49
conflict

School – 30-C 33-B 46


problems

Social 70-C 66-B 66-B 54


problems
(SP-IV)
(YSR/11–18)

According to Entertainment Software Association online gaming rates and users increasing day by
day. They said that 32% of users are under the age of 18 years old. This disorder is most common in
male Youngers, between ages of 12 to 20 years. Research revealed the some negative and positive
reasons among players such as: fun and entertainment. Further players play games to gain status and
fame among peers and some release their stress.

Many expertise and researchers came across the wide range of negative effects of computer games
including time consuming, lack of attention, violations and aggressive behaviors. The major research
in this field that is, about correlation between games and problematic behaviors. Assumes that there
is no correlation between them but also have studies that stated there are no co relation between
games and problematic behaviors especially among teenagers. Finally the conclusion of this study is
that there was 95% correlation between time spent on games among adolescents and behavior,
depression, anxiety and many other social problems. The violently games are most affective on
behaviors. [9]

This study stated that playing video games there are so many negative consequences. There are
many games that have major impact on society. The American Medical Association didn’t consider
gaming addiction as a disorder due to lack of researches in this field.

These symptoms related to the addictive players who suffered in their lives like; they do not perform
well in their academics, decrease in time of their studies, spending too much time in playing video
games, impaired sleep, they cannot reserve themselves to play game, they cannot pay attention in
their important responsibilities while playing games, their responses aggressive towards them who
stop them to playing games, they spending maximum time of the day, skipped meal while playing
games. These signs related to their physical changes like; their personal hygiene, headaches, weight
gaining, redness in their ayes because of late night sleep.
There are some psychological problems and symptoms that faced by the players like; they feel
anxiety, depression. If they don’t play games then they feel upset and not paying attention in any
other work. Sometimes they become anger when they do not allow playing game. They losing
control on themselves, during playing game. They think all times that when they go to the next to
play game, when they didn’t playing game. [10]

REFERENCES:

RESEARCHARTICL
E Open Access
Attenuated self-
serving bias in
people with
internet gaming
disorder is
related to
altered neural
activity in
subcortical-
cortical
midline
structures
RESEARCHARTICL
E Open Access
Attenuated self-
serving bias in
people with
internet gaming
disorder is
related to
altered neural
activity in
subcortical-
cortical
midline
structures
RESEARCHARTICL
E Open Access
Attenuated self-
serving bias in
people with
internet gaming
disorder is
related to
altered neural
activity in
subcortical-
cortical
midline
structures
1. R E S E A R C H A R T I C L E Access Attenuated self-serving bias in people with internet
gaming disorder is related to altered neural activity in subcortical-cortical midline structures
2. Online Games, Addiction and Overuse of Mark D. Griffiths
3. Interpersonal dependency and online gaming addiction Katerina Sharapova and Lukas Blinka
4. Internet gaming addiction: current perspectives Daria J Kuss
5. Motives and Consequences of Online Game Addiction: A Scale Development Study Gülşah
Başol and Abdullah Bedir Kaya
6. Mohammad A. Mamun
7. Psychosocial impact of PUBG on Indian players Mark D. Griffiths
8. Internet gaming disorder treatment: Alexandra Torres-Rodriguez
9. A study on teenage addict struggling with low self-esteem and aggression issues Pilios-
Dimitris Stavrou
10. The major symptoms of video game addiction Rawan Abudail

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