The
Growing Concern of Online Gaming Addiction
Major advancements in
technology have seamlessly connected people across the globe (Chanda, 2007).
Video games have existed since the 1940s (Princeton, n.d); however, game developers have subsequently introduced
Massively Multiplayer Online Role-playing Games or MMORPG, where players
interact in real time and across borders for collective game activities (Steve
Cornett, 2004). It has become whole new platform that facilities
geographically separated gamers to interact and form close bonds, posing a new
problem evident worldwide; gaming addiction. Gaming addiction is
defined as “the excessive or compulsive use of computer and video
games in a way that multiple areas of their (people’s) lives are
damaged, such as school, social, family, occupational, psychology and health
(lowa State University, 2011).” The same article mentions a study on Singapore
youth that has shown that one out of ten gamers are addicted. With the growing concern
of gaming addiction among teens in Singapore, the government and parents should
collectively monitor the behaviour of young people and actively
promote means of preventing and reducing addition.
Gaming addiction can
result in serious health problems with gamers sacrificing sleep just to earn
more hours for game play. Common medical problems that arise from addiction
include “Carpal Tunnel Syndrome, dry eyes,
backaches, severe headaches, eating irregularities, such as skipping meals,
failure to attend to personal hygiene, and sleep disturbance (Illinois
Institute for Addiction Recovery, n.d).” In the social context,
addicts spend more time in seclusion and less with family and friends (Illinois Institute for Addiction Recovery, n.d).
The addiction can place stress and tension on family relationships
and impede an addict’s ability to sort priorities such as education
and family. An unhealthy emotional connection to the game character
and over-reliance on on-line friendships may be formed.
To ameliorate these
problems, the government can promote campaigns and implement policies targeted
at preventing and reducing addiction. In the context of heavy addicts, gaming
rehabilitation can be introduced. Gamers often find it hard to quit on their
own and suffer from withdrawal symptoms. The concept of recovery support groups
and focus groups can be used in the program to increase its effectiveness.
Through these group sessions, addicts can share their struggles and experiences
in fighting addiction and render support to each other. Additionally, similar
to sexual education in schools, gaming education can be introduced to inform
students about the risks of excessive gaming. Teachers can pay more attention
to students’ schoolwork performance and stay vigilant to identify possible
addiction symptoms as early as they may surface.
The Singapore
government should actively promote campaigns to educate parents of the negative
impacts tied to excessive gaming, symptoms of addiction and how to cope with
addiction. Seeking professional help is the first step in coping
with addiction; however, it is often the hardest step an addict has to take. A
game addict can become “far too immersed in the virtual world, and as a result,
not realize he or she has a problem (Chua & Poon, 2010).”
In that context, the
role of family members is very important in making the addict realize his or
her problem and seek medical help. Early childhood education within the household is extremely
important in the prevention of gaming addiction. Parents should not simply tell
the child to stop playing games, but rather, encourage and help the child find
other healthier pastimes to replace the gaming habit (Chua & Poon, 2010).
By engaging in outdoor leisure activities, the child not only benefits from a
healthier lifestyle but also significantly decreases the risk of gaming
addiction. To reduce the risk of addiction, family members of young gamers need to step in
and be more proactive in consistently monitoring their behavior. Parents should
establish strict rules and limit the child’s Internet usage to 2-3 hours a day
to avoid spending excessive time on games. If addiction symptoms surface, the
family should seek medical help from professionals immediately to avoid the
problem from escalating.
In conclusion, gaming
addiction is a growing problem in Singapore, with one out of ten youths
affected. It results in negative social and medical problems. However, through
government initiatives, proper education and emotional support from parents,
gaming addiction can be reduced and controlled.
References:
Chanda, N. (2007). The Double Edge of Globalization. YaleGlobal
online. Retrieved from http://yaleglobal.yale.edu/content/double-edge-globalization
Chua, H. H., & Poon, C. H. (2010). Stress may turn
youngsters into video game addicts.
The Straits
Times.
p.a6. Retrieved October 15, 2013, from http://newshub.nus.edu.sg/news/1012/PDF/STRESS-st-9dec-pA6.pdf
Cornett, S (2004). The Usability of Massively
Multiplayer Online Roleplaying Games:
Designing for New
Users. Indiana University Bloomington, IN 47405-7104. Retrieved
October 10, 2013, fromhttp://ocw.metu.edu.tr/pluginfile.php/2512/mod_resource/content/0/ceit706_2/10/Cornett_Usability.pdf
Illinois Institute for Addiction Recovery (n.d.).
What is Video-game addiction?
Iowa State University (2011, January 19). Risks, consequences of
video game
addiction identified in new
study. ScienceDaily. Retrieved October 14, 2013, from http://www.sciencedaily.com/releases/2011/01/110119120550.htm
Princeton (n.d). History of video games. Retrieved October
16, 2013, from
No comments:
Post a Comment