Wednesday, October 16, 2013

Essay Draft 2B

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?
Retrieved October 15, 2013, from http://www.addictionrecov.org/addictions/?AID=45

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



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