Introduction:
Globalisation has contributed to major
advancements in technology and seamlessly connects people across the globe. However, the Internet is also a double-edge sword. It brings about many conveniences and benefits to the general public. For instance, news and educational
content can be easily and efficiently retrieved from online sources. However, the Internet
has also led to the creation of online games resulting in a new problem evident in society; gaming addiction. With the growing concern of gaming addiction among teens in Singapore, the government and parents should collectively monitor such trends and actively promote campaigns to reduce addition.
Traditional video games are non-interactive
and involve only a single player. Such games would eventually become repetitive
and boring, thereby forcing the user to quit playing in the long run. However, with
globalization, game developers have introduced Massively Multiplayer Online
Role-playing Games or MMORPG, where players interact in real time across
borders for collective game activities (Steve Cornett, 2004). Games such as “World of Warcraft”
incorporate MMORPG and periodically update their content to encourage endless
gaming. As such, players may subconsciously fall victim to gaming
addiction.
Gaming addiction can result in serious health
problems with gamers sacrificing sleep just to earn more hours for game play.
In addition, the addiction can place stress and tension on family relationships
and impede one’s ability to sort priorities. It also results in an
unhealthy emotional connection to the game character or ‘avatar’ and virtual
connections created.
Solution 1: Gaming Rehabilitation
Many gamers are aware of their problem, but
have sunk too deep to stop by themselves. The government to help gamers rid
their unhealthy addiction can adopt a similar concept of rehabilitation for
smokers and drug users.
Solution 2: Promotion of campaigns to encourage families to be proactive
Some gamers themselves do not realize the
addiction problem that is adversely affecting their lives and that of their
families. Campaigns should be introduced via the media to spread awareness of
the rising issue of gaming addiction. The campaign should encourage families
with members facing addiction to be proactive.
Solution 3: Emphasize the health and mental risks of gaming addiction to children from young. (Similar to sex education in schools)
Solution 3: Emphasize the health and mental risks of gaming addiction to children from young. (Similar to sex education in schools)
References:
Steve Cornett. (2004). The Usability of Massively Multiplayer Online
Roleplaying Games: Designing for New Users. Indiana University
Bloomington, IN 47405-7104. Retrieved October 10, 2013, from http://ocw.metu.edu.tr/pluginfile.php/2512/mod_resource/content/0/ceit706_2/10/Cornett_Usability.pdf
Steve Cornett. (2004). The Usability of Massively Multiplayer Online
Roleplaying Games: Designing for New Users. Indiana University
Bloomington, IN 47405-7104. Retrieved October 10, 2013, from http://ocw.metu.edu.tr/pluginfile.php/2512/mod_resource/content/0/ceit706_2/10/Cornett_Usability.pdf