The media article, “Risks, Consequences of Video Game Addiction Identified in New Study” took a negative approach to the research question at hand. The article treated video game addiction as a serious problem. It failed to address any other opinions regarding gaming addiction. It focused on pathological gaming as a reality and did not treat the research question as the question it is. The popular media article included statistics from other video game addiction studies in other countries. These were used to support the negative stance the media article was taking on the issue. The article treated their stance as factual and chose only quotes were in support of their opinion. The media article gave the public what they were interested in hearing, not both sides of the issue. ...
... middle of paper ...
...research article does not provide enough information to clearly define pathological gaming. The study, also, did not discover any precautions that could be taken to help video game addicts. The results require more replication to increase accuracy of the findings. (Gentile et al., 2011, p.324-326) The experimenters should repeat the experiment with a new set of subjects. Also, the gender variable should be less geared towards males in studies to come.
Risks, Consequences of Video Game Addiction Identified in New Study. (2011, January
19). In Science Daily. Retrieved 2011, from http://www.sciencedaily.com/releases/2011/01/110119120550.htm
Gentile, D. A., Choo, H., Liau, A., Sim, T., Li, D., Fung, D., & Khoo, A. (2011, January
17). Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study. Pediatrics. Doi:10.1542/peds.2010-1353
Need Writing Help?
Get feedback on grammar, clarity, concision and logic instantly.Check your paper »
- Based on information from the National Opinion Research Center (NORC), the National Gambling Impact Study Commission (NGISC) states that there are two and a half million individuals who fall into a state defined as a pathological gambler, another three million are considered problem gamblers, and roughly fifteen million more could be considered “at-risk” (NORC, 1999). A pathological gambler is one who has a severe uncontrollable urge to gamble despite harmful negative consequences or a desire to stop.... [tags: pathological gamblers,]
1496 words (4.3 pages)
- Compared with other faux pas such as cigarette smoking and alcohol consumption, gambling is a relatively new and legal outlet for people to abuse leading to self-harm, maladaptive family structures and an eventual strain on society. While gaming has been around since the beginning of time, the last thirty years has brought about new and more aggressive marketing and with it has come new set of problems. The new world of gambling is orientated around continuous and rapid mass consumption (slot machines) focused primarily upon individuals betting in increasingly socially dislocated environments (Adams).... [tags: Sociology ]
845 words (2.4 pages)
Flourishing in Video Games: The Improvements of Child Development through an Examination of the Effects of Particular Gaming Aspects
- ... Discussions exist, among many worried adults that video games allow facilitation of negative emotions in young children, but certain scholars show the positive effects of some games as an emotional regulator. Olson shows that most children use video games in relaxation and anger management, framing this as a way of purging negative emotions (172, 182), contrasting other studies suggesting using research to find ways of abandoning this use, showing games as a behavioral factor between depression and pathological gaming; it reports that many youths turn to gaming as a form of escapism from harsh realities (Li, Liau and Khoo 538, 535).... [tags: optimal human functioning, promoting happiness]
1503 words (4.3 pages)
- Video Game Addiction: The Social and Academic Consequences on Male College Students Video gaming among young adults is an extremely popular hobby. There is no doubt that some young adults develop this hobby out of the pure fun and enjoyment of gaming, and many of these young adults play for a normal amount of time. However, there are countless young adults who do not just do this for a little excitement and entertainment during the day. The influence that these games have on young adults is quite serious, especially when it comes to their social skills and academic success in college.... [tags: Video game, Video game addiction]
1805 words (5.2 pages)
- Desire can be a very powerful emotion for humans in this world. For humans there is only one rule, we get what we want because it is in our nature--our desire. In the Writers Presence, Will Right and Marie Winn describe their perspectives on gaming and watching TV. One has a good point of view, while the other argues about its downfall. People want more and more and cannot stop. But what if something we want or already have can be changed from good to bad. What if this desire we have inside turns into a force which controls the way we feel about ourselves in a whole new way.... [tags: gaming, addictions,]
602 words (1.7 pages)
- The term “gamer” tends to be synonymous with “geek” in many people’s minds. They see gaming as a device that absorbs the majority of the time of the user, leaving them as mindless empty, pale husks with no ambitions other than beating that next boss or shooting the enemy in the face. However, few gamers waste their life away. On the contrary, many of these so-called geeks tend to be more social than the average person, and farther down the technological curve than most. For the truth is that gaming is a rather useful and beneficial hobby.... [tags: Gaming ]
1053 words (3 pages)
- Imagine a world that allows people to become someone else for a moment. This virtual world is undiscovered by many people and is competing with each other. They are not afraid of others judging them. They can express their feelings anonymously without fear. This world is filled with people who, in the real world, would usually be quiet and reserved, but in this world emerge as leaders. This virtual world is accessible to everyone, but only used by a few. These few people who make up this virtual world are called gamers.... [tags: Gaming]
2506 words (7.2 pages)
- A Game of (Bad) Luck Obsession, Finance and Social Status: Gambling and State’s Policy. You roll the dice, you look at the cards, you pick a team and then you recite a silent prayer. The whole idea is to feel you have an edge over others, and that you are lucky; you think that you can beat the house. The truth is that gambling is a game of loss. That is why it 's called gambling, you are taking a calculated yet undoubtedly high risk which you believe gives you a good chance of coming out on top.... [tags: Problem gambling, Addiction, Gaming law, Gambling]
1798 words (5.1 pages)
- Equal Gender Representation in The Gaming Franchise This paper tries to express how sexism/chauvinism ideas have infected the virtual-world of video games, and resulted in a male dominated video-gaming industry. Now, being that 49% of U.S. households own a dedicated gaming console (E.S.A. 2012), it is imperative that we address this issue. Gender disparity in the gaming business is exceedingly one-sided. Female employees constitute less than 10% of the gaming industry, and even though that shortcoming females have contributed to the video gaming franchise.... [tags: gaming industry, gender equality, women]
2432 words (6.9 pages)
- At 1:15pm Saturday afternoon, I am currently hanging out at the student gaming center with the pool tables and a line of arcades in front of me. At least nine to twelve players are gathered around 2 gaming arcade machines in front of me. The two main popular ones that are of interest would be the Street Fighter 3rd Strike and the Marvel vs Capcom 2 machines. The gamers are heavily immerse in watching the players and cheering them on. I am observing four players playing on two separate machines.... [tags: Gaming, narrative]
1032 words (2.9 pages)