In the 21st Century, the advance information technology is already well-developed. Online worlds have engaged millions of internet user, both as a new genre of entertainment and play, as well as sites for intense social interaction, since the mainstream breakthrough of graphical online worlds in the very late 1990s and early 2000s.
Online worlds are characterised by the fact that they shared, persistent, large and explorable 3D-environments, in which multiple users are represented by an in-world entity, typically a virtual body, in the form of a so-called “avatar” or character. Also, because of the emergence of online games that forming a virtual world which has more beautiful or desire features rather than the real world. Thus, it attracts a lot of young people to indulge in them, so it causes a negative impact on their reality of life.
In recent years, more and more people cannot accept the reality of their lives or having resentment so they choose to give up the normal life from their community to become a hidden spacious youth. They prefer staying at home using computers for online gaming rather than hanging out or participate in any social contacts with people.
Over time, they lose the ability to get along with others and against anything or people which make them lose confidence and indulge in a virtual online world by taking narcissism and escapism.
Besides that, many young people also wanted to alleviate their real-life stress via playing online games; they want to get pleasant from the virtual world and having fun with their peers, resulting in someone else's identity. Some teenagers are low self-controlled, and they thought that the virtual world in the online games is better than real life form so they tryi...
... middle of paper ...
... known each other in real life or met online.
Their self-identified are built up in the plural by their play preference. For them this was not just a statement of personal play interest; it was also a statement of group identity. DeKoven defined “play community” as such a community as a group of people who wish to play together, who might change games and who might even reinvent game rules in order to create a level playing field for its members. Also, the play community has a special bond, and one that is different from what scholars of computer-mediated communities refer to as “communities of interest” or “communities of practice”. It means that once people who find themselves are having common interests with others in the virtual world, they will build up a special bond between each other which lead them indulge in their so called “gamers’ community”.
The excessive game play is a community problem in Macedonia that should be prevented because it results with addiction which symptoms cause lethal consequences. The possibility for creating a virtual life attracts people to participate in computer games that later on interfere in their lives. A decade ago children in Macedonia used to play with marbles and “seek and hide” outside, while adults went to play sports or in the gym. Today, in the era of computerization, life has relocated from reality in computer games. Video game addiction is another type of addiction in the modern age.
Beato stresses out the idea that “American psychiatric Association (APA) should add internet addiction to the Diagnostic and Statistical Manual of Mental Disorders (DSM)” by bringing up its consequences, he is extremely right. In its first conception, internet addiction disorder may appear as a negligible issue in our society since some of its effects are the promotion of the stupidity and the increase of the unconsciousness. An example of how ignorant and insensate we have become, Greg writes an anecdote about “the 18-year-old who choose homelessness over gamelessness” (para. 7). However, when in paragraph 8 he presents the tragic brief history of the young man who killed his mother and injured his father because they wanted to take his Xbox one, this leads us to question ourselves on how the internet can seriously affect our behavior like drugs. In addition, internet addiction has a negative impact on our mind. In other words, it may conduct to a depression. In his article Beato backs up this evidence with an example of students who qualify themselves “jittery”, “anxious”, “miserable”, and “crazy” (para.3) when they were deprived of their connections to the Internet. Finally, many young people have prefer their virtual life at the expense of their social life. They do not know what it means to communicate with other methods like a letter or a face to face communication. Greg support this idea by using a statistic graph. According to that graph, “more than 1
Howard Rheingold, who established the definition of the virtual community, touches on his personal experiences in being deeply involved on an emotional level with people he has never personally met before: “The idea of a community accessible only via my computer sounded cold to me at first, but I learned quickly that people can feel passionately about email and computer conferences. I’ve become one of them. I care about these people that I met through my computer, and I care deeply about the future of the medium that enables us to assemble” (273). He considers these people his “family of invisible friends” (Rheingold 273), a group of individuals that he goes out of his way to connect with on a daily basis. The computer is as advanced as it gets; the internet is still in its beginning stages at this point, and already the founding threads of make up the virtual community are being woven together. Aside from the advent of the home telephone, this is the first time that people don’t have to be face to face with each other in order to interact with purpose. What begins as only a small, tightly-knit community can progress into something exponential and all-encompassing as the age of technology thrives. It is the role of not just one community, but many, to develop their own customs and traditions and
The traditional way of socializing limits our ability to meet other people around the world. Virtual interactions offers a more possible means to communicate in today's society. Furthermore, the growth of the video game community such as in the genre of MMORPG (Massive Multiplayer Online Role Playing Games) allows for a high level medium that enable individuals to create small factions and perform social interactions. According to Bishop, "The existence of such communities is often brought about by people who share similar goals, beliefs or values, with such commonality forming the basis of an agreement to form and sustain a virtual existence" (1). Having shared similar goals...
Many kids like Tommy, who spend most of their childhood and adolescences emerged in imaginary lands rather than dealing with the real world at hand, become socially anxious and have low self-esteem later in life. Instead of thriving with a career and family, they relapse back to the same virtual interaction they had as a child. They float through life barely able to support themselves or result to living with their parents. Adulthood seems to them a mere task they must complete in order to continue their gaming. Excessive videogame play for children and adolescents cause social anxiety, depression, and aggression because more time is spent alone engrossed in dynamic storylines and complex situations than outside building face-to-face relationships and other healthy social skills that better prepare them for their future.
Virtual worlds are an environment played out over the internet. Virtual worlds are evolving more and more each year. In a virtual world users can live a “second” life over the web. This can lead to crimes in the real world due to disassociation. There are many other health concerns due to the excessive use of virtual worlds. Many users become addicted to these fantasy worlds. Virtual worlds have caused many social and economic issues that we will discuss below.
Many adults disconnect from those around them spending more time in the virtual world. As with ...
Since the invention of video games and the internet, people of all ages have been addicted to it. Today, they are at their peak, with over 3.2 billion people on the internet or on games every day. It is used to much, especially in school. Kids at school are on electronics all day, playing games or using it to find answers for their work. It is fine, but they use it to much. It distracts them in class, it changes how they behave, and some use it to cheat on work and bully other students.
Individuals may feel isolated from society wether it be due to their sexuality, likes, or dislikes, and the virtual world is an area they do not feel like they have to conform to certain ...
Speaking from personal experience, removing my younger brother from a video game in a hurry is something that is impossible to do. The attachment between him and the screen attains a level of immortality; the screen becomes an emotional retreat and their minds become trapped for hours to the exclusion of the surroundings around them. It is quite bewildering to think that the world has come to this; kids as young as 10 years old neglect chores, studies, social relationships, and even themselves as they are blinded by the mind-altering media applications around them. The debate on whether online communication is hampering or...
The video game market has shifted from being a predominantly male market to include the female population with games like The Sims, in which players build virtual worlds. Such games often result in online communities, where players build avatars and interact with others across the globe. My sister used to spend hours at the computer buildi...
First of all, People surfing on the internet should know that they will not be able to control themselves after they start to surf, which bring about some social and psychological problems. It is inevitable that people are inclined to commit illegal acts. The Internet is a place where the users can learn any type of information. For instance, when a person want to make a bomb or find a weapon, it is really easy to find those thing in detail with one-click. Moreover, the games including violence like fighting, bank robbery can have an influence on people, specifically for children who are at the age of adolescence and imposes on them as if the behaviors were normal. Furthermore, the internet users lose touch with the real world where people have good relationship with their friend and family because of the virtual world where there is no people to share the sense of happiness or sadness deeply. While people are speaking, joking, or trying to explain something across the screen, the person speaking with you cannot get the message exactly with one or two sentences or sending emotional signs, in other...
As the time passes, technology is expanding and developing many creative ideas. Unlike past, nowadays we have computers, TVs, internet, and many inventions that contain bad and good effects on us. Children used to interact with society by hanging out and playing sports with each other, but now as we can see a big percentage of children who play video games for many hours daily. Addiction controls life of people, there is addiction to drugs, cigarettes, alcohol or gambling, and there are some forms of addiction associated with modern life, such as Internet and video games.
In this generation, everyone, mostly young adults, are glued to technology. We see people walking around, looking at the ground as if they have a ball and chain dangling from their necks. We see people sitting on their chairs and looking at their computer screens long enough for their backs to hurt and their eyes water from the bright screen. People addicted to the Internet are those who pay attention to a virtual world more than their own lives. Internet addiction has corrupted people’s social lives, prevented their maturation, and induced negative behaviors. In “Internet Addiction,” Greg Beato expresses how the Internet has corrupted lives and should be added to the “Diagnostic and Statistical Manual of Mental Behaviors.” If we continue our
Teenagers are the most common group of society who can get artificial by the internet. As a matter of fact, internet addiction is a common habit for teenagers which will affects their future, also can have an effect on their social behavior and their education. Teenagers are spending more time on internet with watching movies, gaming, chatting, etc. rather than doing their home work or study for their tests. In addition, another issue that has made the internet dangerous for teenagers to search is the pornography websites or adult fantasy role-play chat rooms that have been created. These sites have made teenagers addict individuals who are engaged in viewing, downloading, and trading online pornography or involved in adult fantasy role-play chat rooms.