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Videogame Addiction Detrimental to Society

   

Added on  2023-06-08

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Running head: VIDEOGAME ADDICTION DETRIMENTAL TO SOCIETY
VIDEOGAME ADDICTION DETRIMENTAL TO SOCIETY
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Videogame Addiction Detrimental to Society_1

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VIDEOGAME ADDICTION DETRIMENTAL TO SOCIETY
The current generation is obsessed with video games and the creators of such games have
duly realized this. They come up with new and exciting games almost every month in order to
lure consumers especially the youth and earn huge profits. The internet has played the most vital
part in popularizing video games amongst the youth.
The online multiplayer games have taken a bulk of the people’s life who dedicates almost
half of their lifespan to online multiplayer games. While some state online games have provided
an opportunity for individuals from different cultures and communities to work in collaboration
for a common goal, others argue about its detrimental effects on the society. They argue for
restricting the access to these games and save people from losing their chances in life, their
families and their jobs as well.
The purpose of this essay is to provide an elaborative discussion on the detrimental
effects of the rise of online multiplayer to societal groups of all ages. Further, the essay aims to
discuss on the need for restrictions to avert individuals from losing their lives in the actual world.
The essay will first highlight the emergence and popularity of multiplayer games online followed
by its influence on people of all age.
The inception of multiplayer games could be traced back to 1960s when it was played
only within university mainframe systems. Two or more players on a single computer played
local multiplayer games like Tennis for Two and Spacewar (Hagström and Kaldo). Later,
networked multiplayer games were being played on small networks comprising mainframe
computers.
Empire was the first networked multiplayer game that launched in 1973. However, with
the emergence and dominance of the internet during the 1990s, video games have gone to a
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VIDEOGAME ADDICTION DETRIMENTAL TO SOCIETY
completely new level with users now having the advantage to play online with others. Online
games are played by connecting over a large network or LAN however; the difference between
internet and LAN game was latency.
It must however be noted that internet games and online games might seem to mean the
same thing but online games have a much broader connotation. Online games could be played
amongst players on different computers using the LAN or other large networks and include
earlier networks like CompuServe, which initially had no internet connection.
Gradually, online games had major boost with the introduction of playing stations like
PlayStation and Xbox Live during the 2000s where the games took off on consoles. The console
games saw the participation of a massive number of players worldwide with the numbers
reaching to millions during certain peak hours.
Massively Multiplayer Online games (MMO) took the front stage after console games
where per session players was limited to minimum 4 players and maximum 32 players (Kelly).
MMO had the capacity to have more than hundred players playing in a single gaming session.
Along with these developments, the creators also looked to attract users by constantly upgrading
the games.
These developments made online multiplayer video games instantly popular amongst the
users that were predominantly youngsters. Skoric et al. claim that online multiplayer video
gaming has turned out to be amongst the most addictive internet activities to date. Further
researches also focus on how this addiction has forced young people to dedicate most of their
time to the computer rather on other productive activities. In fact, the addiction went to such
heights that many specialized treatment centers have been established in countries like South-
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VIDEOGAME ADDICTION DETRIMENTAL TO SOCIETY
East Asia, the United States and Europe. On the other hand, Marchand and Hennig-Thurau argue
that video gaming is not an addiction at all and that it just needs to be shown the right direction.
Addiction of online multiplayer video games are although found to have most impact on
children, adolescents and young adults; it also has huge impact on older individuals. These
individuals as platforms use these games where they could feel superior. Interviews with video
game addicts reveal that they dedicate around 15 to 20 hours of their time of the day to playing.
In worse cases, players spend almost an entire 24 hours to gaming even skipping timely meals.
In an episode of Dr. Phil, a 23-year old gamer named James is interviewed about his
addiction to video games and he reveals some shocking facts about this addiction
(Youtube.com). James confesses that he spends all his time playing online video games and
states that he has lost interest in the real world. He says that he has people in the gaming world
who care about him more than there are in the real world and people who value him.
Further, James finds solace in the gaming world because he is one of the best in the world
but in the real world, he has no worth. When asked whether he would continue to play online
video games at the age of 50, he replies in affirmation because he says that he has nothing better
to do in the real life. James is not the only one who has nearly wasted his life on video gaming;
many such instances abound in today’s world.
Videogame Addiction Detrimental to Society_4

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