Monday, April 8, 2019

The Addiction to Online Gaming Essay Example for Free

The Addiction to Online Gaming EssayTragedy struck on November 20, 2001, when avid online feebler Shawn Woolley was pitch dead in his room. Found near his body was a . 22 caliber rifle, with his favorite game, EverQuest test in his computer. This instantly created the notion for Shawns mother, Elizabeth, that the reason behind her sons act of suicide was his addiction to the said game (Spain Vega, 2004). EverQuest has been one of the most popular 3D Massively Multiplayer Online Role Playing Game (MMORPG) since its creation in 1998. Originally created by Sony Entertainment, the games popularity has broken boundaries, as it has spread not only in the United States, exclusively all over the world as well. MMORPG is a kind of game wherein there is interaction among gamers by a virtual world (Spain Vega, 2004, p. 82). In the case of EverQuest, that virtual world is called Norrath (Spain Vega, 2004, p. 82). First, a player chooses a showcase, then develops its role in this sai d world.No one really wins in this game, as the character of the player progresses through time as it is played (Spain Vega, 2004). Jay Parker cogitate that EverQuest is a highly addictive game. For Parker, a chemical dependency counselor and co-founder of the Internet/Computer Addiction Services in Washington, the game has this potent effect on its gamers that it distorts their way of thinking, and players are somewhat pressured to play for extensive hours to be able to nevertheless develop their respective characters (Spain Vega, 2004, p.83). However, researcher Sara Kiesler contradicted this claim and said that the gamers have their own issues, and the personality of the players themselves is the one that puts them at risk as he or she uses this as an escape from reality (Spain Vega, 2004, p. 83). Personally, I would go for Kieslers claim. If a gamer is diagnosed with or is likely to develop a personality disorder, a game like this may sound aggravate the said disorder.Kwe i-Fen Shei and Ming-Sung Cheng (2007) conducted a study that focuses on online gaming and its impact on fulfillment among adolescents. They concluded that, since gaming is highly suitable for the younger people, developers should also take into account not only the marketability of their product, only when also the significance of the social aspects of psychological atonement that gamers can gain from the game, such as scholarship and the desire for self-esteem (Kwei-Fen Ming-Sung, 2007).ReferencesKwei-Fen, S. Ming-Sung, C. (2007). An empirical study on experiential value and lifestyles and their effects on satisfaction in adolescents An example using online gaming. Adolescence, 42, 199-215. Spain, J. , Vega, G. (2004). Everquest Entertainment or Addiction? In A. Gini A. M. Marcoux (Eds. ), Case Studies In telephone circuit Ethics, sixth Edition (pp. 81- 84). New Jersey Pearsnon Education, Inc.

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