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Video gaming has become a favorite pastime for many individuals in the United States.
According to a study conducted in 2014, findings revealed that the number of Americans
playing these games was at 59% (Saunders, Conigrave and Latt 443). Although this concept is
popular among people and it is perceived to contribute to child development, it is not without
adverse impacts that affect the mental health of the gamers that range from depression and
physical problems. The video games differ from Call of Duty, multiplayer games such as
World of Warcraft and the action-adventure game of Grand Theft Auto. This topic of gaming
addiction holds a special place in my heart since when I was younger; I spent a significant
amount of my time playing these video games to the dismay of my parents. In addition to that,
the paper seeks to strike a balance of opinions as well as empirical evidence on the negativity
of gaming addiction. In my view, devoting excessive time to gaming can affect people's
health because it can lead to social functioning disorder, cause depression, and even physical
problems.
Before delving into the ills of gaming addiction, it is essential to understand what are
dependence and its signs and symptoms. Gaming addiction refers to an uncontrollable or
excessive use of online games by the users (Greenfield and Young 495). They encompass
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multi-players or single players whose role is to complete the missions proposed in the games.
It is interesting to note that gaming addiction just like drug addiction is fuelled by the
behavioral attributes of the players to fall into temptations. In addition to that, both addicts
create their virtual world where they can interact with other players which explains why my
brother views the games as interactive sections. The gaming addiction signs that parents
should look for are the prolonged use of these games by users and symptoms of social
One of the negative aspects of gaming addiction is the destruction of the social fabric of
the gamers. Most of these players develop anti-social behavior since they spend most of their
time locked in their rooms alone with their computers. Studies reveal that most children are
spending between 13 and 14 hours playing these games (Hughes 1). Therefore, this has
resulted in less physical activities connected with extracurricular activities. From personal
experience, I used to devote most of the time to gaming. Thus I can relate to the findings.
Due to these long hours of inactivity, then health-related problems such as obesity are likely
to occur. In addition to that, gamers that participate in violent games are reported to have
increased heart rates as well as nausea. Prolonged use of these games is likely to cause the
severity of these symptoms and dent the health of the gamers (Hughes 1).
It is essential to note that gaming addiction sprouts from the behaviors of the gamers.
attributes. The firsts step is that the practice of gaming is noticeable through
overconcentration in the games (Kuss 126). The second phase that follows is the modification
of mood by the gamers where they use the games as an excuse to escape their real world.
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Therefore the players thrive in isolation in their virtual worlds (Kuss 126). The third step is
forbearance where the gamers are willing to tolerate their addictive behavior which to them
seems reasonable. The fourth level is that withdrawal symptoms begin to form and depression
issues may arise in this instance if the gamers are prohibited from playing. In addition to that,
they may become irritable and even violent. The other step is that the individual may develop
personal issues in the workplace and school and eventually the addiction might degenerate
(Kuss 127).
There is a relationship between gaming addiction and the general functioning of the
brain. The brain operates by rewards which encompass natural and unnatural rewards. Natural
rewards include eating habits since an individual derives happiness after consumption. On the
other hand, addictive behaviors comprise the unnatural bonuses since they are based on the
lack of specific attributes in the human response (Kuss 127). Since these unnatural rewards
translate to a deficiency in the individual, the gaming addiction is consolidated in the gamer's
lives. Issues of depression may then occur due to the desire and temptation of playing these
games. In my opinion, the cases of depression arise since the gamers do not get the
satisfaction and thrill they once sought when they joined the gaming world. Those gamers
who join for the purpose of seeking a virtual world also succumb to these depressive traits
since the interactions in the gaming rooms do not meet their relationship needs.
This issue makes it hard for the users to survive without gaming activities. The gaming
addiction is related to the substance addiction where individuals rely on the drugs in their
lives. It is essential to note that addiction is in itself a disease of the brain that destroys the
memory and other activities of the mind that involves reading and processing information
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(Kuss 128). Therefore, if I had continued with the gaming habit, then I would have grown
dependent on the video games and discontinuing this practice will have been difficult. Since
addiction is a progressive process over time, its continued use might even lead to the death of
the users since individuals are unable to resist the desire they have for the online games. I am
of the opinion that those gamers who have grown dependent on video games should strive to
One of the theories that explain the concept of gaming addictions in individuals is the
reinforcement theory. According to this approach, the users' behavior can be influenced by the
knowledge that good deeds are rewarded while the bad ones are punished. (Hellstrom 11)
Persons who indulge themselves in addictive games have the perception that there is
retribution for their actions. On the other hand, good deeds should be strengthened to ensure
that individuals do not relapse (Hellstrom 11). Initially, I started out on online games since
there were limited extra-curricular activities in the Dominican Republic than in Boston.
Although it seemed like a productive activity, it soon turned into an addiction since I could
not stay for long without playing. The positive impact of the game was to gain expertise in the
game. However, the negative aspects of the game revealed themselves through isolation from
With mental health comes reduced productivity among individuals and the financial
burden of the government to provide proper medical care for the patients. The overall impact
is of this financial burden is the decline of the economic situation of a nation. Since the online
games are available to children, these mental related problems crop up at a young age, and if
measures are not taken to curb the addiction, then it develops into adulthood. One of the
Leppert). These symptoms may reveal themselves through back pains due to sitting positions
for long hours. In addition to that, the users may also experience in the hands mainly fingers
due to constant use of the computer keyboard and other control devices of the game. Since
these symptoms develop over time, they are experienced in the later stages of adulthood
(Hellstrom 22).
Psychosomatic symptoms are fuelled by the mental factors and may include cases such as
dizziness, chest pains, and fatigue. These symptoms are not caused by any physical disease
since they are mentally conceived. Just like the skeletal muscle symptoms, the psychosomatic
ones are also progressive, and they are identified at the later stages of adulthood right from
their inception at the adolescent stage (Hellstrom 22). In addition to that, the gamers may
experience headaches and sleep disturbances which vary in consistency (Nilsson, Charlotta
and Leppert 267). It is essential to note that players who play on a daily basis are vulnerable
to the psychosomatic and skeletal muscle problems. However, those who play on weekends
alone have a high resistance to these health-related issues in individuals. It should also be
noted that the character traits of individuals such as ant-social attributes contribute to a large
It is correct to state that the physical problems attributed to gaming are contributed by
the skeletal muscle symptoms. Studies reveal that there is a direct relationship between
computer gaming and back pains. Therefore, the prolonged computer use translates to
increased back pain and headaches. It is essential to note that posture contributes to the
physical problems of the gamers. Poor sitting posture due to proper seats fuels the
Musculoskeletal issues in the individuals (Hellstrom 29). Psychosocial factors also contribute
to the health issues in individuals. Cases of depression arise due to the antisocial behavior of
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the gamers and their inability to open up to others about their addiction problem. In addition
to that, individuals who play with the concept of socializing have high rates of depression
cases, especially if their needs are not met during the interactive session. Therefore,
individuals who play with the sole purpose of escaping their social are likely to be depressed.
Psychopathological assessments done on the adults and adolescents reveal that video games
produce biological as well as psychological effects in individuals. Studies show that the video
games destroy the social functioning in adolescents instead of strengthening these capabilities
(Swenson, Hunt and Tapor 1611). Personal factors that contribute to these disorders include
cases of low self-esteem, previous history of substance abuse as well as individuals who are
adventure seekers and are fearless in their pursuit. Social situation that fuel gaming addiction
encompass small leisure activities which I can relate to back in the Dominican Republic. This
inadequacy pushes adolescents to seek for other pastime activities such as video games. In
addition to that, the access to computers by individuals further compounds the addiction issue
One of the psychiatric disorders that may result in gaming addiction is the Attention
Deficit Hyperactive Disorder (ADHD). Since gaming addiction results to impulse reactions
among individuals, this disease hampers patients in controlling their actions. Attention deficit
means that the patients are easily distracted while hyperactivity ones cannot keep still and are
always energized and in motion (Saunders, Conigrave and Latt 446). These patients act on
impulse and are prone to making hasty decisions. Therefore, cases of psychopathological
disorders in individuals with gaming addiction encompass ADHD, depression, and anxiety as
well as acting on impulse. It is crucial to note that video game players are highly susceptible
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to these conditions. However, psychological factors such as mood swings and anxiety are also
Although gaming is marred by negative impacts that are detrimental to the health of
individuals, counterarguments exist that are in support of the gaming activities. Jane
McGonigal, the author of Be a Gamer, Save the World argues that through video games,
individuals derive satisfaction in their work (McGonigal). She highlights games such as
World of Warcraft which assist individuals in solving their problems by finding solutions to
these issues (McGonigal). In essence, video games meet the needs and want of individuals
that the real world cannot offer. She further argues that the gamers are not escaping from their
real life. In fact, they are immersed in their busy schedules be it at work or school. However,
the fact that they see the world as incomplete, and then they turn to these gaming sites for
personal fulfillment and challenge that boosts their creativity and innovativeness.
McGonigal further supports the concept of playing the video games since they have
four attributes among them satisfaction, hope, interconnectedness as well as self-growth and
development. She argues that the rewards that individuals obtain from playing these games
are beyond the monetary values (McGonigal). The primary goal of these games is to have a
clear purpose in life as well as to boost the productivity in individuals. In addition to that,
individuals are likely to pursue their ambitions and even try out these games in the real world
such as learning to play the guitar. "Players of "Guitar Hero" are more likely to pick up a real
guitar and learn how to play it" (McGonigal).The overall impact of these virtual games is to
boost the positive values of individuals which make them take upon daunting tasks with a lot
of persistence.
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Another argument that opposes the negative impact of video games is from Bissel, Tom
the author of Extra Lives: Why Video Games Matter. At first, the author is of the opinion that
video games are time-consuming especially on time meant for leisure. He views the mission
of these games as complicated due to their unending concept (Bissel 215). However, Bissel
argues that he got to spend his life with some creative and exciting people while was playing
the game Oblivion. He further claims that to some extent the game might have contributed to
concerning gaming is that the world in which the story revolves around the game is more
important than the story itself (Bissel 220). Once individuals understand this concept, then
they can tolerate the complexities that revolve around the video games.
The problematic aspect of video games gives them an edge over the films. Although
both the genres have actors, the video games create a feeling of suspense and fun that lacks in
storytelling. Individuals also love the element of surprise which is incorporated adequately in
games (Bissel 220). Even though video games are frustrating to the users, the part of
sophistication is what keeps the gamers glued to the games. In addition to that, most video
games have the concept of intelligence where the human abilities and creative ways are tested.
In addition to that, the idea of motivations that act as the driving force to individuals
especially resilience in the face of challenges in the virtual world is what differentiates the
video games from novels and films. Therefore, these games are essential in giving directions
and a sense of purpose in a world where individuals are lonely and have lost their goals in life
(Bissel 220)
Based on the negative attributes of the gaming disorders, efforts should entail proper
usage of the computers and reduced time of exposure. Gaming addicts should be advised to
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reduce the number of accounts they operate in these video games. In addition to that, they
should be taught how to manage these video games to reduce cases of addiction unlike in the
substance abuse treatment where they are advised to cut down on these substances. The
overall goal of therapy should be to help the individuals identify the pros and cons of video
games and make a personal choice to disengage from these games. However, severe
conditions such as ADHD require medical treatment to provide relief to the players ( Saunders
448). Therefore, it should be the goal and objective of every player to practice moderation
when it comes to video games because they are harmful to mental health.
gamers. However, some individuals argue that video games are essential since they give them
a purpose and a sense of direction. In my opinion, videos games result to the disconnectedness
among individuals as well as they hamper their growth and development. Some of the
problems include skeletal muscle symptoms such as pain in the legs and hands mainly on the
fingers due to prolonged use of the computer keyboard. The psychosomatic symptoms include
depression, headaches and sleep disturbances in individuals. It is crucial to note that these
symptoms worsen as individuals move from the phase of adolescence into adulthood. Parents
have a role to play by monitoring the online activities of their children to ensure they do not
Works Cited
Bissel, Tom. Extra Lives: Why Video Games Matter. Ed. Melissa A Goldthwaite. 14. The Norton
Greenfield, David N and Kimberly Young. "Pathological video game use among youth 8 to 18: a
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Hellstrom, Charlotta. "Online Gaming in relation to Negative consequences and ill health among
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Hughes, Emily. Effect of Video Games on Child Development. 24 April 2014. 11 December
2017 <https://my.vanderbilt.edu/developmentalpsychologyblog/2014/04/effect-of-video-
games-on-child-development/>.
Kuss, Daria J. "Internet gaming addiction: current perspectives." Psychology Research and
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3832462/
McGonigal, Jane. Be a Gamer, Save the World. Ed. Melissa A. Goldthwaite. The Norton Reader
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Nilsson, Kent W, et al. "Effects of adolescent online gaming time and motives on depressive,
Saunders, John B, et al. Addiction Medicine. 2nd. Oxford: Oxford University Press, 2016.
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Swenson, Lance, et al. "Problematic Video Game Use Scale: Initial Psychometric Properties
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