Sardella 1 Cody Sardella Professor Yaniga Writing 39C 2/3/15 Placeholder title Video games have a great power that can produce a large effect on people. One of the effects it produces is addiction. As online gaming attracts more and more players to the game, the player spends more of her or his time in an online realm rather than in situations outside a computer or the internet. This is problematic because there is now a dependency on the internet or the online games people play and it is not shrinking in any capacity. This addiction “creates psychological, social, school, and/or work difficulties in a person’s life” (Caplain 2.1). Initially, before the rapid growth of online gaming due to xbox live and MMORPGs such as World of Warcraft, a similar addiction in the use of the internet occurred. In 2001, a study was conducted into internet addiction, and concluded with people deveolping Problematic Internet Use(PIU). The below graph is the results concluded from this study, and even before the introductions of large scale video games being Sardella 2 popularized on the internet, people had addictive tendencies towards the use of the internet. Results such as “difficulty to stop using the internet” and “neglecting daily obligations” are worrying because this means that a person’s personal life outside of the internet is being negatively impacted because of the draw of the internet. Source: Beard, Keith W., and Eve M. Wolf. "Modification in the Proposed Diagnostic Criteria for Internet Addiction." But how do video games contribute to this growing problem of PIU? Years later in 2012, well after the surge in popularity indicated that the median hours per week spent playing MMORPGs is 27 (Kuss, 482). This can be seen as an addiction because the amount of hours of consumption of this type of entertainment is abundant, andthe Sardella 3 University of Delaware has conducted research into the symptoms of PIU with use of video games. “Individuals who report negative outcomes associated with theur internet use appear to be especially drawn to its iterpersonal functions” (Caplain 1.1). The people who were tested produced symptoms close to what is described as Impulse Control Disorder, meaning that they are unable to resist the urge to use the internet or play video games online . PIU “creates psychological, social, school, and/or work difficulties in a person’s life” (Caplain 2.1). But how can video games cause a social problem within a person’s life? An example of this negative online behavior comes from interactions of players on the popular video game, League of Legends. In this game, there are instances of teammates and other players flaming other players for lack of skill, lack of game knowledge, or intentionally being an uncooperative teammate. Flaming is the textual way of being offensive or aggressive towards another person online (techterms). In one of the most played PC games in the world, League of Legends, more than 47 million players have been reported due to flaming, and even more now that this article is two years old (Forbes; Kuo, 619). But is this an inherent cause of the video game, or has the video game help players grow from being a flamer? League of Legends has developed an effective code implementation to do this feat. The Tribunal empowers players to self-govern others behaviors by judging the chat history of a player who has been reported (Senior). The Tribunal has implemented Lessig’s idea of code and norms in “a serious and partially effective effort” that has produced results because fifty percent of players warned that their behavior was inflammatory have not been found on Sardella 4 the tribunal again (Kuo, 620). This, although not cumulative of all people who play games online, has the potential to indicate how video games help strengthen character by having a positive norm to abide with and a warning code to help correct errors if someone goes off on a bad day. This example then combats against the stigma that video games cause social disorders or malignant behavior because there are players actively trying to help improve negative attitude. Previously before the existence of League of Legends and large wide scale masses of people partaking in video games, studies were conducted in order to see the effects of online interaction on a person’s behavior. A study was conducted by Bryant College to determine the relationship between the loneliness a person feels and the amount of time spent on the internet. The results concluded are that people who claim to be lonely spend more time on the internet for various reasons shown in the graph below. Sardella 5 Source: Morahan-Martin, Janet, and Phyllis Schumacher. "Loneliness and Social Uses of the Internet." The above graph does show a corrolation between lonliness and internet use, but it doesn’t indicate that internet use promotes or causes social anxiety. To further the argument against the idea that video games promote social anxiety and ngeative behavior, the following graphs indicate the relationship between player’s online friends and real life relationships. The graphs relate closely in time period to the first table, and Sardella 6 they contain differences in data about how game playing affects a person’s relationships. Where the first one indicates a dependancy on the internet and increased inter use for the more lonely, but the second and third graph indicate that a majority of people’s personal relationships do not suffer because of their gameplay and internet use. Therefore a conclusion could be made about how video games did not produce negative affects to how a person relates with other people in the early 2000’s. Source: Yee, Nick. “ The Norrathian Scrolls: A Study of EverQuest.” Since video games can contribute to a dependency or addiction to the internet, does that mean the time spent gaming online will hurt the player in their ability to be Sardella 7 social with people? Not necessairily, gaming online can help teach a player to “create and maintain relationships to manage gaming and abide by and construct norms and rules that help make up the interactional space” (Eklund, 2.1). This means that in this space players may develop friendships while entertaining themselves and participating in immersive world to perform tasks furthering a bond and connection to other people. This could then help develop relationship skills because “you can do something together. It’s not just talking” (Eklund 4.1). Over the history of the internet, the continual use and addiction has been prevalent and menacing to a person’s wellbeing. Did the introductions of video games further develop problems within the people who have symptoms of PIU? The studies and evidence show in this paper have shown that people’s lives have become worse off because of PIU, in the case of neglecting daily obligations or the separation from face to face friendships that PIU may cause. Video games have also shown to improve social aspects within a person. From here the discussion needs to continue to decrease dependency on the internet and online gaming, but still improve the benefits online gaming can prove to a person. “A person has potential to either develop beneficially or negatively in social interaction, but a person can act differently in online or real life scenarios (Bavelier). Sardella 8 Works Cited Bavelier, Daphne, C. Shawn Green, Doug Hyun Han, Perry F. Renshaw, Michael M. Merzenich, and Douglas A. Gentile. "Brains on Video Games." Nature Reviews Neuroscience Nat Rev Neurosci 12.12 (2011): 763-68. Web. Beard, Keith W., and Eve M. Wolf. "Modification in the Proposed Diagnostic Criteria for Internet Addiction." CyberPsychology & Behavior 4.3 (2001): 377-83. Web. Caplan, Scott, Dmitri Williams, and Nick Yee. "Problematic Internet Use and Psychosocial Well-being among MMO Players." Computers in Human Behavior 25.6 (2009): 1312319. Web. Eklund, Lina. "Bridging the Online/offline Divide: The Example of Digital Gaming." Computers in Human Behavior 53 (2015): 527-35. Web. "Flaming." Definition. N.p., n.d. Web. <http://techterms.com/definition/flaming>. Forbes. Forbes Magazine, n.d. Web. <http://www.forbes.com/sites/johngaudiosi/2012/07/11/riot-games-league-of-legendsofficially-becomes-most-played-pc-game-in-the-world/#7ece22f56ae2>. Kuo, Yubo, and Bonnie Nardi. IDEALS @ Illinois:. Proc. of Regulating Anti-social Behavior on the Internet: The Example of League of Legends. N.p., 30 Jan. 2013. Web. Kuss, Daria J., Jorik Louws, and Reinout W. Wiers. "Online Gaming Addiction? Motives Predict Addictive Play Behavior in Massively Multiplayer Online Role-Playing Games." Cyberpsychology, Behavior, and Social Networking 15.9 (2012): 480-85. Web. Kuss, Daria J., Jorik Louws, and Reinout W. Wiers. "Online Gaming Addiction? Motives Predict Addictive Play Behavior in Massively Multiplayer Online Role-Playing Games." Cyberpsychology, Behavior, and Social Networking 15.9 (2012): 480-85. Web. Sardella 9 Lessig, Lawrence. Code and Other Laws of Cyberspace. New York: Basic, 1999. Print. Liu, T., and M.n. Potenza. "Problematic Internet Use." Encyclopedia of Behavioral Neuroscience (2010): 104-11. Http://www.education.vic.gov.au/. Web. Morahan-Martin, Janet, and Phyllis Schumacher. "Loneliness and Social Uses of the Internet." Computers in Human Behavior 19.6 (2003): 659-71. Web. Senior, Tom. "Riot Games Hopes Tribunal System Will Clean up League of Legends Community." PC Gamer. N.p., 13 Jan. 2011. Web. <http://www.pcgamer.com/riotgames-hopes-tribunal-system-will-clean-up-league-of-legends-community/>. Yee, Nick. "The Norrathian Scrolls: A Study of EverQuest." The Norrathian Scrolls: A Study of EverQuest - (MMORPG Research, Cyberculture, MMORPG Psychology, Demographics, Statistics, Psychology, Charts, Addiction, Gender Differences, Gender Bending, Relationships, Romance, Guilds, Download). N.p., May 2001. Web. <http://www.nickyee.com/eqt/relate.html>.
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