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Online Gaming Addiction Jesus Martinez English 1108-03, Professor Synstelien

Online Gaming Addiction Jesus Martinez English 1108-03, Professor Synstelien Inver Hills Community College. LOGO. LOGO. A Brief History of the Internet. Mind Map. BACKGROUND. Assignment

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Online Gaming Addiction Jesus Martinez English 1108-03, Professor Synstelien

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  1. Online Gaming Addiction Jesus Martinez English 1108-03, Professor Synstelien Inver Hills Community College LOGO LOGO A Brief History of the Internet Mind Map BACKGROUND • Assignment • This informative poster is the beginning of a semester long project in English 1108-03 at Inver Hills Community College. The topic I chose is online gaming addiction and the reason for my choice is because this is a topic that I personally relate to, and I have had both first and third person experience. • Thesis • Online gaming addiction has diminished the mental health of middle class males ages 13-24. Definitions, History, and Theory • Definitions: • Online Gaming- Any game played while connected to the internet. • Mental Health- • Diminish- is to make something less or cause to appear less • Middle Class-an economic class occupying a position between the upper class and the lower class • Addiction- persistent compulsive use of a substance or activity known by the user to be physically, psychologically, or socially harmful. • MMORPG- Massive Multiplayer Online Role Playing Game e.g. Runescape, World of Warcraft (WoW), etc. • MMOG- Massive Multiplayer Online Game • History of Online Gaming: • Although the internet can be traced back to the 1950’s the first accredited internet game that was more graphics based rather than text was Maze war a first person shooter were you (an eyeball) wondered a maze looking for other players to shoot and gain points. Maze war released in 1974 and was played online for about twelve dollars an hour, a hefty price but as Internet service providers emerged and the AT&T monopoly fell, addiction ensued. • Theory: Solomon's "Opponent Process" Theory • Overall as the time used goes on the original feeling decreases so you must use more in order to get that original feeling. BIBLIOGRAPHY Dike Van De Mheen, et al. "Online Video Game Addiction: Identification Of Addicted Adolescent Gamers." Addiction 106.1 (2011): 205-212. Academic Search Premier. Web. 22 Jan. 2013. "Social Media and Online Gaming Addiction: A Growing Problem." Ai InSite. N.p., 21 Sep 2011. Web. 22 Jan 2013. Merriam-Webster. Merriam-Webster, Incorporated, n.d. Web. 5 Feb 2013. <http://www.merriam-webster.com/dictionary>. "Introduction to Maze War." DigiBarn Computer Museum. N.p.. Web. 11 Feb 2013. <http://www.digibarn.com/collections/games/xerox-maze-war/index.html>. Dewey, Russ, ed. "Solomon's "Opponent Process" Theory." Psych Web. N.p.. Web. 11 Feb 2013. <http://www.intropsych.com/ch14_frontiers/solomons_opponent_process_theory.html>. Potential Positions The effects of Online gaming have many negative impacts. Online gaming leads to depression, anger, rage, falling grades, poor social behavior, sleep deprivation, and in the worst cases suicide and murder. As for the cause, MMORPG’s provide an opportunity for the user to create a fantasy world that can extract the user from actual reality. MMOG’s are more the cause of rage, Call of Duty for example is an easy trigger of rage, a result of constant killing of another , dying and trash talking. All of this puts a strain on the user and everyone around them.

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