Study Claims 8.5% of Young Gamers "Pathologically Addicted"
schnucki brings word of new research which claims roughly one in twelve American children between the ages of eight and 18 are "pathologically addicted" to video games. The study, conducted by Douglas Gentile, director of the National Institute on Media and the Family at Iowa State University, says that "pathological status was a significant predictor of poorer school performance even after controlling for sex, age, and weekly amount of video-game play." However, Professor Cheryl Olson, who has conducted her own research into video game use, questioned Gentile's methodology, saying, "The author is repurposing questions used to assess problem gambling in adults; however, lying to your spouse about blowing the rent money on gambling is a very different matter from fibbing to your mom about whether you played video games instead of starting your homework."
lying to your spouse about blowing the rent money on gambling is a very different matter from fibbing to your mom about whether you played video games instead of starting your homework.
Wrong. Parents and taxpayers sacrifice money, time and effort to pay for education; if students are too addicted to X to learn anything then it's money down the drain just like gambling.
"The author is repurposing questions used to assess problem gambling in adults; however, lying to your spouse about blowing the rent money on gambling is a very different matter from fibbing to your mom about whether you played video games instead of starting your homework."
I disagree. I would argue that there is no real difference. Both are falsehoods designed to misdirect the most important woman in the subject's life on the subject's activities, which are not only counterproductive but guaranteed to raise the woman's ire when/if discovered. There is a difference in the severity of the consequences but both lies are essentially the same. Lying liars and the lies they tell — souls in need of correction whether young or old. There's times lying might be justified, but neither of these are those times.
And yes, I do remember being a kid and lying about playing video games, and that I knew the difference between lying for a potentially justifiable purpose, and just lying to avoid getting in trouble. Thanks for asking.
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Hey, how about maybe the poor school performance was due to the fact that school is boring ( it is pretty much just memorising facts and figures ) and the more bored the child is, the more likely he is going to do something interesting/exciting like, I don't know, gaming?
Seriously, why does the blame always go one way?
The disappearing pencil trick. Let me show you it.
"The study, conducted by Douglas Gentile, director of the National Institute on Media and the Family at Iowa State University, "
Ya, that is a totally impartial source when it comes to video games.
My grades sucked and there were no addictive computer games in my youth (or if, no addicted youngster had the money to feed the machines). Some study...
We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
'Video games' is an extremely broad category, especially when talking about addiction. The differences between a mmorpg, a fps with no artificial progress indicator, and a puzzle game need to be noted.
Most of these studies just seem to take a few random popular titles and assume the results apply to all.
So, 91.5% of young gamers are completely fine and video games in no way have altered their academic or social habits? Cool.
Dare I say it? Learning is boring for the feeble minded.
School !== Learning, I know. But you still have opportunity to direct your learning to some extent. Geeks may be more interested in the algorithms used in Egyptian calculation techniques than in the types of candles they used; or the method of production of black powder rather than who was using it, etc..
If nothing academic interests you try and steer yourself towards practical subjects.
If you're not going to play the school game then you should spend your homework time working, working on what you plan on doing to earn money, contribute to society and feed yourself with. You have to be at school, you don't have to get good grades, YMMV.
Never played a game where you had to churn away at earning rupees?
Instead of this silly polarization of school vs. games, maybe the educators ought to support the positive aspects of gaming instead of turning generations of gamers against them. I personally have benefited from video games with regard to my education. I would never have learned English at such a young age (I am not a native speaker) if not for all those hours spent playing adventure games. Puzzle games have a definite positive influence on a child's logic skills. Even social skills can be developed through multiplayer games - provided that working against others has adverse effects to the player. Sure, most things simply have to be learned from school books, but the point is that games can support the learning process, not just hinder it.
Even if it is true, games cannot be villified by these findings. Addiction as described by TFA is used as a means of escape, it even says so in the body of text, and if games didn't exist then some other medium would fill the void.
Before the widespread popularity of computer games (yes I'm that old) it was TV that my parents were sure I was addicted to. Now my loved ones are sure it's games, and to a lesser extent alcohol. If you ask me I'm just finding things to pass the time...
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How does that compare to general addiction exposure ? For example to people doing gambling how many % are addicted ? To those doing drug from time to time, how many % are addicted ? How many doing any hobby fall into an addicting loop ? Or evena re addicted to TV ? If the aforementioned % are lower or higher maybe it would tell something, but 8.5% EVEN if the methodology was correct, is a nonsense absolute number telling us nothing.
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Wouldn't a certain percetange of the general population be susceptible to such an addiciton anyway?
So now we're trying to measure the impact.
You can't be ahead of the curve, if you're stuck in a loop.
And you can tear my fingers from around my controller from my cold dead hands if you disagree...
Seriously, its up to parents to make sure that this doesn't happen, not Government. The problem is that there are too many lazy parents that prefer to keep their kids quiet with TV and Video Games than actually play together...Eductation doesn't stop at school, parents have an equal, if not more important, role in educating their children.
When all is said and done, nothing changes...
That a professor can use words like 'repurposing' TBH.
Back on topic though, I was probably addicted to them when I was a teen. I even used to hop on my moped and whizz over to the arcades in my lunch break when I was at work then spend hours on my Atari 400 in the evenings. All my money went on games (and when I wasn't playing video games I was probably shaking the D6's in a Traveller game). OTOH, I had peers who just spent all their money on getting drunk or buying new albums. Almost everyone, especially at that age has something that they really get attached to. That's not the problem. Making sure you ALSO do the important stuff is the key.
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I played video games as a teenager and it never affected me at all HEAD SHOT!!! as a matter of fact my grades were above average MULTI KILL!!! and I feel that it's totally fine for kids to play video games as long as they get their homework done WICKED SICK!!!!
Jack Thompson must just love that this has come out just after his appeal was rejected without hearing...
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It isn't surprising that 8.3% of American teens are addicted to video games, especially since some video games such as Massively Multiplayer Online Games (MMOs) require vast amounts of time to be invested in order to progress and compete. In the majority of MMOs you progress by gaining levels, usually by killing X amount of enemies for X amount of experience creating extremely time consuming and repetitive gameplay. As MMOs are by definition massively multiplayer the competitive element means that in order to compete you need to have equal or better equipment/level/skills as other players, which means that the people spending 40 hours a week grinding game content set the bar for the other players. Also there's the social aspect, many tasks in MMOs require players to work in groups, so there's the pressure of playing in order to appease/help out your friends. Combine that with the fact that the game developers are constantly moving the goalposts with every patch/expansion, thus reducing the relative value of your equipment/achievements/money requiring you need to invest even more time to remain competitive, and it's no surprise that hardcore gamers are neglecting work/school/family duties. And the problem compounds itself. Say you get a D on an assignment because you stayed up the night before playing games. Disappointed with your grade, you're likely to go and play the computer game because being successful at a game gives you a sense of achievement and results in increased confidence. However, while you're busy spending hours gaining virtual achievements you're not completing your next assignment, so you fall into a loop of confidence highs and lows. It all comes down to self discipline and good time management. I speak from experience as someone who spent 3 years between the ages of 16 and 19 putting in 35+ hours a week to World of Warcraft and EVE Online, having to retake my A level exams and still ending doing on a foundation year. I don't use games as an excuse of my failure because it's down to lack of self discipline, but I'm sure that the nature of the games I played compounded the situation.
"Pathologically" would mean in this context, like in most health contexts, "having a detrimental effect on your quality of life".
Saying that something is an 'illness' depends entirely on the severity. For instance, my back isn't perfectly straight - I have a very slight scoliosis. But it has had zero impact on my life and its quality. So it's not something you would ever bother to treat medically, even if it's not 'normal'.
People tend to think of medicine in binary terms, like with infectious diseases: Either you're infected or not. But that's not a realistic way to view medicine, and in particular, it fails completely when it comes to mental disorders.
So the bottom line about whether a gaming 'addiction' is a 'pathological' addiction or not, is dependent on whether it's actually an addiction, proper. Does the person have control over it? If they don't, then it's pretty obvious that's a negative for their quality-of-life.
For the same reasons, it'd also be stupid to define a gaming addiction in simplistic terms as "hours played", etc. And I'm skeptical of this particular study; the diagnostic criteria seem pretty simplistic. You can't really evaluate whether someone is addicted or not just from a few survey-type questions. I doubt any practicing psychiatrist would, either.
But I don't see any reason to doubt the actual idea that computer-gaming addiction exists. Heck, I read about a lady who lost her life to Bingo. Yes.. *Bingo*.
Please, this is now as useless as doing studies to see how much tv is being watched in each household....in the 70s ok, it was when it was become the staple for home entertainment.
Now we all know the TV is as much a part of a household as the toilet. No need to review any more
studies about how TV is this or that, we have all accepted it as normal part of our American culture.
Now , we move on to computers, since the 80s it has become more and more popular, to the point now of having multiprocessors at home (mini mainframes if you will). Even if you do no play games, but you download mp3s or listen to music, or download movies or watch them on your computer, or email, or read the news, or read up on specific information for homework related stuff, you will still have a sh*t load of time spent on the computer per week.
It does not need any more studies about what it does, we know what it does, it educates the masses with controlled information. If I were to get you hooked on a game about learning special ops techniques, and warfare, and masked it as a regular game, guess what you could be a NAVY seals (yes they have their own game/war simulator).
So it all depends on how we apply ourselves, and what we teach our kids about the use or pitfalls of computers. DO not blindly give a kid a computer, instead learn with him what is possible for his age, and let him see the possibilities that are there other then playing mario kart!!!
The onus falls on the parents, and also teaching the kid the difference between fun and practical.
Where is the superficial study that links the pathological addiction to sports with low grades? 'Cause I think you'd find more data in that one.