This scholarly article discusses the concept of video game addiction where players have trouble controlling themselves in terms of how long they play video games and their overall investment in these games. Addiction ultimately occurs when the games begin to take control over…
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The authors also believe that the companies which produce the games should be somewhat responsible for their consumers. This particular article would be helpful in establishing distinct ways that society can be more responsible when it comes to this issue as the article presents several specific examples for this. In addition, the article does a good job of presenting an overview of the problem which would be helpful in establishing the background for the paper.
Mehroof, Mehwash, and Mark D. Griffiths. "Online Gaming Addiction: The Role of Sensation Seeking, Self-Control, Neuroticism, Aggression, State Anxiety, and Trait Anxiety." CyberPsychology, Behavior & Social Networking 13.3 (2010): 313-316. Academic Search Premier. EBSCO. Web. 26 Oct. 2011.
This article provides a study that details some of the consequences in terms of a person’s mental well-being when they have become addicted to video games. For instance, the research illustrates that those who are addicted to video games display an overall increase in aggression, violent behavior, anxiety, and neuroticism. The study found that these behaviors or personality traits were very prevalent in those who were addicted to online gaming. The article would be helpful for a research paper on the topic of video game addiction and social responsibility in that it provides evidence as to how video or online gaming impacts a person negatively. This impact can be pointed to in order to prove that society should be held to a higher standard in terms of how it deals with this type of
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Because of this, its employees are a crucial aspect of their CSR strategies. Shell UK considers upholding of its employees human rights via requiring its employees to behave in ways, which ensure the rights of other employees and the community is included in its code of conduct.
Talking to me would be the clincher, though. If you hadn't already guessed at this point, you would now understand why most of my friends and relatives classify me as a gamerand and why I identify myself as one since I fit several of the basic characteristics of the classic gamer type.
The author states that in America, gaming is considered to be a virtually every day pastime because of its relatively low price and constant improvements in graphics and content that make gaming much more realistic than in previous years. In Japan, video game revenues usually surpass sales in the United States year by year.
[Anderson & Bushman, 2001] Most of the games appropriate for these young players can bring a lot of benefits, but besides this they raise violent features, gore, antisocial behavior among parents, educators, child advocates, medical professionals, and policy makers.
The rapid growth in this industry has brought about both criticisms and support arguments as to whether video games are beneficial or detrimental especially to the teenagers who are the most frequent users. Video games
However, the next release for the OS X version under the SimCity series would be in the first and second quarter of the same year. Ideally, the game depicts how players may create settlement that may grow into a city within a zoned land.
Almost all studies conducted have failed completely verify the external validity for confounding variables. Porter & Starcevic confirm that, “the relationship between pre-existing hostility, exposure to violent video games,
Therefore, when comparing the effects of the amount of time spent in playing video games to aggressive behaviour and academic performance, various conclusions can be drawn.
If there is a positive correlation between the amount of time spent
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