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question also remains whether there are similarities between traditional and modern addictions to gain such acceptance as a disorder by mental health community. It is found that both traditional addiction and modern addictions like internet addiction has four main factors: withdrawal, excessive use, negative repercussions and tolerance (Dillon, E. 2008).
Substances such as alcohol, drugs and tobacco are abused by people for a number of complicated reasons and it is evident that our society has to pay a significant cost for these addictions. The extent of addiction is visible in the emergency departments of hospitals and rehabilitation centers that treat direct health damage caused by substance abuse and the related physical trauma. Another negative outcome of substance abuse is drug dependence and associated crime that end up a number of individuals in prisons and jails. Though the use of drugs like cocaine has decreased, the use of ‘club drugs’ and heroin has considerably increased among drug abusers.
The task of preventing substance abuse and imparting an effective treatment has remained a difficult process. Various researches has resulted in a better understanding of substance abuse behavior and reveals that drug education to prevent abuse among adolescents and children provides the best opportunity to curb the addiction nationally.
A National Household Survey in 1996 estimated the use of illicit drug users in the United States at 13 million. The survey concluded that around 10 percent Americans abuse substances or is addicted to alcohol while 25 percent of the population smokes cigarettes.
The substances that are abused produce different types of intoxication in a person that alters perception, judgment, physical control or attention. Many substances can result in withdrawal caused by the reduction in the quantity of the substance or cessation of substance use. The symptoms of withdrawal are hallucinations and ranges from slight anxiety to seizures. The
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Importantly, these video games nowadays are used in many constructive and beneficial ways. There were constant criticisms leveled against these video games as they accused of promoting sedentary lifestyle as well as violent behaviors among the people, particularly children and young adults.
In addition, playing violent video games is possibly more harmful than watching violent television shows or movies because these games are particularly interactive, engrossing and require the player to relate in a more personal way with the violent characters of the game.
The earliest games were developed at the Massachusetts institute of technology by an undergraduate student, and since then, the computer or video games have transformed to one of the major entertainment industries in the world that incorporate animated graphics art and narrative structures.
Strengths. Being the pioneer in the in-game advertising industry, Massive has been has already established a strong image in the market. Massive enjoys the first mover advantage relative to its competitors. It can be recalled that the company is the first one to consult distributors and publishers as well as arrange focus groups with gamers to determine their preferences.
However this paper chooses to focus on several incidents of violence blamed on video games. This is to focus on the individuality of the crimes committed, instead of reducing them to statistics. This method is to
tle Need for Speed, in its formative years, it was exclusive to fifth generation consoles but with time it has come to future all the seven generation consoles. The Game allows players to race different types of cars on different tracks of fictional cities and towns, after the
An individual needs to take a balanced approach and put these utilities to advantage, by making use of them judiciously. Excess of everything is bad and so is the case with playing video games.
Most of the video games help to increase the power of concentration and
This work aims to identify whether it is possible to effectively utilize video games in developing morality instead of destroying the same. The main allegation against video games is that they make children lose empathy, trust and concern for others. This is so
cross various visual stimuli but they have to identify the important ones which is their enemy or the target in order to successfully kill the target. This characteristic of fast paced shooting video games help in enhancing their visual attention.
Video games even assist in
Video games are electronic games that entail human interaction with a user interface, which generates visual feedback on video devices; personal computers and video game consoles used to be the most common video game electronic
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