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Video game addiction: diagnostic criteria Computer games are becoming the most common and majority of young people are playing. As depicted in the animated Warcraft game, the majority of the participants end up with a strong addition associated with the gaming. Excessive video gaming may be regarded as relatively less harmful as compared to drug abuse. However, many researchers have declared the act as a source of ruin in the young people’s lives. Devise of a standardized diagnostic approach is vital in the move towards early detection and prompt management.
The key warning signs that have been profound in the episode are listed below. The Progressive increment in the playing time and preoccupation of the young individuals on how to tackle the deadly opponent. Moreover, lying to significant others in order to hide gaming, irritability when someone tries to cut short play time, and impaired social relationships (Mike Snider 13). Major criteria that are clearly depicted in the episode is the increasing time of play. All the characters are motivated to play each time they are defeated.
They in turn try further to attempt victory over the opponent. The length of play increased gradually over four hours per day. Upon exceed of this time, the person is then regarded addicted. Moreover, the frequency of playing also dictate the occurrence of the disorder. For instance, the characters played nearly every day this means that they are addicted. Moreover, the parents and significant others may start complaining about the time taken by a young person over their computers to play (Mike Snider 13).
Secondly, the characters spent much of their time talking about the game. The discussion was heightened when one strange played came in and killed them all. The discussion did not only prevailed among the consumers alone, but also with the developers of the game. The majority of the players turned lazy and used much of their time discussing the game. The person is termed addicted when he spends more than a third of his work time talking about the game. Moreover, their functionality is affected extensively by the game.
The children were rendered lazy and poor performers in school. They fail to perform their physical exercises and in turn turned obese (Weinstein 8). Thirdly, the character used to lie a lot in order to get them to play. One character was confronted over his inability to socialize with others and he in turn lied that they are socializing online. Every layer had to devise a fake reason that could let them remain play the game. The lying aspect accompanies the procrastination of vital duties such as homework at the expense of the game.
For instance, one player was a theologist, but used to lie while playing (Weinstein 9). Fourthly, the players become irritable in cases where the play time is reduced or when they are defeated. This criterion is considered appropriate when the irritable mood prevails even after the game time and extends to routine activities. Fifthly, the players kept isolated and failed to socialize with others. They urged themselves to spend a little time tossing balls in the yard and sleep for around three hours a day in order to go more levels.
The server unity highlighted that some had moved more than fifty levels and regarded them as extraordinary. Therefore, when a person has spent much time on computers and just became so entangled with fellow players and failed to socialize with others is termed addicted (Weinstein 9). Work citedMike Snider. “Kids Show Addiction Symptoms.” USA Today. EBSCOhost. Web. 6 Oct. 2014.Weinstein, Aviv Malkiel. “Computer and Video Game Addiction-a Comparison between Game Users and Non-Game Users.
” The American Journal Of Drug And Alcohol Abuse 36.5 (2010): 268–276. EBSCOhost. Web. 6 Oct. 2014.
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