Lepper, M. R. & Gurtner, J (2000), states that prolonged and excessive use of these games can cause, mainly upon children, a number of physical and psychological problems which may include obsessive, addictive behaviour, dehumanization of the player, desensitizing of feelings, personality changes, hyperactivity learning disorders, premature maturing of children, psychomotor disorders, health problems (due to lack of exercise & tendonitis), Development of anti-social behaviour and loss of free thinking and will.
Anderson and Bushman (2001), found that across 54 independent tests of the relation between video game violence and aggression, involving 4262 participants, there appear to be five consistent results of playing games with violent contents. Playing violent games increase aggressive behaviours, increases aggressive cognitions, increases aggressive emotions, increases physiological arousal, and decreases pro-social behaviours. Since most electronic games are violent, children below legal ages are emotionally disturbed and caused several changes on their behaviour.
Austin, Pinkleton & Fujioka (2000), quoted that “parental meditation is correlated with better academic performance. And has been shown to increase beliefs in social norms, and to decrease fear.” Which refers to the parental consent of the player as they play a violent-oriented game.
Gentile & Walsh (2002), wherein 55% of parents said that “always” or “often” should parents put limits on the amount of the time their children may play computer and video games, and 40% said they “always” or “often” check the video game rating before allowing their children to buy or rent computer or video games. Even through these numbers are not particularly high, they may overestimate the amount of parental monitoring of children’s video game play.
According to Welmer-Hastings (2002), many people who are excessive MMORPG (Massive Multiplayer Role Playing Game) users are not actually