OBSERVATION ANALYSIS
Internet Addiction and Gender Dynamics for Social Computer Gaming Tendency
Ozan Yaman
ABSTRACT
Since the mid-1990s, there have been frequent reports of individuals whose use of the computer and internet is problematic. Given the recent expansion and the expected increase in internet availability and usage in the coming years, it is important that healthcare professionals be informed about this behavior and its associated problems. Recently, psychological and psychiatric literature has described individuals that exhibit problematic internet use who often suffer from other psychiatric disorders. In the face of this comorbidity, it is essential to evaluate whether these individuals represent a distinct class of disorder, or a manifestation/coping mechanism related to other underlying diagnosis. In either event, problematic internet use negatively impacts social and emotional functioning. Based on the current limited empirical evidence, problematic internet use may best be classified as an impulse control disorder. It is therefore imperative that problematic internet use be appropriately identified among symptomatic individuals.
The increasing popularity of computer gaming as a contemporary leisure activity, together with the use of PCs and games consoles as leisure technologies are evidence of the increasing convergence of new technology and leisure practice. The size and popularity of the games industry stands out in contrast to the lack of understanding of computer gaming as a serious leisure activity. Previous research on computer game playing has tended to focus on the negative aspects of gaming such as aggression, addiction, and social isolation, rather than viewing it as an activity which forms an important part of many people’s leisure lifestyles. This paper presents a very different image of gaming and gamers. It investigates computer gaming as a serious and competitive leisure activity. The paper looks at the
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