Video game addiction has become a major problem in our society. Many children and teenagers play an excessive amount of hours of video games a day that they develop countless problems such as violent behavior, hostility and social isolation. These are but few of many examples of problems young teenagers face when they have gotten to the point of addiction. However, video game addiction is proven to be associated with academic achievements and social skills as well. (Chui et al., 2004). Gaming addicts experience huge fluctuations in behavior as stated by Chin & Wen-Bin (2007). These so called fluctuations in behaviors do not manifest on their own however. Many addicts have actually become hooked on gaming simply because it provides them of a method to escape reality. The notion of escaping reality then becomes a habit, which leads to addiction (Lee & LaRose, 2007). Accordingly, the addict finds himself torn between two worlds: reality and the virtual world. This split is identified to cause behavioral differences such as the fluctuations previously mentioned and certain states of aggressiveness (Chin & Wen-Bin 2007). Video game addiction has in fact become a troublesome concept for many individuals. Though, in order to fully understand this concept, one must define it first: Online games can create a separate and unique world that helps identify the user of his preferences, goals, dislikes, settings, team goals and organizations (Chin & Wen-Bin 2007). As described by Young (1996), the internet itself is not addictive, but the specific applications used to achieve certain goals that benefit the user in some ways. At a social science perspective, video game addiction can lead to troubles in communication and self representation. This could also deeply effect the gamer psychologically. Video games are in fact applications that people can identify themselves with, and therefore can incite levels of addiction. The question remain: does the concept of
Video game addiction has become a major problem in our society. Many children and teenagers play an excessive amount of hours of video games a day that they develop countless problems such as violent behavior, hostility and social isolation. These are but few of many examples of problems young teenagers face when they have gotten to the point of addiction. However, video game addiction is proven to be associated with academic achievements and social skills as well. (Chui et al., 2004). Gaming addicts experience huge fluctuations in behavior as stated by Chin & Wen-Bin (2007). These so called fluctuations in behaviors do not manifest on their own however. Many addicts have actually become hooked on gaming simply because it provides them of a method to escape reality. The notion of escaping reality then becomes a habit, which leads to addiction (Lee & LaRose, 2007). Accordingly, the addict finds himself torn between two worlds: reality and the virtual world. This split is identified to cause behavioral differences such as the fluctuations previously mentioned and certain states of aggressiveness (Chin & Wen-Bin 2007). Video game addiction has in fact become a troublesome concept for many individuals. Though, in order to fully understand this concept, one must define it first: Online games can create a separate and unique world that helps identify the user of his preferences, goals, dislikes, settings, team goals and organizations (Chin & Wen-Bin 2007). As described by Young (1996), the internet itself is not addictive, but the specific applications used to achieve certain goals that benefit the user in some ways. At a social science perspective, video game addiction can lead to troubles in communication and self representation. This could also deeply effect the gamer psychologically. Video games are in fact applications that people can identify themselves with, and therefore can incite levels of addiction. The question remain: does the concept of