ABSTRACT Researchers have indicated that Internet addiction is a wide-spread problem‚ impacting the lives of an estimated 4-10% of all Internet users. Researchers have also indicated that Internet addiction has a social component‚ with Internet addicts using the Internet to build and maintain new social relationships at a much higher rate than nonaddicts. This study explored Internet addiction in the context of Massively Multiplayer Online Role-Playing Games (MMORPGs). Data were drawn from
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developing Facebook addiction‚ something they attribute to the social nature of Facebook. Dr Mark D Griffiths‚ Professor of Gambling Studies in the International Gaming Research Unit at Nottingham Trent University in the UK‚ writes a response to the study in the same issue of the journal. In a personal blog about his response‚ he says that while he had no problem with the study by Andraessen and colleagues‚ he wished to comment more widely on doing research into Facebook addiction. Griffiths says
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Table Of Contents * The Introduction * WHAT IS INTERNET ADDICTION? * WHY DO PEOPLE ADDICT TO THE INTERNET? * WHO CAN BECOME ADDICTED TO THE INTERNET? * VIOLENCE IN ONLINE GAME * WHAT ARE INTERNET ADDICTION WARNING SIGNS? * THE PROBLEMS ASSOCIATED WITH INTERNET ADDICTION * WHAT ARE THE SOLUTIONS? * TIPS FOR PARENTS AND CARERS * Conclusion * References The Introduction The Internet is the largest source of information in the world today. With
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mystery of addiction remains. Our forbears‚ scientists‚ professionals‚ user’s‚ family‚ friends and society in general still struggled to grasp concepts of addiction. What causes it? Is it inherited‚ psychological‚ a social
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and Internet addiction Internet addiction disorder (IAD) is a theorized disorder originally made as a satirical hoax by Ivan Goldberg‚ M.D.‚ in 1995. He took pathological gambling as diagnosed by the DSM-IV as his model for the spoofed description. Although IAD was meant to be a hoax‚ it is promoted as a real condition by some supporters. Supporters often divide IAD into subtypes by activity‚ such as pornography‚ overwhelming and immoderate gaming‚ inappropriate involvement in online social networking
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Gaming the Gamers: Using Experience Maps to Develop Revenue-Generating Insights Case Analysis 1. Overview WebTel‚ one of the internet services providers in U.S.‚ is looking for an opportunity to increase revenues coming from the gaming user segment. This segment is the main customer of the WebTel’s broadband internet services and spent $7 billion each year to the gaming industry that grows at an annual rate of 16 percent. WebTel aims to engage with this segment deeply by truly understanding
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Gamer Addiction is an obsession with video game playing that usually begins in elementary and middle school. By college‚ the individual progresses from simple to elaborate games and the student is game-hooked. An activity becomes an addiction when it is used to change an individual’s mood. It becomes abuse when it interferes with ’one’s work or school‚ or disrupts personal or family relationships‚ and becomes increasingly necessary to feel good’ (Orzack‚ 2005a‚ p. 1). Addiction takes away from
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Modern Gaming Brief History Gaming has changed a lot in the past few years‚ from whole games being developed by a three to five man teams usually consisting of a programmer‚ designer and an artist to near a dozen programmers and close to a hundred artists. When did we make this huge leap? Gamers often agree that this development happen somewhere around 1995 to 97‚ just as 3d games where surfacing and becoming playable. 3d games have excited since the late 80s‚ when referring to 3d games I’m referring
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Sports Versus Virtual Gaming “Sports doesn’t build character‚ it reveals it”‚ John rootward. This is the 21st century and technological advancements have altered the way we live. The practices common to human a little while ago have seen a decline due to them. One of such is physically playing games or in other words sport. Being physically active offer benefits beyond the obvious. Sports without any doubt increases our fitness level and health. While virtual gaming have some constructive impact
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Gambling Addiction 1. Introduction Gambling is created for purposes of leisure such as horse racing‚ poker and cards. However‚ when the gamblers are mentally inability to control their behaviour in engaging gambling activities‚ it becomes a problem. Terms like pathological gambling‚ problem gambling‚ or gambling addictions are used to describe such condition. American Psychiatric Association’s Diagnostic and Statistical Manual (DSM-IV) characterises it as a disorder of impulse control. Features
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