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to
participate in the virtual world and would rather
communicate with strangers online than to be
involved in face-to-face personal interaction.
Most notably, addicts spend their time when
off the game thinking, imagining or fantasizing
about the game. With the average MMORPG gamer
spending 20 to 25 hours a week on the game (http://www.itfacts.biz/),
it does not come as a surprise that these games
had become the main part of a gamer’s
life.
It
is also characterized by a requirement for increasing
amounts of time spent on the game in order to
gain sufficient satisfaction. The game also
becomes so integrated within the addict’s
life that there may be frequent talks and mentioning
of the game in daily life.
In
addition to the playing of the game itself,
a large proportion of the addict’s time
is dedicated towards activities pertaining to
the game, such as purchasing game guide books,
participation of forums discussing the game,
browsing of sites containing fan art and looking
up on cheats or hints for the video game.
Such
an addiction would become extremely detrimental
to the addict’s life, especially if the
addict’s time spent on gaming goes unregulated.
Cases of extreme addicts collapsing and even
dying has occurred (http://news.bbc.co.uk/1/hi/technology/4137782.stm).
While there are several government attempts
at curbing such an addiction, for example, the
setting up of therapeutic centers, such an addiction
is perhaps best cured by less neglect and more
control over the behavior of the addicts by
their parents, as majority of the addicts are
teenagers who indulge excessively in gaming.
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