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  • Essay / Online video game addiction among young adults

    In the 20th century, one of the main services today is mass media, including the emergence of the Internet. The advent of the Internet has had a strong influence on the lives and learning spirit of students in today's dynamic environments and busy lives. Using the Internet to meet learning and research needs is essential for today's students. However, aside from meeting the practical needs of college and work life, many students resort to and abuse entertainment on the Internet almost all the time. From Internet access to recreational purposes, many game manufacturers have created highly publicized online gaming models that attract a large portion of young people. Online video game addiction among young people in general and students in particular is becoming more and more serious and leaves incalculable consequences. Online video game addiction is considered a social problem that needs to be addressed. Gambling addiction is caused by a lack of healthy entertainment venues and a lack of self-control, which in young adults and students leads to a lack of social stimulation, healthy exercise, and psychological problems. Alarming not only for a particular group of people, but also for the entire society today is this addiction to online games among young people. There is a significant part of the community that is addicted to video games: students study in universities and colleges. An online questionnaire for online video game players was completed with 1,420 online players: “Demographics show that 50% of players were students, 36% were employed and 100% of them were unemployed and retired” (Zaheer, Mark and Thom 363). Most of the video......middle of paper......not really determined. To prevent this from happening again, families should provide programs for addicts by setting reasonable goals. For example, online video game addicts usually play video games continuously for 10 hours a day, then the goal for today will be 7 hours playing online video games. Keep doing it, addicts will lose their gambling habits and get used to enriching extracurricular activities. Works cited by Neils Clark and P.Shavaun Scott. Added to the game: Experience and effects. Jefferson, NC: McFarland & Co., 2009. Print. Zaheer, Mark, and Thom Baguley. “Online gaming addiction: classification, prediction and associated risk factors.” Addiction Research and Theory 20.5 (2012): 359-371.AYAS, Tuncay. “Educational sciences: theory and practice.” Spring 2012, Vol. 12 Number 2, p632-636. 5p.Harvard Heart Letter. August 2013, vol. 23 Number 12, p5-5. 1/6p.