Sunday, January 26, 2020

An Overview Of Video Game Addiction Sociology Essay

An Overview Of Video Game Addiction Sociology Essay In this assignment, I will be talking about video game addiction, why do teenagers suffer from this. does this game addiction only affects teenagers? what are the causes and reasons that led them to be addicted? The term addiction is used in many contexts to describe an obsession, compulsion, or excessive psychological dependence, such as: drug addiction (e.g. alcoholism), video game addiction, crime, money, work addiction, compulsive overeating, problem gambling, computer addiction, nicotine addiction, pornography addiction, etc. The term addiction is also sometimes applied to compulsions that are not substance-related, such as problem gambling and computer addiction. In these kinds of common usages, the term addiction is used to describe a recurring compulsion by an individual to engage in some specific activity, despite harmful consequences, as deemed by the user himself to his or her individual health, mental state or social life. Or more broadly video game overuse, is excessive or compulsive use of computer and video games that interferes with daily life. Instances have been reported in which users play compulsively, isolating themselves from, or from other forms of, social contact and focusing almost entirely on in-game achievements rather than broader life events. There is no diagnosis of video game addiction, although it has been proposed for inclusion in the next version of the Diagnostic and Statistical Manual of Mental Disorders (DSM). Video game addiction is not included as a diagnosis in either the DSM or the International Statistical Classification of Diseases and Related Health Problems. However, effects (or symptoms) of video game overuse are similar to those of other proposed psychological addictions. Video game overuse may be, like compulsive gambling, an impulse control disorder. In 2007, the American Psychological Association reviewed whether or not video game addiction should be added in the new DSM to be released in 2012. The conclusion was that there was not enough research or evidence to conclude that video game addiction was a disorder. A report by the Council On Science And Public Health to the AMA cited a 2005 Entertainment Software Association survey[10] of computer gaming players, and noted that players of MMORPGs were more likely to play for more than 2 hours per day than other gamers. In its report, the Council used this 2-hour-per-day limit to define gaming overuse, citing the American Academy of Pediatrics guideline of no more than 1 to 2 hours per day of screen time. It may be worth noting that the ESA document cited in the Council report does not contain the 2-hour-per-day data. In a 2005 Toms Games interview, Dr. Maressa Orzack estimated that 40% of the players of World of Warcraft (an MMORPG) were addicted, but she did not indicate a source for the estimate. She may have derived the estimate from the informal survey managed by Nick Yee at the The Daedalus Project,[14] who notes that caution should be exercised when interpreting this data.[15] A 2006 lecture reported by the BBC indicated that 12% of polled gamers reported at least some addictive behaviours. The lecturer, Professor Mark Griffiths of Nottingham Trent University, stated in another BBC interview that addicts are few and far between. Michael Cai, director of broadband and gaming for Parks Associates (a media/technology research and analysis company), said in 2007 that Video game addiction is a particularly severe problem in Asian countries such as China and Korea. Results of a 2006 survey suggested that 2.4% of South Koreans aged 9 to 39 suffer from game addiction, with another 10.2 percent at risk of addiction. A 2007 Harris Interactive online poll of 1,187 US youths aged 8-18 gathered detailed data on youth opinions about video game play. About 81% of youths stated that they played video games at least once per month. Further, the average play time varied by age and sex, from 8 hours per week (responses from teen girls) to 14 hours per week (responses by teen boys). Tweens (8-12 year olds) fell in the middle, with boys averaging 13 hours per week of reported game-play, and girls averaging 10. Harris concludes that 8.5% can be classified as pathological or clinically addicted to playing video games, but did not explain how this conclusion was reached. Since the American Psychological Association decision in 2007, studies have been conducted at Stanford University School of Medicine related to video game play. Researchers found evidence that video games do have addictive characteristics. An MRI study found that the part of the brain that generates rewarding feelings is more activated in men than women during video-game play. In August 2005, the government of the Peoples Republic of China, where more than 20 million people play online games, introduced an online gaming restriction limiting playing time to 3 hours, after which the player would be expelled from whichever game they were playing. In 2006, it relaxed the rule so only citizens under the age of 18 would face the limitations. Reports indicate underage gamers found ways to circumvent the measure. In July, 2007, the rule was relaxed yet again. Internet games operating in China must require that users identify themselves by ID numbers. After 3 hours, players under 18 are prompted to stop and do suitable physical exercise. If they continue, their characters gain 50% of the usual experience. After 5 hours, their characters gain no experience at all. In 2008, one of the 5 FCC Commissioners, Deborah Taylor Tate, stated that online gaming addiction was one of the top reasons for college drop-outs. However, she did not mention a source for the statement, nor identify its position in relation to other top reasons. Excessive use of video games may have some or all the symptoms of drug addiction or other proposed psychological addictions. Some players become more concerned with their interactions in the game than in their broader lives. Players may play many hours per day, gain or lose significant weight due to playing, disrupt sleep patterns to play, play at work, avoid phone calls from friends and/or lie about play time. Relationships with family and friends, and performance at work or school, may suffer. Theorists focus on the built-in reward systems of the games to explain their addictive nature.[42][43] In reference to gamers such as one suicide in China, the head of one software association was quoted In the hypothetical world created by such games, they become confident and gain satisfaction, which they cannot get in the real world.[44] Researchers at the University of Rochester and Immersyve, Inc. (a Celebration, FL computer gaming Think-tank) investigated what motivates gamers to continue playing video games. According to lead investigator Richard Ryan, they believe that players play for more reasons than fun alone. Ryan, a motivational psychologist at Rochester, says that many video games satisfy basic psychological needs, and players often continue to play because of rewards, freedom, and a connection with other players.[45] Michael Brody, M.D., head of the TV and Media Committee of the American Academy of Child and Adolescent Psychiatry, stated in a 2007 press release that there is not enough research on whether or not video games are addictive. However, Dr. Brody also cautioned that for some children and adolescents it displaces physical activity and time spent on studies, with friends, and even with family.[46] Dr. Karen Pierce, a psychiatrist at Chicagos Childrens Memorial Hospital, sees no need for a specific gaming addiction diagnosis. Two or more children see her each week because of excessive computer and video game play, and she treats their problems as she would any addiction. She said one of her excessive-gaming patients hasnt been to bed, hasnt showeredHe is really a mess.[3] Prevention and correction Some countries, like South Korea, China, the Netherlands, Canada, and the United States, have responded to the perceived threat of video game addiction by opening treatment centers. Because few clinical trials and no meta-analyses have been completed, research is still in the preliminary stages for excessive gaming treatment. The most effective treatments seem to be, as with addictions or dependencies, a combination of psychopharmacology, psychotherapy and twelve-step programs.

Saturday, January 18, 2020

Adolescent Offender Essay

Lionel Tate, a fourteen year old Florida boy was sentenced to life during March 2001 for killing Tiffany Eunick, a six- year boy during a wrestling match which took place in 1999. Thus he was convicted of first degree murder as the killing was due to aggravated child abuse and he was sentenced to life without parole.   His sentence was questioned by many critics and many wonder how the justice system allows to send a just fourteen year old boy to prison for life. The underlying question in the ongoing debate was that how a juvenile can be awarded punishment similar to their adult offenders. [i] Adolescent can be defined as the stage of life cycle from puberty to maturity ends at the age of majority. Adolescent thus refers to the change in physical system of a human leading to sexual maturity. Many adolescent teenagers without proper support factors can end in the ‘cracks’ and may land in hostile world. Juvenile delinquency means antisocial attitude beyond the control of parents and result in crimes that is punishable with imprisonment. In other words, it is a criminal offense committed by a minor. See more: Analysis of Starbucks coffee company employees essay Rolf Loeber has conducted research on delinquent paths or trajectories and recognized three discrete paths to a criminal career such as 1) the authority conflict pathway 2) The convert pathway 3) The overt pathway; He also recognise that disruptive behavior that starts from in early childhood with truancy ,lying , threat to animals . There were more than 600 murders that were committed by young people aged 12. Thus in the case of Lionel, it starts from early age of 12 and corroborates with Loeber finding under the overt pathway which escalated to aggressive acts beginning with aggression leading to violence i.e. murder. The Lionel may be of suffering from Problem behavior syndrome (PBS). People with these syndromes will resort to physical abuse, sensation seeking, and arrogance. Researches reveal that delinquent possessed this inherent behavior from very early young age. Some had resorted to drug abuse and heavy drinking as early as at age of 10 or still younger.   Thus the Rolf Loeber and David Farrington study reveals that early-onset offenders had a disruptive behavior with truancy, lying, cruelty to animals and theft. Thus the attitude of young offenders can be attributed when there is no adequate parental care, the environment of their brought up , inherent characteristics at birth and may also due to Problem behavior syndrome ( PBS) [i] Scott, Elizabeth S, ‘Blaming Youth’, Texas Law Review, Feb, 2003. Children Committing First Crime at Just 11. (2005, February 15). The Evening Standard (London, England), p. 16.

Thursday, January 9, 2020

The Importance Of Coaching And An Organization - 1541 Words

Introduction My opinion prior to taking this course and subsequently researching my first assignment is that the purpose of coaching is to collaborate with an individual either in a one on one setting or group setting with someone who will guide you and hold you accountable for what you know within yourself is needed for one to grow and succeed both personally and professionally. From what I have experienced within my current organization, coaching was only extended to senior leaders within the organization, while mentoring was offered to employees who were selected via an application process. In recent years this has changed with the creation of several Business Resource Groups (BRGs) that started offering mentoring/coaching to†¦show more content†¦There is ongoing debate over the definition of coaching and mentoring. Not only does coaching differs from mentoring it also varies differently from managerial approaches. Several organizations have adopted the process of coaching and mentoring as development tools to develop those employees who are seeking future advancement. Also, they are setting the foundation for future leaders. The adaption of these developmental tools within an organization is providing employees with the necessary feedback and support to establish and plan their career. Coaching and mentoring provides an employee with the necessary leadership and management skills they would need to endeavor in order to climb the career ladder within an organization. These processes are both helping activities, employed either as distinct interventions or together as part of a package of personal development. Coaching and mentoring are deemed a highly effective way to help employees through talking, sense of direction and guidance, self-esteem, efficacy and accomplishment. Reflecting on coaching. Coaching is the developing of a person’s potential and capability to the highest level attainable within their environment (Flaherty, 2010). While there exists a myriad of approaches to the manner in which coaching ought to be carried out, there exists consensus on the primal duties of a coach

Wednesday, January 1, 2020

Is Turkey A Democracy - 1907 Words

Dictatorship vs. Democracy Over half of the countries in the world are considered democracies, one of which being Turkey. Turkey believes that they are a model of a true democracy while other countries believe that Turkey is very far from being considered a democracy. This has been an ongoing argument amongst many people. If we take in to consideration what it means to be a true democracy, then Turkey would only possess a few of those qualities. If we were to look at the basic structure and elements of a dictatorship, Turkey would fit into majority of them. This is what leads me to believe that Turkey should not be considered a democracy but instead a soft dictatorship. There is a lot of evidence that would prove as to why Turkey should not be considered a democracy including, lack of freedom in many different way, lack of suffrage rights, a long process of trying to become a member of the European Union, high levels of government control, and high military power. According to Josep h Colomer, author of â€Å"The Science of Politics†, the minimalist definition of democracy is defined by two basic things, freedom and elections. He mentions within his book that in order to be a democracy you must have freedom of association along with freedom of expression and information. This is something that Turkey lacks. Freedom of association means to be able to form groups or clubs and meet without interference of the government. Turkey’s government has been known to interfere withShow MoreRelatedWomens Rights And Democracy In Turkey : The History Of Turkey1208 Words   |  5 PagesThe history of Turkey stretches back about 40,000 years. Although, Turkey was never colonized by another nation state, it was once occupied by the one of the largest and long-lasting empires in history, the Ottoman Empire. Following World War I and the fall of the Ottoman Empire in 1922, Turkey achieved its independence on October 29, 1923. 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