Video Game Addiction Term Paper

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Adolescent Video Game/Internet Game Playing: Amount of Time Per Day Considered Addictive

Video gaming addiction has been recognized as a new form of addiction requiring treatment. Today's video games are extremely graphic and realistic. Youth who escape into the world of video gaming, spending excessive time in this particular pursuit are at a high risk of developing video gaming addiction. Video gaming addiction is linked to violence among youth and specifically among boys. Time spent video gaming has been indicated in research to be an indicator of the individual's addiction or potential of developing an addiction to video gaming however, there are other characteristics of the individual that play a contributing role in the individual becoming addicted to video gaming. Future research should concentrate on identification of individual characteristics that, when combined with excessive time spent video gaming is likely to lead to the individual developing an addiction to video gaming.


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TOPIC: Term Paper on Video Game Addiction Assignment

Current research is exploding with reports of a new addiction and specifically video game addiction. In fact, this phenomenon has bee noted on a worldwide basis. In fact, there are reports of new clinics just to deal with this problem triggered by technological applications in the form of video games. These games are very graphic and very realistic and these games are taking their toll on the world's youth. Society can testify most certainly that with every new technology, including the telephone, radio and television that research has reported findings as to both negative and positive impacts that the technology has shown upon adolescents. Recently, online gaming, similar to activities in previous generations, has raised concerns regarding the effects on children's behavior. These games appeal to adolescents for many reasons. A large number of the studies have dealt with video game playing teens (boys) and violence. Another growing area of concern is addiction. It is not so much the video/Internet game itself, but the time spent playing the game that raises an issue. This present study is one that focuses upon video game addiction and specifically in making some type of determination as to how many hours per week spent occupied with playing video games would indicate an addiction.


In the work entitled: "Video Game Addiction among Adolescents: Association with Academic Performance and Aggression" reports a National Institute of Media and the Family study relating to video games among children and adolescents. This study reports a "self report measures of video game habits" among 607 8th and 9th graders for hand-held devices, video game consoles, and the computer." (Hauge & Gentile, 2003) in this work, it is reported that findings are based upon a scale of addiction identified as two groups: (1) addiction; and (2) non-addiction. Findings of this study include the fact that: "The addicted group revealed more reports of involvement in physical fights in the last year, more arguments with friends and teachers, higher hostile attribution scores, and lower grades. " (Hauge & Gentile, 2003) the addiction questions used in the research were based on "modified DSM-IV criteria for Pathological Gambling." (Hauge & Gentile, 2003) These authors state that results in Fisher's 1994 study indicated that: "6% of the sample (N=450, 48% male and 52% female) was defined as 'pathological players'. Males played more video games overall, but a significant gender bias as not found in the group defined as 'pathological players'." (Hauge & Gentile, 2003) Included in the measures of video game habits in this study was a seven-item scale of addiction, rated on a 3-point Likert scale with participants in the top 15% of the sample answered 'yes' to four of more of the addiction items (N=265) which were those classified as 'Non-Addicted." (Hauge & Gentile, 2003; paraphrased) the remainder of participants were excluded from the study." (Hauge & Gentile, 2003) This study is reported and shown in the following figure labeled Figure 1: Means (and Standard Deviations) of Variables.

Means (and Standard Deviations) of Variables.

Non-addicted Addicted group

Weekly amount of play

4.53(5.86)a 21.65 (18.24)a

Arguments with teachers

1.59 (.96)b 2.07 (1.22)b

Arguments with friends

1.71 (.87)c 2.03 (1.08)c

Arguments with parents

2.56 (1.02) 2.81 (1.08)

Hostile attribution bias

32 (.20)d

43 (.26)d

School grades

9.84 (2.27)e 8.27 (2.98)e

Source: Hauge & Gentile (2003) study entitled: "Emotional and Behavioral Effects, Including Addictive Potential of Video Games" Presented by Mohamed K. Khan, MD, PhD… [END OF PREVIEW] . . . READ MORE

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How to Cite "Video Game Addiction" Term Paper in a Bibliography:

APA Style

Video Game Addiction.  (2007, June 16).  Retrieved September 18, 2021, from

MLA Format

"Video Game Addiction."  16 June 2007.  Web.  18 September 2021. <>.

Chicago Style

"Video Game Addiction."  June 16, 2007.  Accessed September 18, 2021.