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Underline any rhetorical questions in the essay.
Mark any errors in spelling, punctuation, or capitalization,
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Professor Bevill
ENGL 1302-06
21 November 2016 '
Video Game Addiction ropooa e pedscivesion
Video game addiction affects more than an estimated 15% of video game playérs. Video
game addiction, like other forms of addiction, is a serious issue and can lead to many other
problems socially, physically,and financially. Those who play video games addictively may
eventually suffer from many social problems such as weakened relations with friends and family,
a decline in social skills, and social awkwardness. These players may also suffer from problems
physically, developing carpal tunnel syndrome, chronic back problems, sleep deprivation and in
very extreme cases, death. Video game addiction is a serious issue which is not as widely known
as a serious problem even though those that are addicted can be seriously damaged by this
addiction. There needs to be more widespread recognition of video game addiction to help those
that may need it. Many parents may be unaware of the problems excessive video game playing
may cause. The players themselves are also at fault due to ‘their denial ofthe problem they may
have, Microsoft should create an awareness program forall players to i increas? a avnreness of [4
video game addiction and to help prevent it.
‘Video game addiction is a serious issue that affects more and more people today. This
form of addiction that can affect everybody who has access to video games can lead to serious
consequences. Players will spend a large amount of their time playing video games which leaves
them with no time to put into other activities or responsibilities one may have. Some players get
addicted due to the game’s addictive nature and will affect players in ways that are unnoticed andPena 2
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denied by the addict. Player's relationships with friends and family will decline due to not: raat rene
spending time with them and choosing to play games instead. Those addicted also neglect the
social interactions with others instead replacing them with in game relationships and social
responsibilities. Physically, players will also suffer with an increased risk for developing carpal
tunnel syndrome, chronic back problems and an unhealthy diet, Video game addiction is an
unrecognized disease that must be recognized by gamers as a possible illness.
In order to help prevent video game addiction and spread awareness of this problem,
Microsoft should create an awareness program for players. An awareness program created by a
large tech company who has a large share in the video game market will make a large impact in
the gaming community, according to Microsoft's earning release of the second quarter of the
2016 fiscal year, the amount of xbox live players increased 30% to a record 48 million active
users (Earnings Release 1). Microsoft has a large amount of players they can possibly reach and
inform on video game addiction, Microsoft can release mass messages to xbox live users through
their consoles and the xbox app on computers that could redirect users to a video or website
educating them on the consequences of video game addiction. Additionally, those who believe
that they or someone they know could be affected could find out how and where to get help.
‘New users will have to go through the website before being able to play on their console or
Computer so that all users understand video game addiction,
This would help spread awareness to players and let them know of the consequences of
video game addiction and how to prevent obsessive game play. Most games have a small
disclaimer warning players to take a fifteen-minute break for every hour that you play but this
disclaimer is not very effective at stopping players. According to a poll on The Escapist, out of
153 players, only 8 players take breaks during gaming sessions (1).Pena 5
= Works Cited
“Poll: A Fifteen Minute Break Every Hour?” Poll: A Fifteen Minute Break Every Hour?, The
\ Escapist, 5 Mar. 2009.
“Earnings Release FY 16 Q2.” Earnings Release FY16 Q2, Mert
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