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Background of the study

An online game is a video game that is either partially or primarily played throughthe internet or any
other computer network available. Online games are ubiquitous onmodern gaming platforms, including
PCs, consoles, and mobile devices, and span manygenres including first person shooters, strategy games,
and massively multiplayer onlinerole-playing games.The design of online games can range from simple
text-based environments to theincorporation of complex graphics and virtual worlds. The existence of
onlinecomponents within a game can range from being minor features, such as an onlineleaderboards,
to being part of core gameplay, such as directly playing against other players. Many online games create
their own online communities, while other games,especially social games, integrate the players' existing
real-life communities.Online games culture sometimes faces criticisms for an environment that might
promote cyber bullying, violence, and xenophobia. Some gamers are also concernedabout gamming
addiction or social stigma. Online games have attracted players from avariety of ages, nationalities, and
occupations. Online game content can also be studied inscientific field, especially

gamers’ interactions within

virtual societies in relation to the behavior and social phenomena of everyday life. It has been argued
that, since the playersof an online game are strangers to each other and have limited communication,
theindividual player's experience in an online game is not essentially different from playingwith artificial
intelligence players. Online games also have the problem of not being permanently playable, unlike
purchased retail games, as they require special servers inorder to function.Online games or video games

can ruined your life, if you’re addicted in playingonline games you might end up doing things that is
different to the things that you’ve

done in your daily lives such as stealing, lying, sleeping late at night, gambling, droppingin school, many
more possible effects in playing online games. Addiction, defined byWebster dictionary as a "compulsive
need for and use of a habit-forming substancecharacterized by tolerance and by well-defined
physiological symptoms uponwithdrawal", was traditionally used to depict a person's dependence on
the substance. The problem of Internet addiction evolves together with the development and spread of
theInternet. As adolesents and emerging adults aaccess the Internet more than any other age groups
and undertake a higher risk of overuse of the Internet, the problem of Internet addiction disorder is
most relevant to young people. Some theorists focus on presumed built-in reward systems of the games
to explain their potentially addictive nature. Many video games, particularly massively multiplayer

Online role-playing games and social network and mobile games, rely on a "compulsionloop" or "core
loop", a cycle of activities that involve rewarding the player and driving them to continue through
another cycle, retaining them in the game. The anticipation of such rewards can create a neurological
reaction that releases dopamine into the body, sothat once the reward is obtained, the person will
remember it as a pleasurable feeling.This has been found similar to the same neurological reaction
believed to be associatedwith gambling addiction. In reference to gamers such as one suicide in China,
the head ofone 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.

Griffiths has also proposed that another reason why online video games are potentiallyaddictive is
because they "can be played all day every day". The fact that there is no endto the game can feel
rewarding for some, and hence players are further engaged in thegame. A high prenatal testosterone
load may be a risk factor for the development of videogame addiction in adulthood.The

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