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Name: Perez, Catherine G.

Date: January 21, 2022


Course: MPA

Nowadays, more and more people are starting to use the Internet. At the same time,
online games have become extremely popular among the young generation thus leading to the
proliferation of online game addiction on a global platform (Iowa State University, 2011).
According to recent researches, online gaming has become one of the most addictive Internet
activities to date (Wan & Chiou, 2006). Based on established researches, the thesis is interested
in discovering the reasons behind why young people start to play online games as well as how
playing such games affects the daily lives and activities of them. Computer games have become
a very popular leisure activity among children and adolescents in recent years. In fact, based on
popularity alone online gaming garners a larger share of ‘favorite’ votes among young people
than physical team sports such as ice hockey and football combined. There are many benefits of
the Internet as it not only acts as an entertainment tool, but also an important professional
resource for work, communication as well as education. However, despite all of its inherent
advantages, the Internet also has its drawbacks. Although the Internet could be very productive,
it can have a drastically opposing effect. For some people who play online games, the Internet
acts as an enabler. It is 7 used to feed an addiction, which by its very definition interferes with
daily life, work and personal relationships. Online games may have significantly negative
consequences, especially in the lives of students, through causing distraction and interfering with
important reaction of out-game life actions, such as academic performance, health and social life.

I’ve heard people (older people, frankly; okay that includes people my age, I’m afraid)
who express concern at what all those hours playing games with new world hack has done to the
newest generation in the work force. That they are anti-social, that they have unrealistic
expectations, that they want things instantly, like they can get in games. That they don’t know
how to work in teams.

Personally, I don’t think those worries are too relevant, but they also reflect a profound
misunderstanding of what gaming is really like, as evidenced by the gamer disposition that Seely
Brown and Thomas describe. And they reflect a certain lack of flexibility that is at the heart of
most generational issues. Generational criticisms come out in the following structure:

 Young people are not like me.

 The way I have done things has really worked well.

 The way young people are doing it is not working well.

I have heard a concern expressed that playing video games has contributed to a lack of
respect for rules. In order to win many video games, you at one point or another need to break
the rules, or at least doing things in ways that don’t “make sense” (going through the obvious
door rarely works out—you need to find a way around). Some may see this as a problem, but the
Gamer Disposition describes it positively: as learning, as discovering new insight, as deepening
your understanding. The game Mobile Legend is a personal favorite of many people especially
teenagers. As the game is fun and highly addictive thus its gained several numbers of players,
who try their luck on it on a regular basis.
Remember that your mental models are constantly shaping your thoughts and
conclusions. The more flexibility you have—the more aware you are of the models that are
operating, the more you will be able to see where there is value in how another generation is
doing things (and, frankly, where they are screwing things up).

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