You are on page 1of 6

Welcome

NAME: YEASIN ARAFAT


ID: 191-15-12746
Topic:  Pathological Video Game Use among Youths: A Two-Year Longitudinal Study

Abstract:
In this paper measure the prevalence and length of the problem of pathological video gaming or Internet use, to
identify risk and protective factors, to determine whether pathological gaming is a primary or secondary problem.

RESULTS: 
Greater amounts of gaming, lower social competence whereas depression, anxiety, social phobias, and lower
school performance outcomes of pathological gaming.
 CONCLUSION: 
This study adds important information to the discussion about whether video game addiction is similar to other
addictive behaviors, demonstrating that it can last for years and is not solely a symptom of comorbid disorders.
Topic:  Addiction to the Internet and Online Gaming

Abstract:
This paper was written and published by a School of Computer Science Telecommunications and Information Systems, DePaul University.

Today computer and Internet use have become more common in everyday life. But overuse of this may lead to addiction. Research on Internet addiction
has shown that users can become addicted to it. Addiction to the Internet shares some of the negative aspects such as failing school, family, and
relationship problems.
Result:
In this study, a comparison will be made between online MMORPG game users and offline video game users.
The MMORPG survey demographics had a total of 91 responses: 88% of those were male, 44% had a high school degree, and 29% had a bachelor's
degree; 37% were students while 53% worked as full too much time playing. All questions that suggested heavy overuse were dominated by the
MMORPG users. MMORPG users would rather spend time in the game than with friends, and have more fun with in-game friends than people they know.

Offline game users had sought out video games to reduce depression at times, while MMORPG users did not.
CONCLUSION: 
The findings confirm the background that has been presented and highlights the differences between the two groups. It is clear that MMORPG users
enjoy the time they spend in-game even more than real-life activities with friends. MMORPG users have a different perspective on social life, which could be
labeled as antisocial or introverted and as such choose to spend their social time and energy in-game rather than socializing in the real world. 
Topic: Use and Addiction of Smartphone in Adolescence
Students 
In Bangladesh

Abstract: 

This paper was written and published by the Department of Statistics, Mawlana Bhashani Science and Technology University. This
study attempts to identify use patterns of smartphones and enlightened factors of the smartphone addiction in adolescence students in
Bangladesh.
Result:
More than 50% of early adolescent students spend at least 3 hours on smartphone in a day for the purpose of social media like
YouTube, Facebook whereas 80.9% late adolescence students spend time on playing online games on smartphones.
Conclusion:
This study shows that age increases the chance of Smartphone addiction also increases. Late adolescence students spend more time on
Facebook, YouTube and others social media.
Topic: Digital Game Addiction among Adolescents and
Young Adults

Abstract:
This paper was written and published by a School of Health, Namik Kemal University.

This study attempts to identify use of games that adolescents and young people used to play in the playgrounds and on the streets have been
replaced in recent years with online games played in front of the computer on the internet. This changing culture has resulted in the concept of
digital game addiction.
Result: 
Game addiction has been described in the psychiatry literature as an impulse control disorder characterized by symptoms such as the inability
to control the time spent on game-playing, a loss of interest in other activities. Although digital game addiction creates problems in family bonding
and other relationships. 
Conclusion:
Interest in the treatment of digital game addiction is growing among the psychology community. This article offers an overview of digital
game-playing behavior in the context of the current literature for healthcare professionals.
THANK YOU

You might also like