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Online Games: Are You An Addict - Essay Example

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The author of this paper states that not long ago, a lot of games were introduced to us.  There was the Game & Watch, Brick game, Nintendo, Super Nintendo, Play Station 1, 2 and 3 as well as the simple computer games we have like Spider Solitaire…
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Online Games: Are You An Addict
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ONLINE GAMES: ARE YOU AN ADDICT? Not long ago, a lot of games were introduced to us. There was the Game & Watch, Brick game, Nintendo, Super Nintendo, Play Station 1, 2 and 3 as well as the simple computer games we have like Spider Solitaire, Hangaroo and Text Twist to name a few. Due to the generation’s ability to manipulate technology, and the cunning businessmen, online games was created. With the latest craze in online games, tournaments are even held for online game enthusiasts around the world. It is almost regarded as a sport rather than just an ordinary game with which you play just to pass time. Participated by all, even 4 year olds are into playing online games, be it Filipino, Koreans, Americans, all can get hooked by this latest craze in technology. But to some, it’s like taking prohibited drugs, take it once and before you know it, you get addicted. In no time, it will consume you, destroying you as it destroys your relationships… your job… your life. If you are not wary, you will end up an addict and a loser. This paper will show if Filipinos have the tendency to be online game addicts. I made an interview with fifty (50) Filipinos who share the same interest and craze in online games. I chose respondents who frequent the internet café’s because this will determine the intensity of their “addiction” to online gaming. Their ages range from as young as 12 to as old as 35. Players ages 16 and below say they only play online games with friends on weekends or at the end of the day after class. When asked how many hours they play on weekdays, most of them replied from 5:30 p.m. to 8 p.m. the most. In this case, they have approximately 2 ½ hours of playing in the computer. When asked what time they go to bed, most answered 11 p.m. For staying up so late at night and having classes the following morning at 7 a.m., they need to be awake at least 5:30 a.m. and with this time schedule, they only have 6 hours of sleep, when what is required is 8. I also asked them what their parents say about them spending so much time playing online games. Most parents of these children do mind a lot (although some answered ‘okay’ at first). It’s just that the child won’t listen and the parent would not fuss about it any longer and besides, most homes have PCs and internet connection, plus with the internet cafés around, the child always have access even if you forbid him hundreds of times. For those who are older than 16, they say they play because of the fun of the game, the sense of victory after every game won and also because of the friends that they play with even if they haven’t seen them in person yet. They spend at least 3-5 hours in a day to play and during the game, depending on the type, a group of players would identify someone who will represent the group as their leader. This person usually is the one who tells the group what to do, when to play, when to meet for a meeting regarding the game and would think of strategies to further hone their “skill” and conquer the enemies and move up to the next level. The other members of the group would assume a particular role, which ever role is present in the game. They also search the web to know more about the game and check if there are ways in which to cheat and pass levels. They said that there are websites where one can purchase a book which helps the player in knowing more about the game and teaching how to make codes. But, they say that even how tempting it might sound, they prefer not to do it because they would lose the sense of victory and achievement. By cheating, they would never know how good they are. When a whole group enters a room (an internet café), the choice of the members of the group is relatively stable (Leboyer, 130). Same goes with online games. Playing online games allows an individual to experience virtual exhilaration and camaraderie. There is also a sense of ‘oneness’ or ‘belongingness’ in a particular group you choose to play with. The fixed elements in the environment determine the behavior of a person and previous social experiences also influence their choice (Leboyer, 130). In online games, the player has ‘control’ over his territory, let’s take for example the game Counter Strike. Playing the role of a G.I. or a soldier, along with your teammates (other players) gives you dominance and dominance produces the control of territories which are bigger and more valued strictly within the group, and this relationship only occurs when the social structure of the group is stable (Leboyer, 128). How many of us has control over our work? Our family? Our wife? Our schedule? Our studies? More often than not, we get frustrated because most of the time we are not able to have control over things and have it go the way we want it to. Playing online games give a person a certain authority and control which seldom happens. While playing, you are with the same type of people, having the same interest and the same goal. Although, of different nationalities (because in an online game one can play with people anywhere in the world) due to the same purpose, you understand one another and it amazes you. This amazement will make you think of the game you played and you discuss it with your ‘playmates’ or your teammates, and you start laughing, then you talk about strategies in your game and you become so interested. This great interest in the game and on the team that you are playing on, would make you want to be ‘into’ the game. This great interest about the game, “liberates” the person from his daily obligations which puts pressure on him. Too much pressure with the surroundings, family, school and work,or the present environment itself can be too much to take at some point. The concept of environmental overload was first mentioned by sociologist Simmel who, as early as 1903 put forward the idea that living in a city was a source of psychological disturbance in the sense that the excess of information forced the individual to protect himself by filtering out stimuli (Leboyer, 114). One way of avoiding environmental overload is the ability of a person to find something else to do that would make him feel relaxed; something that he enjoys and is totally different than his regular routine. In studies for example, these kids who go to internet café’s to play also go to school every weekdays and that is five days per week; and when they come home from class on a Friday, they’ve got homework to do or even projects. This means that they are so bound by their studies that sometimes they feel like they want to break free from all this “regularity.” Such routine, week after week, not mentioning the periods and days that you spend time in studying to pass quizzes and exams, gets so much into their system, making them feel like puking already because of the pressure and too much information. Besides, not all subjects in class are something that interests us, or we really like. Online games, give these kids something that is very interesting in the sense that they play not only with their friends but also with other people whom they haven’t seen before. Unlike schooling, online games require only little difficulty, if not none at all, in understanding the concept of the game. Even if it also requires the learning of absorbing of new information, it is less stressful. The absorption of new information about the game a player chooses to play would be perceived as less stressful because the stimuli is something that is new, a novelty which sparks their interest plus the testimonies of other players on how fun it truly is. When Filipino players enter the room, the first behavior that is very evident is their handshake and pat-on-the-back ‘ritual’ or the high-five and hand shake gesture. These are how they greet other players as they meet in the internet café, or wherever their paths would cross. After the greetings, they would all sit together if it’s possible, if not, at least they would be seated close to one another. While playing the game, these kids who all speak the Filipino language really does cause a ‘commotion’ because in the duration of the game, they would laugh, shout at one another, give side comments to each other and even curse (but they’re not angry, just an expression). These behaviors is brought about by the overwhelming feeling of excitement, fun, adventure and also the thrill brought about by the game. The interaction and communication between the players in online games are intense even to a point where you feel you already know that person because of the bond that you shared during the game. The relaxed, easy-going, thrilling anticipation of gathering to again play and compete give these kids a sense of freedom, as if finally, they were now doing what they really wanted to do, of doing what really interests them. One observation gathered during the interview was the realization that these kids are smart. They are smart because they are technologically savvy. This skill when tuned into a better channel could be a positive strength that would help the kids go through with studies and have a successful career in technology or even in business. They way they understood the concept of the game, which most of us have difficulty understanding it, the way they use and manipulate the computer to create other means of controlling the game, like using the key board for example, instead of only the mouse. For these kids who spends time in internet cafes playing games for at least 2 hours a day are not really game addicts. It was clearly observed that a majority of the players were ages 12–24, they composed 38 out of the 50 respondents interviewed. The remaining11 respondents were composed of ages 25-35. Apparently, only the younger ones are into online games. Being able to know about the attitude and cultures of Filipinos, it is evident that even if children were given the freedom to play whenever they want and for as long as they want to but still, Filipino parents really have a strong “hold” and influence on their children. 95% of the respondents say that although they really like playing online games, they will never be addicted to it. When asked how did they know, they all replied, “I just know I wont.” In the end, they would always be “rescued” so as not to cross the line of addiction in online gaming. SURVEY QUESTION FORM Name:_____________________________________ Age:_________ Sex: ( ) M ( ) F 1. How did you get into playing online games? 2. Why do you like playing online games? 3. Title of online game/s you usually play? 4. How many hours a day do you spend in playing online games? 5. How many days a week do you play online games? 6. Are there tournaments in online gaming? ( ) Yes ( ) No 7. Did you join any of these tournaments? ( ) Yes ( ) No Why? 8. What are the prizes at Stake? 9. What does your parents say about you playing online games? 10. In your opinion, is online games addictive? ( ) Yes ( ) No Why? 11. Who do you usually play with? 12. Do you create chat rooms to discuss the techniques of the game? ( ) Yes ( ) No If Yes, how? 13. Do you create pass codes to pass levels? ( ) Yes ( ) No If Yes, how? 14. How much do you usually spend in a day just to play games? 15. If asked to quit, will you quite playing online games? BIBLIOGRAPHY Claude Levy-Leboyer. Psychology and Environment. Beverly Hills, California: Sage Publications, Inc. 1982. "Online gaming." Wikipedia, The Free Encyclopedia. 21 Nov 2007, 03:38 UTC. Wikimedia Foundation, Inc. 24 Nov 2007. Retrieved: 20 November 2007 . "Massively multiplayer online role-playing game." Wikipedia, The Free Encyclopedia. 22 Nov 2007, 16:28 UTC. Wikimedia Foundation, Inc. 24 Nov 2007 . Jo Twist. “Picturing Online Gamings Value.” BBC News Technology. October 27, 2005. BBC News Online. Retrieved: 20 November 2007 Jason Whiting. “Online Game Economics Get Real.” Wired Diversity Inc. Magazine. Retrieved: 20 November 2007 “Ethnography.” Sage Journals Online. Retrieved: 20 November 2007 Read More
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