Internet gaming disorder
The present world is faced with a problem that people are turning to the computer to get what other people cannot offer. The prevalence of the use of computer games can be seen from the fact that people over the world fill the customer in waiting cabin of a game that relies on the interaction between customers. In the “second skin”, the behavior of people across the world when it comes to beating the boredom of being lonely has been represented as to have had various impacts on the social life of individuals. The reaction of individuals to rely entirely on machine intelligence to create entertainment could be seen as a venture that requires some few regulations.
Playing online games with real players depends on the availability of reliable clients to work with them. The rate at which one gets an opponent depends on the number of idle people on the other side of the interface who are free and ready to take a chance in playing the game. According to “The second skin” the individuals who spent significant time online are always in either difficult relationships, or are not working (Starcevic, & Aboujaoude, 2017). For me, an online game would only help to relieve stress after a long work day and should not be used for dealing with a lack of social life partners. Gaming is addictive and thus should not be left to steal the participant’s social life. The gaming industry should be regulated to cater for the issue of addiction. If the issue of gaming is not addressed in time, a risk arises in that; the world will be made up of computer-reliant ‘zombies’ that have no value but stay blindly at the computer waiting for an online player to provide the audience required for the game.
Gaming poses a risk of stealing the general happiness of the world. Individuals do not care about how long they spent in the gaming industry. The world’s economy is set to face the risk of suffering due to the introduction of several games. The response from online players seems to be a case of a forced attempt to quit a behavior that has formed deep roots on one’s character. Spending too much time limits players concerning the time given for personal interactions and search for happiness. The disadvantage of spending too much time on the computer is that an individual has limited time meeting other people who could help out in saving people’s lives. The spending of excess time on gaming has been associated with vices such as suicide and domestic violence. On suicide, individuals do not have enough time to discuss burning issues with people who could help but instead spends time keeping problems to themselves. When individuals reach a certain limit, then suicide follows.
Also, the outcomes expected from specific games tend to be a serious consideration by players. Reports of individuals committing suicide due to poor performance in certain games have been on the increase. Some games have very daring outcomes which mean that players have to bet with their lives in a bid to obtain a specific result. The virtue working system provides a chain of workers, but the effects that happen due to engaging in the game affect individuals. The effect could be so severe and could require medical attention.
Generally, virtual gaming has dominated the gaming world. The introduction of gaming has almost replaced human happiness and social life with computers. The gaming activity only affects the player’s social lives. If the results from virtual games are dangerous, cases of suicide tend to become common among gamers.
Reference
Starcevic, V., & Aboujaoude, E. (2017). Internet gaming disorder, obsessive-compulsive disorder, and addiction. Current Addiction Reports, 4(3), 317-322.