Statistical analysis of the gathered information clearly revealed an increase in inattentive behavior (p ? 0.001 for both Internet and console video games) and ADHD (p = 0.018 and 0.020 for console and Internet games, respectively). The researchers also concluded that students who engaged in video gaming for more than an hour showed significantly lower academic performance with (Grade point average (GPA), p = 0.019 and 0.009 for console and Internet games, respectively). The association between the time spent on playing video games and the YIAS (p < 0.001), was clearly evident indicating the development of video game addiction among the subjects who played for more than one hour daily [Philip and Terry, (2006)]. This study shows that children playing video games may develop attention deficit, which in turn can affect their school performance. It is also evident from the study that children can easily develop an addictive personality, consuming time and energy that could otherwise be fruitfully channelized to academic pursuits.
One of the early studies by Marny and Douuglas (2003) analyzed 607 8th and 9th grade school students by means of a self-reported survey relating to their video gaming behavior. The participants of the study were asked to rate themselves on a 'seven item scale of addiction' based on the 3 point Likert psychometric evaluation scale. A total of 85 subjects (15%) answered in the affirmative to more than 4 or more addiction measures listed in the questionnaire. 265 subjects answered in the negative to a minimum of 6 items and were classified as non-addicted. The subjects were then assessed for a history of their school performance, time spent in playing games, aggressive behavior, hostility etc. It was found that addicted subjects spent greater amount of time playing the video games (t (341) = -13.17, p < .000). The study also revealed a gender bias with boys more vulnerable to addiction compared to girls (x2 (1,345) = 42.86, p < .000). Also addicted subjects had high hostility scores (t (347) = -4.14, p < .000) and were more frequently involved in physical fights in the last year (t (347) = -4.14, p < .000). This study also indicated a negative association between video game addiction and school performance with addicted students reporting lower grades (t (337) = 5.035, p < .000) [Marny & Douglas, 2003].
Overall, this study clearly indicates that video game can be addictive and that addiction can entail negative consequences such as development of aggressive attitudes, behavioral maladjustments and a drop in school performance. The high hostility scores of children who played video games for more hours clearly suggests that video games kindle violent nature in children. This is mainly due to the aggressive content in the games.
Game Addiction (China and South Korea: A real Crisis)
The problem of Internet-based video game addiction is nowhere so pronounced as in China and South Korea. In these Asian countries, Internet gaming has blown out of proportions and has even resulted in fatalities. A series of cardiopulmonary deaths at computer gaming centers have prompted the Korean government to seriously investigate the issue of Internet addiction and in particular, video gaming addiction among young children and adolescents. The 2006 national report by the Korean government revealed some shocking facts. It was found that around 210,000 ( 2. 1% ) of 6 to19-year-olds were found to be severely addicted and 80% of these children required psychotropic medications. The report also indicated that 20% to 24% of the children required hospitalization. With Korean school students spending an average of 23 hours per week in video gaming, government sources project that another 1.2 million school age children may be urgently requiring counseling services and appropriate anti-game...
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