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Thesis On Game Addiction Essay

606 words - 3 pages


Modernization of living has a great impact to one of us, specifically in the field of technology that introduces us to this, computer age because of its many benefits that makes our lives better and helps us do work a lot better. One evidence is the excessive of use of computers of some Marian students, it gives us a faster access to the world and is very beneficial to our studies like doing paper works and at the same time, entertainment. But as computers became more popular, some students overused it and become a bad leisure for them causing them to skip their classes, they could not concentrate, and they become irresponsible, they didn’t do their school stuffs and obliviously overspending their allowance in paying a gaming computer unit and a bet. Lessen, determine and prevent computer addiction, are in the mind of the researchers in conducting this study.

The primary aim of this study is to obtain relevant ...view middle of the document...

Computer games provide various means for the users to express themselves, to explore the world and seek self-recognition. The Internet, which possesses anonymous and diverse characteristics, is an important channel for expanding friendship and seeking belonging. The above statements and research findings indicated that online games might offer positive and optimal experience to the players. However, excessive flowing in this optimal experience might result in negative outcome. This paradox is worthwhile of intense exploration. Flow theory can be referred to as the “Psychology of Optimal Experience,” which in recent years has been applied to the behavior of Internet usage and e-commerce by some research. The experiences described by flow state20–22 such as clear objective and immediate feedback, challenge encounter and adequate skill, combination of action and consciousness, concentration, sense of control, curiosity, loss of self- consciousness, purposeful experience, and inner interests are the states which can be experienced and accomplished by online games. Hwang23 once explored college students’ Internet usage behavior in Taiwan through flow theory and found out that under general situations, the users would actually experience flow state when using the Internet. The more the users sense the premise aspects of flow, the more they will realize the flow experience of Internet. Moreover, they are more likely to proceed with related exploring behaviors. Choi and Kim24 found that people continue to play online games if they have optimal experience because flow state had impact on consumer loyalty. Consequently, the optimal experience of online games relatively complies with the psychological state of flow theory. Following this logic, are users who are more involved in flow state in online games more likely to become addicted? Furthermore, once the users are more addictive to online games, they would exclusively focus upon seeking flow experience. Once the relationship between flow state and online games addiction is confirmed, it may provide suggestions for the intervention of pathological use of online games.

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