chuyhardy
Usuario (México)
What is video game addiction? What are its boundaries, its symptoms, its treatments? How wide is its scope? And is it even a medically recognised condition in the first place? In Part One of this GameSpot AU feature we speak to researchers, psychologists, medical bodies, and gamers to gauge their thoughts on the causes and effects of video game addiction, the significance of its recognition as such, and the potential for future research. We also look at this issue from the game makers' side, as well as explore some real-life cases of addiction. Is a video game addict simply someone who likes to play a lot? If asked to define "video game addict," most of us would reply that a video game addict is someone who likes to play a lot of video games. But that definition is as close to the truth as the definition "someone who likes to inject a lot of heroin" is an accurate portrayal of a heroin addict. Our unfamiliarity with video game addiction stems not just from the ease with which the term "addiction" is thrown around, but also from a vast misrepresentation of the issue in the mainstream press, with sensationalist headlines like Video game addicts are not just shy nerds (June 5, 2008, Chloe Lake, NEWS.com.au) not an uncommon sight. Add to this a lack of medical and psychological research, and it's no wonder we think video game addicts are just people who like games too much. Defining game addiction Before we explore whether video game addiction exists and what form it takes, we need to know what it means to be an addict. At its core, addiction is a psychological disorder that affects the way the brain functions by impacting chemical processes related to motivation, decision making, learning, inhibitory control, and pleasure seeking. Behavioural addictions like gambling and sex are forms of psychological dependence; addictions to substances like drugs and alcohol are forms of both psychological and physical dependence. An addict is defined by his or her psychological compulsion to carry out certain behaviours or consume certain substances that are often detrimental to his or her health or well-being. Although this repeated consumption often leads to other problems in areas of social and mental health, an addict cannot stop him- or herself from recurrent use. The hallmarks of addiction are often an increase in time spent in the consumption of these behaviours or substances at the expense of other activities; recurrent failed attempts to stop; and recurrent preoccupation and intense psychological urges or desires that are difficult to control. Video game addiction is still a newcomer to the field of psychology and is not yet medically recognised as a proper addiction due to the lack of research conducted into its causes and effects. So, while it's common for clinics to specialise in the treatment of drug, alcohol, gambling, sex, and other addictions, it is not common for clinics to specialise in the treatment of video game addiction. However, during the last five years, countries like China, South Korea, the Netherlands, Canada, and the USA have begun to recognise the health threat posed by video game addiction and have opened clinics that deal specifically with the problem. When gamers excel at playing a particular game, the dopamine levels in their brain rise, causing them to feel good. The argument for excessive video game play as a real psychological addiction is that a person gains psychological reinforcement from playing, and excelling at, a game. By becoming an expert at a game, a person releases a neurochemical known as dopamine in his or her brain, whose function is to make us feel good. This is a natural response humans have to good experiences, such as eating favourite foods, listening to music, or watching a good movie. For it to be a psychological addiction to video games, it rests on how much dopamine is released in those who are believed to be video game addicts, in comparison to the levels released during other positive lifestyle activities. Symptoms of video game addicts are varied--they can range from social isolation, poor social skills, and erratic mood swings to neglect of responsibilities such as health, regular sleeping, hygiene, financial commitments, and work and study responsibilities. A new addiction Now that we know what addiction is, we need to see if video game addiction fits the pattern of a medically recognised addiction. In July 2006, the world's first video game addiction clinic opened in Amsterdam. The event sparked the curiosity of the global press--it was the first time video game addiction was acknowledged, and the subsequent coverage pointed to the increasing popularity of video games and the people who just couldn’t stop playing them. Almost all media reports at the time and subsequent reports dealing with video game addiction pointed to the few instances of video-game-related deaths as examples of addiction, wishing to demonstrate the debilitating effect of video games. But few reports actually defined addiction or indicated that not all video game addicts eventually kill themselves, or others, through excessive playing. The cases most often cited include a South Korean man who collapsed in an Internet cafe after playing Starcraft for 50 hours; a man in China who died after playing online games for 15 days consecutively; a 13-year-old boy from Vietnam who strangled an elderly lady with a piece of rope because he wanted money to buy games; and a number of cases in the United States involving angry teenagers murdering family members over games and consoles. The fact that the latter cases have more to do with displays of deep mental instabilities rather than addiction was not mentioned in the reports, an omission that no doubt has contributed to the public's widespread confusion about what video game addiction really is. http://image.com.com/gamespot/images/2009/features/gameaddiction-au/gameaddiction_embed003.jpg A US teenager shot his parents, killing his mother, in October 2007 after they took away his copy of Halo 3. In the research field, things are a little different. The last five years have seen a progress in the recognition of video game addiction as a real addiction, with more research dedicated to studying its scope, causes, and effects. At the 2006 annual meeting for the American Medical Association (AMA), a resolution was adopted commissioning the AMA's Council on Science and Public Health (CSAPH) to prepare a report reviewing and summarising the research data on the emotional and behavioural effects of video games, including addiction potential. The report, based on information from scientific literature from 1985 to 2007, concluded that there is currently insufficient research to definitely label video game overuse as an addiction. However, the report's authors used several case studies and surveys to find evidence of video game addiction, arguing that symptoms of time usage and social dysfunction/disruption present in video game overuse also appear in other addictive disorders, and, despite its reluctance to name video game addiction as a definitive mental disorder, the CSAPH recommended that the AMA strongly encourage the inclusion of video game addiction as a formal diagnostic disorder in the upcoming revision of the American Psychiatric Association's (APA) Diagnostic and Statistical Manual of Mental Disorders (DSM). The DSM is widely recognised as the standards manual defining mental disorders. It provides diagnostic criteria for mental disorders and is used by researchers, doctors, health insurance companies, and pharmaceutical companies and policy makers. It has been revised five times since it was first published in 1952, updating existing disorders and adding and removing new and redundant disorders. The CSAPH's recommendation to encourage the inclusion of video game addiction in the upcoming DSM was followed up by the AMA in June 2007, and, in response, the APA stated that "if the science warrants it, this proposed disorder will be considered for inclusion in the DSM-V, which is due to be published in 2012." Video game addiction could be included in the next edition of the Diagnostic and Statistical Manual of Mental Disorders. GameSpot AU contacted the APA and received the following statement in regards to video game addiction and the 2012 edition of the DSM: "There is no way to state specifically whether or not the issue of video game addiction will or will not be included [in the DSM of 2012]. What we can say is that our workgroups are considering all issues, new science and research as they are continuing work on the DSM-V." A need for research Studies into video game addiction are scarce. However, the increased recognition of the issue amongst the scientific community means more and more researchers are beginning to look seriously at video game addiction. Daniel Loton, an ethics officer and former psychology honours student from Victoria University, used his thesis to explore the relationship between social capacity and problematic video gameplay to try to determine the cause of video game addiction. Loton used the Social Skills Inventory (SSI), a broad scale that measures basic social skills, to survey 560 male and 61 female gamers with an average age of 23.4 years. His survey found a very small connection between social capacity (that is, social skills and self-esteem) and video game playing. Given the past research on the topic, Loton said his study yielded surprising results. "To use the words of the American Medical Association after it had conducted a review of the literature, problem gamers are likely to be...somewhat marginalised socially, perhaps experiencing high levels of emotional loneliness and/or difficulty with real-life social interactions," Loton said. "Considering this past research, I would have expected social skills and self-esteem to drop as problematic play increased. Instead, only a tiny relationship emerged." The results revealed that basic social capacity is not the central cause of problematic video gameplay. Broadly speaking, no serious negative consequences of playing video games were revealed, even when playing to the extreme. Loton thinks his results may turn attention away from the assumed link between social capacity and problematic video gameplay and direct attention to other characteristics such as behaviour moderation, depression and stress, locus of control (that is, feelings of control one has over one's environment), and arousal (using games to get excited or to relax). Loton’s study showed that social capacity is not the problem when it comes to excessive video game playing. Richard M. Ryan, a psychologist and professor of psychology, psychiatry, and education at the University of Rochester in New York, has been focusing on a different aspect of video game addiction: motivation. Ryan and his team are testing the idea that psychological needs for control, mastery, and connection can be readily satisfied within games. "People can feel a lot of autonomy and competence during play, and also it can be a place to relate with others, albeit in a virtual context," Ryan said. "We think that this poor self-control, combined with a more impoverished life, leads a subset of players to sink deeply into the gameworld and in time to feel an obsessive need to play. The obsessive player feels he/she has to play, does it too much, and gets less fun and satisfaction out of it. It also crowds out other satisfactions in life, compounding the problem." Ryan and his team found that when games were played for less than 10 hours a week, there was no evidence of negative effects on wellness; when games were played in excess of 20 hours a week, signs of ill-being emerged--negative mood, symptoms of depression, and more impoverished relationships. The team's studies showed that those who overuse games are getting fewer of their needs satisfied in their lives outside of games. "We also discovered players who report obsessive attitudes toward games--they are preoccupied with their games, feel compelled to play, and feel tension when they cannot or are not playing. This latter set of players also shows signs of negative effects on psychological functioning." Ryan's research showed that those who spent more than 20 hours a week gaming showed negative mood swings and symptoms of depression. Ryan thinks the lack of quality research into video game overuse will be rectified with time as games become more sophisticated in the ways they satisfy people’s psychological needs. “We have a lot of people, some in the media and some in the sciences, who are too ready to make very strong claims about video games, whether we are talking about aggression, addiction, or cultural estrangement, based on very little evidence. I think that is especially how the media often sells stories. Some commentators exaggerate risks, and on the other hand there are defenders of games who deny any and all problems and attack any perceived bad news. "Games are relatively new in our culture, and such vacillation between hysteria and denial I suspect often greets any new phenomenon, from hip-hop to the Internet to video games. Both sides usually have some part of the truth, but it may be a while before at least we as scientists, much less as a society, have a coherent understanding."

Amigos de T!, les traigo la respuesta a esa incognita, espero lo disfruten =)
Que tal amigos de Taringa, aqui les traigo este WTF que paso en algun show de talento de alguna escuela, espero les guste y les de risa, solo les comento VEANLO COMPLETO para que lo disfruten, el saludo se agradece =p link: http://www.youtube.com/watch?v=RdmqRno1rOI
Que tal, les traigo otro sketch del emo, ahora el emo es el padrino en la boda, disfrutenlo y no olviden comentar =). link: http://www.youtube.com/watch?v=TCRLpfBN_u0
Rian hasta morir, espero les gusten los fails link: http://www.youtube.com/watch?v=iE7X_ngWj1c
Que tal les traigo otro de estos divertidisimos sketch, veanlo y dejenme el saludo XD.
Que tal amigos, aqui les dejo este comecial, estoy seguro les gustara XD. link: http://www.youtube.com/watch?v=hqHgTc5c8F4
Que mas se puede decir de este tipo?, jajaja rian con la ocurrencia de esta persona
Rian hasta la muerte con este tipo y aprendan! link: http://www.youtube.com/watch?v=YewhKuT8j8M
Tomate unos minutos de tu dia para reir con estos fails de aquellos "maestros" del arte marcial. link: http://www.youtube.com/watch?v=ZcOFPgB-Mf4 Si te gusto mi post aprovecha para ver los demas, tengo de interes variado.