Wednesday, April 23, 2008

Internet Addiction



The purpose of this blog post is to explore the nature of virtual relationships and examine whether their impact on modern society is positive, negative or indifferent. To commence this blog post, I have outlined a number of common benefits and disadvantages of online communities and the virtual world.

Benefits of online communities

· Ease of use ;
· Lack of barriers (geographical, financial and cultural);
· Ability to become a member of numerous communities simultaneously;
· Perceived idea of some type of benefit for the individual;
· Efficient communication;
· Speedy delivery of data;
· Exposure to relatively diminutive ideologies, forums and topics.

Disadvantages of online communities

· Addiction;
· Impact on real life relationships;
· Snowballing effect (when examining effects on racism);
· Loss of social skills.

The primary concern that will be discussed on this blog post is the issue of internet addiction. In order to conclude whether this issue is present, relevant and escalating, several resources have been utilized including a number of online gaming sites and resources from psychological referees.

The term “Internet addiction” was coined by psychologist Kimberley Young of the University of Pittsburgh in 1995 (O’Reilly, 2000). In 2000, Young opened the world first “virtual clinic”, The Centre for Online Addiction, which is aimed at curing internet addiction. Young (in O’Reilly, 2000) who claims to be the world’s first cyberpsychologist, argues “Internet addicts gradually spend less time with real people in their lives in exchange for solitary time in front of a computer”. This then leads to social withdrawal with can have alarming consequences.

Parsons (2005) estimates that on average between 4 – 10% of internet users become addicted to online communities, creating a wide spread epidemic. Parsons (2005) argues that the social component of online communities encourage participants to build and maintain virtual relationships, detracting from their ability to interact in real life social settings.

Ha, Kim, Bae and Bae, et. al (2007) argue that internet addiction found in adolescents is closely linked with depression, alcohol dependence and obsessive compulsive behaviours. Mackert (2007) supports this argument stating “addicts are more likely than habitual users to use the Internet for social purposes and to distract themselves from unpleasant thoughts in their daily lives”. This theory must be fueled by the violent nature of particular online games, for example, the extremely popular World of Warcraft. This online game allows individuals to form teams (known as guilds) to compete against other teams in order to kill their opponent. This game is infinite and therefore has no “end prize”. This is an excellent financial move by the creative team responsible for World of Warcraft due to the fact that a never ending game can continue to provide a high level of excitement and mystery… indefinitely.

Naturally, any business will be aiming to maximize profits, but at what cost? Creators of online gaming sites urgently need to review the content of their product and the ability it has to addict internet users. Every online gaming corporation should convey a sincere duty of care when creating products. Internet addiction can have devastating consequences and should be addressed as a serious and increasing contagion.


References

Google Images. 2008. http://images.google.com.au/images?hl=en&q=world+of+warcraft&gbv=2. Accessed April 24, 2008.
Ha, J.H., Kim, S.Y., Bae, S.C., Bae, S. et. al. 2007. Depression and Internet addiction in adolescents. Psychopathology, (40) 6. Retrieved April 28, 2008 from ProQuest Database.

Mackert, M, S. 2003. Internet habit and addiction. Michigan State University. Retrieved April 24, 2008 from ProQuest Database.

O’Reilly, M. 2000. Internet addicts can get online help. Canadian Medical Association Journal, (166) 2. Retrieved April 28, 2008 from ProQuest Database.

Parsons, J.M. 2005. An examination of massively multiplayer online role-playing games as a facilitator of Internet addiction. Iowa State University. Accessed April 24, 2008 from ProQuest Database.

4 comments:

Tash said...
This comment has been removed by the author.
Tash said...

Your article is an interesting read about internet addiction and highlights points that have been discussed about the benefits of online communities compared to those of those in the physical world.

However, the negatives mentioned seem odd from my perspective. I’m not one to say that internet and online game addiction does not exist, however describing it as “wide spread epidemic” seems unnecessary. This is mostly because people who conduct research on such topics usually are not involved in such communities and therefore have no insider’s perspective on the online environment. Others who also conduct research are usually involved with some organization that is against such activities, such as those that protect family well being.

I visited the Center for Internet Addiction Recovery and I found their tests and surveys to be quite biased in their questions and would not accurately represent internet usage, particularly in part 3 of their survey.

Statistics from other articles receive backlash in their comments noting that “it seems like this poll was done with a specific agenda in mind” and ““23% report that they have felt addicted to games.” This is a very subjective way to gather statistics, whether you “felt” a certain way”. Many people also noted that the professor involved in the conducted survey was part of National Institute on Media and the Family, meaning he probably already set out to prove games have negative effects on others.

While these articles are on video games, the same reactions are being said about online gaming systems. Overall, I believe that some reactions are mostly ‘moral panics’ to others spending time on the internet so slightly longer hours than usual.

You may also want to view this article for that demonstrates an interesting backlash to comments made by someone who had never played the game.

NB13 said...

Hi Tash. Thanks for your comment. That's a great point. I do believe that a certain level of criticism does come from people involved in 'anti' industries and this will reflect a biased opinion.

I however, as an objective and impartial observer, have witnessed the effects gaming addiction has had on two close friends. Both have become addicted to the game WOW and it has, honestly, quite severely affected their lives. Of course they are oblivious to the fact that it has damaged not only their social skills but also their physical wellbeing.

Gamer 1, prior to discovering WOW, was an outgoing, good looking young man with an array of friends. Now, he will literally spend a minimum of 8 hours per day 'raiding' and has put on in excess of 20kg in one year. His computer chair has an indent in it and he has, on numerous occassions, left social functions early to join an online raid. His social skills have completely diminished and he is no longer the 'insert name here' he once was.

Gamer 2 suffered a hard-drive malfunction and lost power during an online raid. He was so 'lost' without his WOW function, that he travelled - at 11:00pm - across Brisbane to a friends house who then replaced the part in order for 'insert name here' to continue raiding.

So although I agree that some views are biased, I definately believe that there is truth behind the theory.

KattyS said...

Your blog on ‘Internet Addiction’ is an interesting read however you seem to have only observed the negative affects of online games yourself. The blog started off outlining both positives and negatives, yet the remainder focuses only on the apparent concerning nature of games. It comes across very biased, and it would have been interesting if you had mentioned the positive side or a contradictory point of view, rather than focusing on just one. For example, if it weren’t for WOW I would have never met my boyfriend. I met him, not through the game, but through friends who met him through it. He plays it to engage, socialise, and communicate with online friends.

While there is some truth behind your theory, what exactly do you define as internet addiction? I know I spend half my day almost every day on the internet, but does that make me an internet addict? I agree with Tash and that naming it as a “wide spread epidemic” is going too far. I also believe that it is definitely not a contagion.

It is an interesting point of view, but perhaps you should have looked at other players rather than just your two friends. For example, it is interesting to go onto WOW forums and read other players’ opinions on addiction. I believe it is not an addiction as players would be able to live without it. Perhaps, gaining a wider scope and different viewpoints in the future would strengthen your theory.