And here we are again on this topic, in the past I mentioned that it really is a problem today, but gaming is not the reason for it. I also mentioned, in response to a Filipino politician, that “we will soon produced war-freak adults” because of these games, that the problem really lies at home and the environment where these gamers or more specifically the “new breed” of today’s gamers are and usually hang-out. From their family’s home, their neighborhood, to their schools and universities, to their friends offline. Simply, their “environment”.

According to the executive director of the International Game Developers Association or IGDA, Jason Della Rocca,

“At what point does the ‘World of Warcraft’ become more menacing than the pub down the street?” said Jason Della Rocca, executive director of the International Game Developers Association, based in San Francisco. “It is a game that does consume people, but on the whole, these so-called addictions are more to do with the person than with the games. Someone who is having issues in their personal life will probably withdraw themselves into this world, which is a rich community for interaction.”

Doctors and experts agrees:

Valleur, at the Paris clinic, agreed that usually there are tensions at home that drive players to seek refuge in a virtual world. He estimated that the problem probably strikes 2 percent to 4 percent of players, about the same percentage as problem gamblers.

Didn’t I say that before? Whatever the reasons are why there are drug addicts, gamblers and the like, the reasons may not be so different with those who are addicted to gaming, specifically online gaming. And experts are now establishing clinics and centers in different countries to further accomodate the increasing number of gamers addicted to (online) gaming seeking help and liberation.

About time they increase the clinics, back when the first online game in the Philippines was first announced, I already saw these problems coming, I was there, I was addicted to online gaming, and I know first-hand how hard it is to break away from this type of addiction, and back then there were no clinics, no official studies coz back then it was all text-based online gaming. I don’t know though if there are clinics for such an addiction here in the Philippines or if there are groups going to establish one, I for one will surely like to help these people. I got out of it on my own, my not-so-secret method might work with them – “realization” of their “own life” and death.

Read more about: Virtual gamers with addictions cause plenty of real concerns.


Previous: Top Corporations Getting Into Online Gaming.

Summary
Anti-Obsession Regulations
Article Name
Anti-Obsession Regulations
Description
Is gaming the reason behind obsessions? Will these games turn us into war-freak adults as some politicians claim?
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Publisher
gameshogun™

Is a self-confessed bibliophile and technophile other than being an early adopter, an avid gamer, a geek, nerd, role-player, anime otaku, and trekker.

His first online project was in 1998 when he launched the unofficial website for Ansalon MUD (a text-based, telnet online game) and his own community forums Laibcoms.Community. By 2003 he created his work blog GM-Yukino which grew into gameshogun™, Snoworld™, and techmagus™ over the years.

Yuki’s latest project is Verses.Space™, a Free Culture / Creative Commons, collaborative, and shared-world, worldbuilding and writing project.

His hubsite is Tomes of Knowledge™. He also runs YourOnly.One™, One Way Faith™, Adorable & Beautiful™, Clean Real Food™, and other online properties.

You can confirm his identity from his Keybase profile and learn more by reading his central bio.

CC BY-SA 4.0 Anti-Obsession Regulations by gameshogun™ is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. Permissions beyond the scope of this license may be available at Legal Notice.

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