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A Hero’s Journey: Reflection Letter
Dear Mr. Berge,
I wanted to start off this letter with thanking you for an amazing semester. This class was
very different from all my other classes; it challenged me and gave me some variety in my
coursework. I know I have grown over the course of this semester. In an Adventure Log post
from February I said, “I wish to have better variety in my writing, be more concise, and have
smoother transitions.” I believe have accomplished this goal during this course. In my first paper,
I used my most common sentence structure four time just in the intro paragraph. In my latest
paper for a separate class, I only used my most common sentence structure (dependent clause
followed by a comma and independent clause) once in my introduction paragraph. I also
accomplished something new during this course. I accomplished my longest paper, consisting of
3,500 words. I was uncertain if I could write a 3,500-word paper, but you gave me enough
guidance, feedback, and useful assignments to make this paper successful. Another goal I had in
this class was to expand my view on what English can be. I accomplished this goal early in the
class. In February, I posted, “Before this class, I did not know the magnitude of literary elements
that can be found in video games. I am now seeing that more than just a textbook and novels can
be associated with English.” At the beginning of this course I said, “By the end of this course, I
hope to gain knowledge and have better critical thinking skills.” The final project we were
assigned forced me think outside of the box. Having to incorporate an element other than writing
to make a meta argument has broadened my critical thinking skills. I connected a media tool, my
comics, to my discourse analysis. I appreciated the detailed feedback on the rough draft of my
discourse analysis. My major revision plan was to organize my paper by giving it structure and
make it easier for the reader to navigate my paper. I included subheadings in my paper. I have
never used subheadings before, but they were very useful to those I asked to review my paper
and myself. I also separated a paragraph and moved information to different paragraphs. I
wanted the reader to have a clear understanding of where my discourse analysis was going and
be able to distinguish between the three major communities. I also focused on removing
generalizations from my paper. I wanted my paper to be based on facts and not opinions. I cited
all my sources and removed statements that I could not be cited to a specific source. I also added
more comparisons between the communities in my paper, because that was the focus of my
paper. The media project was my favorite part of our final project. I used the website Pixton to
create four comic strips using the language parents and gamers would use when discussing video
game addiction. The comics are sideways in this document to ensure the font was large enough
to read, and the “click to edit” button could not be deleted. The target audience of my comics are
parents of children who play video games. The purpose of my comics is to promote discussion
between parents and their children on video game addiction; I want parents to think about why
they do not want their children to play videogames. Video games have positive and negative
aspects, and parents should consider all sides when deciding what amount of playing time is right
for their children. The comics are satirical, but do use the language used by my different
discourse communities. The comics focus on the disparities seen between parents and gamers
when taking about “socializing”, “enriching activities”, “adrenaline rush”, and “distractions”
when discussing video game addiction. The different uses of this language are analyzed in my
discourse analysis below. I hope you enjoy my final project, and I am excited for your feedback.
Thank you,
Jesslyn White
Jesslyn White
Peter Berge
English 102
8 April 2018
Videogame Addiction: When and Why
Introduction
In 2016 Americans alone spent almost thirty billion dollars on the gaming industry. A
diverse array of people across the world play video games sometimes for an extended period of
time. The captivity of video games has drawn concerns from academia, new sources, and
parents. As of 2018, the World Health Organization’s International Classification of Diseases
includes “gaming disorder” in the section titled “Disorders Due to Addictive Behavior”. The
interest in video game addiction has some academic researchers and parent groups linking
aggressive behavior and disinterest in other activities with video games. Psychologist, parents,
and those who play video games are all talking about video game addiction, but not much
debate is going on between the groups.
Literature Review
A substantial amount of research has been performed to prove the existence and side
effects of gaming disorders; however, gaming disorder is fairly new, so there has not been much
research surrounding the underlying reasons a person develops gaming disorder and when their
behavior transitions into an addiction. Multiple video game addiction rehab centers are appearing
across the United States and World. Treatment for video game addicts include individual
counseling, behavioral modification techniques, therapeutic boarding schools, and inpatient
treatment programs. If people are going to be isolated and sent to recovery camps, there needs to
be a better understanding of why people are developing gaming disorder. If there is a better
understanding of when the amount of time a person spends playing video games transitions from
a past-time into an addiction, steps can be taken to modify behavior before the addiction can only
be treated by a recovery program. Although no formal research gives a clear answer to these
questions, debates between different discourse communities can be compiled to develop a
consensus. These groups are often using the same language and dialogue when discussing
gaming disorder, but sometimes the same key words and phrases are being used to support
different arguments. In an effort to answer these questions, dialogue from multiple academic
papers, parenting blogs, and online forums for gamers can use their variety of viewpoints to give
better standards to classify gaming disorder. As one would expect, those who play video games,
often called “gamers”, argue that playing hours a day is not unhealthy, but mothers of children
who play video games might consider playing video games every day for any amount of time is
unhealthy. Psychologist and addiction resources focus more on how video game affect other
aspects of a player’s life. These communities all offer valuable insight, and surprisingly all agree
on multiple sentiments on why individuals become addicted to video games and when exactly
their behavior becomes an addiction.
Discourse Community: Psychologist
Understanding the reason psychologist believe people are addicted to video games can
allow preventive steps or earlier treatment. Psychologist agree that video games are not only an
outlet which allows a person to reach their addiction, but rather the thing which people are
addicted to. In the academic article “Does Video Game Addiction Exist” Psychologist Mark
Griffith details his research which supports the existence of video game addiction; then Griffiths
goes on to explain video game addicts. Video game addicts are often engaged in internet chat
rooms or fantasy role playing games; addicts use the internet as an alternate reality. Griffiths
found that people who are not satisfied with their lives become immersed in their character’s
lives and get their satisfaction from their character’s achievements. Other insights into the
addictive nature of video games come from research on the connection between gaming disorder
and addiction to slot machines. Griffiths gave evidence on a psychological and behavioral level
in support of the idea that video games could be considered a non-financial form of gambling.
Griffiths found similarities between video games and slot machines in demographic differences
such as age and gender breakdowns, similar reinforcement schedules, similar “near miss
opportunities”, similar use of light and sound, and similarities in skill perception. From his
findings, Griffiths concluded that slot machine players play with money as a form of
entertainment rather than trying to win money, similar to arcade games. People get an adrenaline
rush when playing video games; gamers will play for hours hoping to feel that rush and
excitement again. Gamers seek out games that give them an adrenaline rush (they want the
excitement), but psychologist are saying that this adrenaline can be a negative aspect leading to
addiction. In the academic journal “What’s in a game?” therapist Dale Anderson-Giberson
surveyed gamers to understand their relationship with games. Giberson interviewed individuals
who claimed video games gave them an outlet of self-expression. The different individuals
Giberson interviewed claimed they could be whoever they wanted to be online. In Giberson’s
article he claims, “When games offer possibilities for identity performance in preferred ways,
people who use games get a chance to manifest their preferred identity and, consequently, get to
explore the preferred construction of themselves in online communities.” Giberson used an
example from the transgender community. Trans-gamers can express their true selves online
without fear of judgement. Psychologist also agree people play video games to find a sense of
belonging. Giberson stated, “People who use games interact with online communities in different
ways and the community members have particular experiences of the player’s constructed alias.”
Giberson also found that people enjoy playing video games, because video games are their social
outlet. Players Giberson interviewed stated with video games they could work together with
friends they know from their outside lives or connect with new friends from all over the world.
Psychologist, gamers, and parents all talk about the social aspect of games, but the word
socialize is used in different context. While psychologist acknowledged that video games are a
way to socialize, they also acknowledge that people can become addicted to video games if video
games are their only social outlet. In Mark Griffiths academic article he found, “those dependent
on video games were significantly more likely to have started playing computer games to
impress friends, because there was nothing else to do, for a challenge, and to meet friends.” Both
Griffiths and Giberson performed studies to conclude people can become addicted to video
games if they have a predisposed risk to become addicted to things with gambling behavior, view
video games as the only way they can socalize.
Implications
The standards that many Psychologist refer to when classifying a person’s behavior as
addiction look more at the symptoms the player is showing rather than the amount of time a
person plays; this is no surprise, because psychology is the study of behavior. Both Griffiths and
Giberson look at the changes a person exhibits when spending a large amount of time playing
videogames. In Mark Griffith’s academic journal, he lists the signs of video game addiction
which consist of compulsive behavior, lack of interest in other activities, and symptoms when
attempting to stop the behavior. In his journal, Griffiths stated, “Dependency signs reported
include stealing money to play arcade games or to buy new games cartridges, truancy from
school to play, not doing homework/getting bad marks at school, sacrificing social activities to
play, irritability and annoyance if unable to play, playing longer than intended, and an increase in
self-reported levels of aggression.” Griffiths looked at the behaviors and symptoms when
determining a when a person would be considered to have gaming disorder. To psychologist
there is no standardized amount of time spent playing videogames which classifies a disorder. To
determine if a person has spent too much time playing video games, their behaviors have to be
examined. If the player is experiencing withdrawal symptoms or mood modifications when not
playing, a psychologist would suggest they seek help. In the academic journal “Video Game
Addiction and College Performances Among Males” psychologist present data concluding those
considered videogame addicts were found to be less involved in enriching academic and social
college experiences. This data was taken directly from gamers who completed questionnaires on
their time spent playing video games, involvement, and GPA. Although video games did not
affect grades, the lack of involvement was seen as negative. Like psychologist, parents factor in
“enriching experiences” when deciding what amount of playing time is unhealthy. This study
also ties in with the consensus that a person is spending an unhealthy amount of time playing
video games if their school/work performance is affected. Psychologist look at multiple outside
life factor when diagnosing gaming disorder.
Discourse Community: Parents
Parents of young gamers are beginning to accept that video games are a large part of our
culture and are here to stay. The majority of parents on the parenting forums of the websites
Parents and A Fine Parent agree that cutting out video games completely is not fair to their
children. Parents ask questions on this forum, so they can have a better understanding of why
their children want to play video games and have an idea of if their children’s gaming habits are
unhealthy. One parent on the blog A Fine Parent encourages parents to “accept that gaming is
fun for your child even if it’s not fun for you. There is a difference between wanting to have fun
and being dependent on games.”. Another parent stated “Kids want to play video games,
because they are fun. If video games are the only way they have fun, then that’s a problem”
Parents on these forums and psychologist both believe children are addicted to videogames if
they experience withdrawal symptoms when attempting to stop or if video games are the only
thing one wants to do in their free time. An article on the website Parents gives “Eight Reasons
Video Games Can Improve Your Child”. Video games can teach problem solving skills and
creativity. Even games that are not labeled as educational can help children learn to use strategies
and anticipate consequences. The parent who wrote this article was conveying to other parents
that video games can be enriching. In contrast to their parents, children see video games as a way
to connect with their friends rather than an antisocial activity. One parent warns that children
who are not allowed to play videogames will not feel included. Another reason given for why
children want to play videogames is the joy of completion. The parent and author of this post
stated, “Video games are a safe place to express those competitive urges, and can give children
who aren't good at sports a chance to excel.” This is in agreement with psychologist who believe
children play videogames for a sense of belonging. Parents on the website Parents acknowledged
that children who are not good at sports or school get their feelings of accomplishment from
videogames. Videogames are the only space where some of these parent’s children feel
comfortable competing. Although the sense of belonging is a good thing, if children feel as
though they cannot accomplish anything outside of videogames, this could lead to addiction.
Parents on forums from the websites Parents and A Fine Parent agree that video games should be
one of the many ways children can express themselves.
A Healthy Amount of Time to Parents
Among parents of children who play video games the majority believe that large amounts
of time spent playing video games are unhealthy, even if other aspects of life such as social life
and school performance are not affected. On a parenting forum on Care.com a parent asked,
“How long should my son play on his xBox?” The parents on the forum came to the consensus
that video games should be played no longer than an hour a day; more than an hour a day they
believed could result in negative effects on children. On parent stated, “Allowing more time than
one hour has a way of pushing children to become more dependent on video games”. In an
article from The Guardian, one mother claimed she let her children spend longer amounts of time
playing video games if the game required her child to use their imagination. She allotted her
children a specific amount of time per day to play video games, no longer than an hour, and she
made sure her children were involved in other enriching activities. By limiting the amount of
time spent playing video games, the gamer will have to engage in something else which could
include enriching activities such as being outdoors, reading, or playing musical instruments.
Both psychologist and parents acknowledge that video games can take away from other
“enriching” aspects of life. Both groups do not consider the majority of video game enriching, so
they believe video games are not the only thing a person should do in their free time. In an article
on The Guardian, a mother and her son recount his struggle with video game addiction. Tom
Meltzer, the self-proclaimed gamer, was playing video games fifteen hours a day at the peak of
his addiction. Meltzer’s mother disagreed with the stance many gamers have which is if her son’s
school performance was unaffected he was therefore not an addict. In this mother’s opinion,
teenagers have a lot of free time, but if they play video games in all of their free time they will
never pursue more fulfilling activities. This conflicts with the gamer’s sentiment that if only free
time is used to play video games there is no problem. Parents believe one of the reasons people
become addicted to video games is because they have no other interest or hobbies. This stance
can relate back to one of the psychologist’s cause of addiction- being bored and unsatisfied in
life. To counteract boredom, gamers play video games as a form of entertainment and
excitement. Both psychologist and parents could agree that finding other engaging activities
could decrease the likelihood of an addiction developing.
Discourse Community: “Gamers”
People who play video games in general have stricter criteria for what they would qualify
as an unhealthy amount of time to play video games. The gaming website Giant Bomb had a
forum titled “How many hours a day/week do you play video games?” In this forum gamers
discuss their playing time and other life obligations that interfere with their playing time. Players
currently in school averaged around two hours of gaming a day with less time during test weeks
and more time on the weekends. Players who can limit themselves when needed, such as during
test weeks, do not fit the psychologist standards for an unhealthy amount of playing time. These
gamers are not dependent on videogames or letting games harm other aspects of their lives.
While many parents of child gamers believe videogames should not be played over an hour a
day, the gamers in this forum argue that playing video games was comparable to or even heathier
than watching television, which is not seen as taboo to spend multiple hours a day engaged in.
One gamer commented on the Giant Bomb forum “video games give you an adrenaline rush that
you don’t get from watching TV”, but then acknowledged the adrenaline makes the game “hard
to put down”. Both gamers and psychologist used the phrase “adrenaline rush”, but the phrase
has different connotations to the separate discourse communities. The rush was a positive aspect
of games according to gamers; it made the games engaging. However, psychologist equated the
rush felt playing games to the feelings one has when gambling. Although gamers enjoy the rush
felt when playing video games, they acknowledge that it is unhealthy if they let the need to feel
the “rush” compromise other aspects of their lives.
Disconnect Between the Discourse Communities
There is a disconnect between gamers and parents on the effect videogames have on a
healthy social life. On a forum on Giant Bomb titled “Why do you enjoy videogames?” one
gamer commented, “video games are the main way I socialize with my friends”. Gamers see
videogames as a way to interact with others, but parents want their children to stop playing video
games so they can go outside and socialize with their peers. Video games give people a way to
connect with their friends and a common interest to talk about when they are “outside”
socializing. On the same forum, a large portion of gamers stated they use video games as an
outlet to escape their real lives. One gamer on Giant Bomb commented they played video games
“so my inner most darkest feelings and thoughts will have an outlet. Know how people blame
video games for causing violent behavior. It's the exact opposite”. Another gamer claimed video
games “can help distract yourself from real life”. Players forget about their life troubles by
immersing themselves into the interactive world of the game they are playing. Gamers,
psychologist, and parents all use the word “distraction”, but distraction is welcomed by gamers
and discouraged by parents and psychologist. Gamers see the distraction as something to make
their lives easier, but parents and psychologist see the distraction as a reason gamers are
unsatisfied with their lives. While some people use video games as an outlet to disconnect from
the world, others use video games to connect with people who have similar interest. One gamer
regarding why they played video games commented, “they’re fun to play and then I can go on to
talk about those fun experiences with other people who have played the games I have played”.
Video games give people a common connection, and some individuals, such as those interviewed
by Gibberson, consider video games a part of their identity. Parents say people with this
sentiment are addicted, because videogames should be a past-time and not an identity. Multiple
gamers commented that they played video games for progress and achievements. Video games
challenge the mind and give the player satisfaction when completed. Parents of gamers discuss
ways to encourage their child to participate in “enriching” activities, but gamers consider video
games as a way to enrich the mind. The psychologist who co-authored the journal “Meta-
Analysis of Action Video Game Impact on Perceptual, Attentional, and Cognitive Skills” would
agree that video games can be enriching. The study performed in this journal indicated “action
video game play robustly enhances the domains of top-down attention and spatial cognition, with
encouraging signs for perception”. Although video games can be stimulating, psychologist
would not say that only playing videogames encompasses an enriching life. All three
communities use the word “involvement” when discussing gaming disorder. Video games are a
great way to interact with friends, compete, and improve mental cognition, but videogames alone
cannot encompass a well-rounded life outside of work and school.
Conclusion
Through multiple studies, psychologist have concluded that those with gaming disorder
often develop the addiction because they feel video games are the only thing they excel at or are
the only place where they feel comfortable with their identity. A standardized amount of time
cannot be used to diagnose a person with gaming disorder; the circumstances surrounding the
reasoning for playing videogames is what makes this fun past time develop into addiction.
Psychologist, parents, and gamers can all agree that if a person is using a video game to escape
their life in which they are not satisfied, they will experience withdrawal symptoms when
attempting to quit playing. Withdrawal symptoms are an obvious sign of all addictions. All
communities agree that this dependence on video games is a bad thing. If gamers can find
satisfaction in other areas, Gibberson proposed that they are less likely to be dependent on
videogames. All discourse communities used the word “enriching” when discussing video game
addiction. Although parents did not consider video games to be enriching and gamers did, both
could agree that playing video games does not constitute an enriching life. All discourse
communities also used the word “involvement”. All communities agreed involvement was a way
to combat addiction. Gamers should keep check on the amount of time they spend playing
videogames to ensure they are participating in other activities. Videogames in moderation can be
a great, fun way so spend one’s free time while improving mental performance. Further research
should be done to see if addressing other problems such as the feeling of isolation in the addict’s
life would resolve the gaming disorder without a rehab program.
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