Is+Generation+Y+withdrawn+from+the+'Real'+World+because+of+Online+Video+Games?

By Michael Tat Student Number: 8289433 Topic: Is Generation Y withdrawn from the 'real' world because of Online Video Games? **Artefact**



 **Artefact Analysis**:

The image depicts a frayed adolescent who is positioned in a corner of a rundown room; fixed to a device. The adolescent seem to be in the midst of another world, losing sight of reality. In one way the image signifies the addictiveness and importance of this device to the individual as everything around him deteriorates. I found this image quite confronting as this problem is rarely heard of in our society. It identifies a problematic issue for Generation Y.


 * The public health issue:**

The artefact represents the hidden dangers of today’s technology and how society is becoming more dependent on it. Generation Y was brought up during the time where information was only a click away. As the world constantly revolves around technology, distinguishing what is real and what is fiction when blended together, is becoming more difficult to comprehend. With the introduction of online video games the distinction between real and fantasy is further diminished. The attraction of multi-online role-playing games such as “World of War Craft” and “Call of Duty” allows people to behave differently from their normal persona. This often led individuals to be over reliant of Video Games to fill the void. The extremality of the issue is individual's can be so caught up on the video game, they eventually isolate themselves from the 'real' world, as a result become acceptable to social anxiety.


 * Literature Review:**

Within the last 10 years this issue was not a commonly heard of in public or by the media, as video gaming was often considered a privileged recreational activity. However, since the rapid development of technology researchers have gathered to analyse the negative effects of technology.

A study conducted by Lo, Wang and Fang (2005) examines online game players who spend inordinate amounts of time and correlating it with physical addiction. The authors surveyed 174 Taiwanese college-age online players to collect data on the potential effects of online game on the quality of interpersonal relationships and levels of social anxiety (Teng, 2009). According to the results, the quality of interpersonal relationships decreased and the amount of social anxiety increased as the amount of time spent playing online games increased (Teng, 2009).

A survey conducted by Gentile, Choo, Liau, Sim, Fung and Khoo (2011) measured the prevalence of problematic pathological video gaming and internet use, to identify risk and protective factors, to determine whether pathological gaming is a primary or secondary problem, and to identify outcomes for individuals who become or stop being pathological gamers. This was a 2 year longitudinal study performed in Singapore with a general elementary and secondary school population, measuring the weekly amount of game play, impulsivity, social competence, depression, social phobia, anxiety and school performance (Gentile, Choo, Liau, Sim, Fung & Khoo, 2011). The result of the study showed an increase in amount of gaming lowers social competence, whereas depression, anxiety, social phobias, and lower school performance are the outcomes of pathological gaming (Gentile, Choo, Liau, Sim, Fung & Khoo, 2011).

Researchers from the University of Glasgow found that half of the participants reported checking their email once an hour, while some individuals check up to 30 to 40 times an hour (Anderson, 2008). An AOL study revealed that 59 per cent of PDA users check every single time an email arrives and 83 per cent check email every day on vacation (Song, 2009).

Research conducted by The University of Maryland conducted a research consisting of 1000 university students, interviewed at 12 campuses in 10 countries, including Britain, America and China, were unable to voluntarily avoid their gadgets for one full day (Hough, 2011). Another study that interviewed young people, aged between 17 and 23, including about 150 students from Bournemouth University, was asked to keep a diary of their thoughts (Hough, 2011). It was concluded from the study only 21 precent, said they could feel the benefits of being ‘unplugged’ (Hough, 2011).

Another research examined the relationship of internet addiction, social self-efficacy, and academic locus of control. Participants were 311 university students who completed a questionnaire package that included the Online Cognition Scale, Academic Locus of Control Scale, and the Perceived Social Self-efficacy scale (Iskender & Akin, 2010). According to results internal academic locus of control was predicted positively by social self-efficacy (Iskender & Akin, 2010). Also internet addiction was explained negatively by social self-efficacy and internal academic locus of control and positively by external academic locus of control (Iskender & Akin, 2010).

Griffiths, Davies and Chappell (2004) conducted an online questionnaire survey examining basic demographic factors and playing trends among online computer game players. Results showed that 81% of online game players, and the mean age of players was 27.9 years of age (Griffiths, Davies and Chappell, 2004). For many players, the social aspects of online gaming was the most important factor (Griffiths, Davies and Chappell, 2000). A small minority of players play excessively (over 80 hours a week), and results suggest they sacrifice important activities such as sleep, family time, work or school work In order to play (Griffiths, Davies and Chappell, 2004).

The main limitations of these studies are that many of them used self-questionnaire surveys. The validity of self-report surveys can be impaired by bias from the participant. A study conducted by Sjostrom and Holst (2002) have shown that people tend to give answers to questionnaires more according to a social norm than to the actual situation. This has been called ‘social desirability’. In addition, researchers within this field often use surveys or participants diaries, because through self-administering the surveys it is inexpensive. For example, surveying the participants 24/7 to identify any correlation between online gaming and social anxiety will be highly expensive.


 * Cultural and Social Analysis:**

According to Global Entertainment and Media Outlook the current revenue of the game industry is $48.9 billion and is expected to sky rocket $68 billion dollars (Caron, 2008). With the increase in total revenue it is more than likely there will be an increase in number of individuals addicted to video games. Nevertheless, online video game addiction is a growing problem in our society which is not yet regarded as an ‘official’ illness because not over 10% of online video gamers are addicted (Davis, 2008).

Modern game involve little to no face to face interaction, causing social isolation. This often leads to social anxiety disorder which is the fear of being embarrassed and judged in social situations and when talking to people (Lo, Wang & Fang, 2005). According to Beyond Blue individuals who are affected by social anxiety may experience physical symptoms of anxiety as well as being scared of social interactions which lead to avoiding social situations. The ‘image of social isolation’ has only recently been associated with games. But gaming is not necessarily detrimental to teenagers. The negative assumptions originate due to lack of face-to-face interactions in modern online games. Yet, this lack of visual interaction introduces the gamer to a world with little discrimination.

Jean Baudrillard a French sociologist known for his analyses of the mediation and technological communication; argued the signs of culture and communications are apprehended by the media who creates the reality we perceive (Baudrillardin, 1996). This reality is believed to be hyper-real, a world that is more real than real; presupposing and preceding the real (Baudrillardin, 1996). Hyper-reality is used in postmodern philosophy to describe a hypothetical inability of consciousness to distinguish reality from fantasy, especially in technologically advanced postmodern cultures (Baudrillardin, 1996). In addition, hyper-reality is a means to characterize the way consciousness defines what is actually “real” in a world where media can radically shape and filter an event or experience (Baudrillardin, 1996). In relation to video game addiction, the hyper-reality theory identifies the internal consciousness. Many online gamers usually lose sight of what is ‘real’ and what is merely a representation. As gamers are becoming more and more immersed in a stimulated environment, they will eventually start to like that environment, than the real life.

The awareness of this issue is important since online video game addiction often leads to social anxiety. Currently online video gaming addiction is not regarded as an official diagnosed problem, even though it shows addiction like behaviours (Davis, 2008). Promoting it to an official diagnosis will alert other gamers of the negatives of online gaming. Therefore public health experts should target the core of the issue by focusing their efforts on addressing online video game addiction.


 * Analysis of The Artefact and Your Own Learning Reflections:**

In regards to generation Y, I believe that my artefact demonstrates negative effects of rapid technological changes, which leads to negative sociological effects. The artefact demonstrates how young people are in the need of escaping the real world and into a world of fantasy. In addition, we are seeing more dependency on technology, for example the ways of communication have changed, and often catching up with friends now is through chat or email. This again brings back, is technology really making the generation Y society anti-social?

I myself part of Generation Y feel privilege to have been brought up among a society with an abundance of resources. Often we hear how the older generations converse about their hardships during their time. The way we communicate has been rapidly developed, for instance emailing has helped, when communicating someone long distance. This efficiency has allowed the world economy to prosper; however in a microscopic view technology can be considered to be detrimental to an individual. I do support that technology has made our life unbelievably easy. Undoubtedly, technology plays an important role in every aspect of life. Many of the complex and critical processes can be carried out with ease and efficiency with the help of modern technology.

After completing this assessment piece, I come to realise that although technology can bring wealth and efficiency in the economy, the negatives should also be addressed as it will prevent the negative outcomes reoccurring.

Reflective Comments:

Is Generation Y 'real' or a creation of the media? Has the media created the ideal body image and what impact is it having on generation Y's health?

Awesome read James! I too admired Zyzz for his charismatic personality and his attitude of living life to the fullest. In some wys his constant determination of obtaining the 'aesthetic physique' has inspired a lot of gym goers. However, Cohane and Pope study (2001) i found was quite a shake up because even though adolescent were well aware of the negative risks of using sport enhancing drugs, they still risked it all. Nevertheless, i think society is restricted in believing that people who suffer from body image problems are those with anorexia and bulimia, but male dimorphism is not ever heard of and needs to be publicly addressed.

Cultural sensitivity, can health services 'feel'?

Well written article Michael! This article definitely gave me an eye opener of hw important cross cultural communication is when communicating with patients and colleagues. In addition, since Australia is a very multicultural population this is very relevant. Overall this was a very informative read!

** References **

Baudrillard, J. (1996). The System of Objects. //Verso//. 67- 69. Caron, F. (2008). Gaming Expected to be a $68 billion business by 2012. Retrieve from []

Davis, R. (2008). Addressing The Epidemic of Video Game Overuse. Retrieve from []

Genile, D., Choo, H., Liau, A., Sim, T., Li, D., Fung, D., Khoo, A. (2011). Pathological Video Game Use Among Yoths : A Two-Year Longitudinal Study. //American Academy of Pediatrics//, 127 (2), 319.

Griffiths, M. D., & Dancaster, I. (2000). The effect of Type A personality on physiological arousal while playing computr games. //Science Direct,// 20 (4), 543-548.

Griffiths, M., Davies, M., & Chappell, D. (2004). Demographic factors and playing variables in online computer gaming. CyberPsychology & Behavior, 7(4).

<span style="display: block; font-family: Arial,Helvetica,sans-serif; font-size: 110%; text-align: justify;">Hough, A. (2011). Student ‘addiction’ to technology ‘similar to drug craving’, study finds. //The Daily Telegraph.// Retrieved From []

<span style="display: block; font-family: Arial,Helvetica,sans-serif; font-size: 110%; text-align: justify;">Iskender, M., & Akin, A. (2010). Social self-efficacy, academic locus of control, and internet addiction. //Computers & Education//, 54, 1101-1106.

<span style="display: block; font-family: Arial,Helvetica,sans-serif; font-size: 110%; text-align: justify;">Lo, S., Wang, C. & Fang, W. (2005). Physical Interpersonal Relationships and Social Anxiety among Online Game Players. //Cyber Psychology & Behaviour//, 8 (1), 15-20.

<span style="display: block; font-family: Arial,Helvetica,sans-serif; font-size: 110%; text-align: justify;">Soong, J. (2009). When Technology Addiction Takes Over Your Life. Retrieved from http://www.webmd.com/mental-health/features/when -technology-addiction-takes-over-your-life

<span style="display: block; font-family: Arial,Helvetica,sans-serif; font-size: 110%; text-align: justify;">Teng, C. (2009). Online Game Player Personality and Real Life Need Fulfilment. //International Journal of Cyber Society and Education//, 2 (4), 39-50.

<span style="display: block; font-family: Arial,Helvetica,sans-serif; font-size: 110%; text-align: justify;">Sjostrum, O. & Holst, D. (2002). Validity of a Questinnaire survey: response patterns in different subgroups and the effect of social desirability. //Informa Health care,// 60 (3), 136-140.