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Student’s Name: Ali Ozan Çolak Department: Mechanical Engineering Date : 19.03. Article: Is Gaming Addiction a Thing? TITLE:
INTRODUCTION
I. Summary Statement(s): Steven Novella (2018) explains us in his article ‘‘Is Gaming Addiction a Thing ?’’that gaming is a disorder and a real thing for humanity in our era. According to him , addiction is a compulsive behavior and people need to fight this behavior in order not to be affected. His article attends The American Psychiatric Association(APA) which added the gaming in their disorder lists.
II. Thesis Statement: I disagree that gaming is a disorder thoroughly.Gaming could become a disorder only when it is played exceedingly. BODY PARAGRAPH I I. Topic Sentence: If gaming was an addiction, we can not see normal people who play games but normal people are in everywhere II. Referring to the original text: Hamill(2018) says that ‘‘ The World Health Organisation recently included ‘gaming disorder’ in the latest edition of its disease classification manual, describing it as a pattern of persistent gaming behaviour so severe it ‘takes precedence over other life interests’. However, experts said there is a lack of scientific evidence into playing video games and excessive screen time, and criticised the move for making a hobby seem abnormal.’’
III. Supporting detail: I agree with Hamill. For example, I play computer games and I can dominate myself.
I. Topic Sentence: Gaming does not match the concept of addiction exactly. II. Referring to the original text: According to Turkish Language Society(TDK) Addictions dictionary meaning is ‘‘The desire to continuously or periodically receive the substance to improve the psychic effects of the substance, which is a result of the interaction between a psychotropic substance and the central nervous system, and to prevent discomfort caused by the absence of this substance.’’ III. Supporting detail: Addictions dictionary meaning shows that gaming cannot be addiction.Addiction is a biological fact.
BODY PARAGRAPH III
I. Topic Sentence: Gaming could be seen as a business opportunity where the Internet and social media become widespread in these days./Even nowadays, gaming has become a business area which provides employment for many people. II. (^) Reference to the original text: Pesce(2018) says that ‘‘Michelle has been gaming for the past two decades, and recently started monetizing her past-time by streaming her own Twitch channel. She’s earned $250 a month by gaming and chatting in real-time on the social video service that’s an online hub for gamers, which is further incentive for her to stay plugged in.’’ III. Supporting detail: So many people do something that they love while they are earn money with broadcast streams. These people have made professions of their favorite things.
I. Restatement of thesis statement: I think playing games cannot be a disorder. Even, gaming is a hobby which helps to fun. Gaming could be a disorder ,only if we overdo it. II. Concluding statement: Gaming is a beneficial thing for many people, so we cannot say that gaming is a disorder. I think we should respect gaming and try to tell everyone gamings benefits.
REFERENCES
macmillan
Troublesome behavior also reaches disorder levels when gaming begins to take precedence over other interests and daily activities. With gaming disorder, this pattern continues and escalates, despite the negative consequences that occur because of it.
Another symptom of gaming disorder is lying about how much you’re gaming, Gentile says, which can damage trust with friends and family members. “These are ripples that look, at the time, like they’re small issues, but in fact, can have very serious long-term repercussions.”
While playing video games has some benefits in certain clinical settings, a growing body of evidence highlighting the more negative aspects of play—particularly on children and adolescents. These include the risk of video game addiction, (although the prevalence of true addiction, rather than excessive use, is very low) and increased aggressiveness. There have been numerous case reports of other adverse medical and psychosocial effects. For instance, the risk of epileptic seizures while playing video games in photosensitive individuals with epilepsy is well established. Graf et al report that seizures are most likely to occur during rapid scene changes and when games include patterns of highly intense repetition and flickering. Seizures and excessive or addictive play do not seem to be linked directly, however, as occasional players seem to be just as susceptible (2005 p.122-123).
Griffiths
https://psychcentral.com/disorders/addictions/gaming-disorder/ In order for gaming disorder to be diagnosed, the following symptoms must be present:
■ Impaired control over gaming (e.g., onset, frequency, intensity, duration, termination, context); ■ Increasing priority given to gaming to the extent that gaming takes precedence over other life interests and daily activities; ■ Continuation or escalation of gaming despite the occurrence of negative consequences.