Wow, so this is a post.
What if people just wanted to escape? Why they have to be broken and depressed and have no purpose.
We all play these games for different reasons. Quit with the judgemental bs.


Sorry but has been studied pretty much a lot the reason why NEETs play MMORPGs more than any other genre, let alone basic psychology facts like most videogames work like perfect skinner boxes. And a huge portion of people between 25-35 and our current generation of teenagers are in fact facing clinical depression and stuff like isolation (staying home at videogames) doesn't exactly help. Is not being merely judgemental, is just one of the many saddening statistics of our modern society, globalized world and the escapism that videogames offer.
Specially the point about NEETs, need more info, check the documental "Love Child" for example, a clear documentary on the pandemic that is videogame addiction in South Korea and by extension countries like japan and other developing countries.
And my grade thesis was a bit about psychology of gamers in relationship with learning processes and yes, found a lot of evidence for a subportion of the subjects (NEETs mostly) which presented several psychological disorders that were only reinforced by their exposition to videogames, MMORPGs and MMOs in general being the most recurrent "drug".
Saying it was full, would be too much, but is a pretty considerable part of the population of these games.
"The will of my friends has etched into my heart, and now ill transform this infinite darkness into eternal light
Unmatched in heaven and earth, one body and one soul that challenge the gods!"


The review of "Love Child" on wikipedia just flat out states : "This documentary is not an exhaustive look at the addiction to gaming, but does a good job of explaining this incident of the couple and their baby in South Korea."Specially the point about NEETs, need more info, check the documental "Love Child" for example, a clear documentary on the pandemic that is videogame addiction in South Korea and by extension countries like japan and other developing countries.
And my grade thesis was a bit about psychology of gamers in relationship with learning processes and yes, found a lot of evidence for a subportion of the subjects (NEETs mostly) which presented several psychological disorders that were only reinforced by their exposition to videogames, MMORPGs and MMOs in general being the most recurrent "drug".


Is my most on hand example really. Yet the documentary touches on the pandemic that South Korea and several other nations face.
You might not want to look at it.
I work with videogame addicts daily.
"The will of my friends has etched into my heart, and now ill transform this infinite darkness into eternal light
Unmatched in heaven and earth, one body and one soul that challenge the gods!"


Video games are not a disease either.
pan·dem·ic
/panˈdemik/
adjective
1.
(of a disease) prevalent over a whole country or the world.
noun
noun: pandemic; plural noun: pandemics
1.
an outbreak of a pandemic disease.


Depression, Anxiety disorders, personality disorder are diseases, and are pandemic to some countries, and one of the factors in it's increase is the long exposure to videogames: Particulary MMORPGs.
I never said videogames were a disease. Im saying they make people with some diseases even more sick, and in several countries of the world, these diseases are in fact, pandemic.
See, South Korea and Japan. Countries where the dissociation with real life - a healthy biosocial network is not possible for a lot of people because they just shut into their rooms to do mostly anime, series, or videogames. Yeah, wine and beer are not diseases, nor are hamburguers. Alcoholism and Morbid Obesity are.
Same here.
"The will of my friends has etched into my heart, and now ill transform this infinite darkness into eternal light
Unmatched in heaven and earth, one body and one soul that challenge the gods!"


And my grade thesis was a bit about psychology of gamers in relationship with learning processes and yes, found a lot of evidence for a subportion of the subjects (NEETs mostly) which presented several psychological disorders that were only reinforced by their exposition to videogames, MMORPGs and MMOs in general being the most recurrent "drug".I'm sorry but equating MMORPGs to drugs and saying MMORPGs make the diseased even sicker comes across as needlessly alarmist and hyperbolic.Depression, Anxiety disorders, personality disorder are diseases, and are pandemic to some countries, and one of the factors in it's increase is the long exposure to videogames: Particulary MMORPGs.
I never said videogames were a disease. Im saying they make people with some diseases even more sick, and in several countries of the world, these diseases are in fact, pandemic.
See, South Korea and Japan. Countries where the dissociation with real life - a healthy biosocial network is not possible for a lot of people because they just shut into their rooms to do mostly anime, series, or videogames. Yeah, wine and beer are not diseases, nor are hamburguers. Alcoholism and Morbid Obesity are.
Same here.


The assumption that something must be wrong with people who take one look at a given society and say no thanks is utterly hilarious to say the least.Depression, Anxiety disorders, personality disorder are diseases, and are pandemic to some countries, and one of the factors in it's increase is the long exposure to videogames: Particulary MMORPGs.
I never said videogames were a disease. Im saying they make people with some diseases even more sick, and in several countries of the world, these diseases are in fact, pandemic.
See, South Korea and Japan. Countries where the dissociation with real life - a healthy biosocial network is not possible for a lot of people because they just shut into their rooms to do mostly anime, series, or videogames. Yeah, wine and beer are not diseases, nor are hamburguers. Alcoholism and Morbid Obesity are.
Same here.
Several studies has confirmed what i just wrote in my post, mmorpgs does have a negative impact on psychological health and social life of minors.
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3820076/
https://pdfs.semanticscholar.org/6ca...84856f7adc.pdf
https://pdfs.semanticscholar.org/287...b030ecb5f7.pdf Page 19
The amount of people in denial to this negative mmorpgs effects is saddening.
Old mmorpgs were bad in particular, they were extra grindy and required a ton more time to do anything, it was bad design which was made on purpose because developers couldnt care less to create more content. Traveling to do X thing even took more time than running a dungeon in our current game, forming a group was even longer.
Of course gaming in general is a time taker, and there were people who abused it even if it was not needed.These bad sides apply to any form of online gaming, or really online interactions in general. It's the alter ego existing within a virtual space that creates problems for people, not whether a game features deep, time-consuming mechanics or pay-to-win loot boxes. There are stories of physical harm going back to the 70s and 80s, with studies showing that Pong could elicit negative physiological responses. A man died from a heart attack that arose from a compromised cardiovascular system exacerbated primarily by the Berzerk arcade game back in 1982. There have been suicides arising from old MMOs like EverQuest, and at least one infanticide resulting from a mother's addiction to FarmVille. It's all over the place.
That's not to say it isn't an issue. You're absolutely right to bring it up, and I offer my sympathies for what seems like a set of rough personal experiences. But it's a problem that has arisen with the internet and virtual online environments in general, not any specific title or type of online game.
However the game design does have a giant impact on time spent and investment felt by anyone who played particular game. I could guarantee you if you compare a average wow player in mid 2000 to the current one, the old type will have significantly more time spent per day than modern player.
The amount of time spent on a game has its negative effects on a person who is playing them, the longer he plays, the worse and it has been proven in studies.
Last edited by Nedkel; 08-07-2019 at 05:46 PM.
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