X+aljude

week 1
==i meet my teacher ms. lawless and we went to internet and go to online learning after that we make a wikispace account. my teacher teach us how to change backgrounds in my page and she also teach us how to use wikispace account. ==

week 2
==in week 2 my teacher ask me if im connected to her account and i said 'i dont know?'. my teacher come to me and she look in my account, she found that i used my own email address. i dont know that i need to use the email addres of my school after that i make a new wikispace account and i put the email address of my school. when i did my new account she send me again an invitation to join to her account. i recived the invitation and i joined to her account. ==

week 3
==in week 3 i started to look some good topic and i decide to pick the HISTORY OF AUSTRALIA because i want to know the history of this country. i went to google and look at some good information that can help me for this subject. i found good websites from the internet and all of the information i found i put into my page, every i edit my work i put some images from google images. after that i started to do my journal. ==

week 4
==in week 4 i look some work of my classmates because i need to get some ideas how to do and how to put design to my work. i found the topic that more interesting and related to me. VIDEO GAME ADDICTION i found that from my classmate, when i found that topic i change my 1st topic to VIDEO GAME ADDICTION, i started to reseach again and like in my 1st topic if found some good websites from the internet that can help me alot like [] == ==[]. there's a day when i open my wiki space account, i go to my work and i click edit all of my works are gone im so scared when i saw that my all works are gone. i called my teacher and i said that ' when i click my work all of it are gone' and my teacher called the I.T people to fixed wikispace website and they fixed it. ==

week 6
==in week 6 i put some pictures of games and controlers. when i continue my journal in week 6 i cant save it because my internet connection is automatically gone so i cant save my work im so angy of that day because all of my journal are gone >.< ==

in week 7 i want to join a group with my friend in other class, but we didn't know how to send a invitation to me. now im still waiting for the invitation from her.
== week 8 in week 8 i continue to my RESEARCH PROJECT 'VIDEO GAME ADDICTION' i found a good website for this research project, this is the website i found [] this website is help me alot for this subject.== = = == week 9 in this week i continue my journal and also put another information about video games addiction, i know that there are so many information of video games addiction from the internet but sometimes i cant find information because i think i got all information about video games addiction.==

**term 4**
== **week 1** in semester 2 term 1 im starting to do my writing presentation 1000 words. i want to present but i dont have a group so its a bit hard for me coz im the onloy one reading my presentation. i always keep getting more information about video games addiction. ==



Studies show that the excitement of video games makes playing them addictive. Parents of preteens and teens hardly find the realities of video game addiction surprising. Ask any preteen or teen how they love to spend their spare time, and chances are you'll get an earful about video games. But why do they love them so? Is video game addiction real? According to some studies it would appear that the excitement of video games causes the brain to release a chemical that is, in essence, addictive. For any parent who has seen the fervor by which some kids play video games, this news is no surprise. What makes video games so addictive? Media literacy specialist, Dr. Charles Ungerleider explains that "they're very compelling with increasing complexity, so a child becomes more facile, yet wants to know more and apply new skills." While wanting to improve their game isn't a problem in itself, it becomes one if video games are "taking a youngster away too much from other activities," says Ungerleider. "Then the parent has to intervene and limit the amount of time the youngster spends with the video game." Professor of Computer Science, Maria Klavee feels video games, if not too violent, can "offer some real opportunities for puzzle solving, strategic and critical thinking". But she adds that it's important that video and computer games are played in moderation. Klavee says parents should "provide a selection of activities, not just the ones that have the most action or are addictive. Choose some that involve problem solving or good story lines. Also aim for a balance in your child's life. Sports are important, reading's important. Just think of computer games as one more component in a child's exploration of what's out there in society." As for video game addiction? Ungerleider believes that "a parent can prevent youngsters from becoming addicted to too much TV or too many video games by establishing a pattern of selective viewing or by using video game material early in a child's life so that by the time a youngster gets to be an adolescent and there's very little surveillance or control, it's less likely to occur." Finally, Ungerleider remind parents that "if a youngster becomes addicted to video games it can be a problem and the parent does need to intervene and provide attractive alternatives."

[]

=Symptoms of Video Game Addiction in Teens =

<span style="font-family: 'Times New Roman',Times,serif;">Although it hasn't been given an "official" diagnosis, addiction-like behaviors with computer, video, and Internet gaming have noticeably increased among both teenagers and adults. Like any addictive behavior, there are signs to look for if you suspect your teen might have a gaming addiction. Your teen need only exhibit two or three of these symptoms for his behavior to be considered "addictive." <span style="font-family: 'Times New Roman',Times,serif;">Though this list is not exhaustive, it provides warning signs for parents, friends, and other family members to look for if they are concerned about someone's use of video, computer, or Internet games. This list can also be used as a self-diagnosis tool for those who believe they may have a problem.
 * <span style="font-family: 'Times New Roman',Times,serif;"> **Preoccupation** Someone who is addicted to computer, video, or Internet gaming often exhibits an unusual preoccupation with the game or computer when he is away from it. The teen could seem distracted, irritable, or disinterested and may talk about the game almost constantly.
 * <span style="font-family: 'Times New Roman',Times,serif;">**Downplaying Computer Use** It's common for someone with addictive, computer-related behaviors to downplay the amount of time she spends in front of the TV or computer. The person may make excuses, saying she "needs" to be online, or may outright lie.
 * <span style="font-family: 'Times New Roman',Times,serif;">**Lack of Control**A person who is addicted, or at risk of becoming addicted to gaming, is unable to control the amount of time she spends on the computer. She may go online with the intent to spend 15 or 20 minutes, but will keep extending the time until several hours have passed.
 * <span style="font-family: 'Times New Roman',Times,serif;">**Loss of Time**Along the same lines, a person may sit down at his computer, again with the intent to spend only a few minutes, but completely lose track of time and suddenly find that several hours have passed. It is not unusual for someone with a gaming addiction to play through the night and only realize how much time has passed when the sun begins to rise.
 * <span style="font-family: 'Times New Roman',Times,serif;">**Negative Impact on Other Areas of Life**Because the person spends so much time on the computer or video game console, other areas of life are neglected. He may grow distant from friends and family who had previously been close. Homework may go unfinished, causing grades to slip. In more extreme cases, the teen may even neglect personal hygiene, choosing to play video games rather than taking a shower.
 * <span style="font-family: 'Times New Roman',Times,serif;">**Hiding From Negative or Uncomfortable Feelings or Situations**Some people become addicted to gaming because they use it to self-medicate. When confronted with situations or feelings that are uncomfortable (feeling sad, arguing with a friend, or getting a bad grade), the person may "hide" in the game as a method of avoidance.
 * <span style="font-family: 'Times New Roman',Times,serif;">**Defensiveness**When confronted or asked about his time spent gaming, a person may become defensive. Denial is often an indication that something is wrong, especially if the person seems unconcerned that friends and family feel neglected or left out of his life.
 * <span style="font-family: 'Times New Roman',Times,serif;">**Misuse of Money**Someone who is addicted to video, computer, or Internet gaming will spend a disproportionate amount of money on computer-related items. The person will seem to be continually upgrading hardware, software packages, and accessories. This becomes an even greater problem if the person spends money that should be used for bills, groceries, and other necessities.
 * <span style="font-family: 'Times New Roman',Times,serif;">**Mixed Feelings**As with any addiction, use of the "substance" – in this case, the video game – initially causes euphoric feelings, but that euphoria is quickly followed by guilt. Guilt may be felt either over what the person is doing while online or simply the amount of time he is spending at the computer.

<span style="font-family: 'Times New Roman',Times,serif;">[]

=<span style="color: #ff0000; font-family: 'Times New Roman',Times,serif;">Video Game Ratings = <span style="font-family: 'Times New Roman',Times,serif;">The Entertainment Software Ratings Board, a voluntary industry organization, has developed a ratings system that can help parents decide which games their children should be playing based on age. On the front of a game's box is the simple version of the rating, while the back contains a more extended version. For example, a game rated "E" (for everyone) has content that is considered suitable for people ages 6 and older. On the back of the box, the rating may include additional information such as "may contain minimal cartoon, fantasy, or mild violence." The complete list of ratings is as follows: <span style="font-family: 'Times New Roman',Times,serif;">**EC (Early Childhood)**: content that may be suitable for ages 3 and older. Contains no material that parents would find inappropriate. <span style="font-family: 'Times New Roman',Times,serif;">**E (Everyone)**: content that may be suitable for ages 6 and older. Titles in this category may contain minimal cartoon, fantasy, or mild violence and/or infrequent use of mild language. <span style="font-family: 'Times New Roman',Times,serif;">**EVERYONE 10+**: content that may be suitable for ages 10 and older. Titles in this category may contain more cartoon, fantasy, or mild violence, mild language, and/or minimal suggestive themes. <span style="font-family: 'Times New Roman',Times,serif;">**T (Teen)**: content that may be suitable for ages 13 and older. Titles in this category may contain violence, suggestive themes, crude humor, minimal blood, simulated gambling, and/or infrequent use of strong language. <span style="font-family: 'Times New Roman',Times,serif;">**M (Mature)**: content that may be suitable for persons ages 17 and older. Titles in this category may contain intense violence, blood and gore, sexual content, and/or strong language. <span style="font-family: 'Times New Roman',Times,serif;">**AO (Adults Only)**: content that should only be played by persons 18 years and older. Titles in this category may include prolonged scenes of intense violence and/or graphic sexual content and nudity. <span style="font-family: 'Times New Roman',Times,serif;">Mediawise.org, a group that researches the effects of all types of media on families, publishes a yearly report card on video games. The following is a list of games that are extremely violent or have particularly repugnant forms of violence, along with a list of popular games that have very low or nonexistent violent content. <span style="font-family: 'Times New Roman',Times,serif;">**Games To Avoid (all rated M)** <span style="font-family: 'Times New Roman',Times,serif;">**Recommended Low Violence/Non-Violent Games** (check rating for age-appropriateness) <span style="font-family: 'Times New Roman',Times,serif;">[]
 * <span style="color: #ff0000; font-family: 'Times New Roman',Times,serif;">Assassin's Creed
 * <span style="color: #ff0000; font-family: 'Times New Roman',Times,serif;">Call of Duty 4
 * <span style="color: #ff0000; font-family: 'Times New Roman',Times,serif;">Conan
 * <span style="color: #ff0000; font-family: 'Times New Roman',Times,serif;">The Darkness
 * <span style="color: #ff0000; font-family: 'Times New Roman',Times,serif;">Jericho
 * <span style="color: #ff0000; font-family: 'Times New Roman',Times,serif;">Kane & Lynch: Dead Men
 * <span style="color: #ff0000; font-family: 'Times New Roman',Times,serif;">Manhunt 2
 * <span style="color: #ff0000; font-family: 'Times New Roman',Times,serif;">Resident Evil: Umbrella Chronicles
 * <span style="color: #ff0000; font-family: 'Times New Roman',Times,serif;">Stranglehold
 * <span style="color: #ff0000; font-family: 'Times New Roman',Times,serif;">Time Shift
 * <span style="color: #ff0000; font-family: 'Times New Roman',Times,serif;">FIFA Soccer '08
 * <span style="color: #ff0000; font-family: 'Times New Roman',Times,serif;">Guitar Hero III: Legends of Rock
 * <span style="color: #ff0000; font-family: 'Times New Roman',Times,serif;">Hannah Montana: Spotlight World Tour
 * <span style="color: #ff0000; font-family: 'Times New Roman',Times,serif;">Madden NFL '08
 * <span style="color: #ff0000; font-family: 'Times New Roman',Times,serif;">Mario and Sonic at the Olympic Games
 * <span style="color: #ff0000; font-family: 'Times New Roman',Times,serif;">Need for Speed Pro Street
 * <span style="color: #ff0000; font-family: 'Times New Roman',Times,serif;">The Sims 2: Castaway
 * <span style="color: #ff0000; font-family: 'Times New Roman',Times,serif;">Super Mario Bros. 3
 * <span style="color: #ff0000; font-family: 'Times New Roman',Times,serif;">Super Mario Galaxy
 * <span style="color: #ff0000; font-family: 'Times New Roman',Times,serif;">Viva Piñata

<span style="color: #ff0000; font-family: 'Times New Roman',Times,serif;">Video Games: A Cause of Violence and Aggression
<span style="font-family: 'Times New Roman',Times,serif;">There is a huge hype surrounding the launch of every new game syste - Game Cube, XBox, and Sony Playstation 2 being just few of the latest. Affecting children age 4 all the way to 45 year-old adults, these video games have called for concern in our society regarding issues such as addiction, depression, and even aggression related to the playing of video games. A recent study of children in their early teens found that almost a third played video games daily, and that 7% played for at least 30 hours a week. What is more, some of these games being played like Mortal Combat, Marvel Vs. Capcom, and Doom are very interactive in the violence of slaughtering the opponent. The video game industries even put signs like "Real-life violence" and "Violence level - not recommended for children under age of 12" on their box covers, arcade fronts, and even on the game CDs themselves.

<span style="font-family: 'Times New Roman',Times,serif;">In the modern popular game Goldeneye 007 bad guys no longer disappear in a cloud of smoke when killed. Instead they perform an elaborate maneuver when killed. For example, those shot in the neck fall to their knees and then face while clutching at their throats. Other games such as Unreal Tournament and Half-Life are gorier. In these games when characters get shot a large spray of blood covers the walls and floor near the character, and on the occasions when explosives are used, the characters burst into small but recognizable body parts. In spite of the violence, the violent video games are also the more popular games on the market. When video games first came out, indeed they were addictive... however, there seems to be a strong correlation now between the <span style="font-family: 'Times New Roman',Times,serif;">violent nature of games these days and the aggressive tendencies in game players.

<span style="font-family: 'Times New Roman',Times,serif;">On April 20, 1999, Eric Harris and Dylan Klebold launched an assault on Columbine High School in Littleton, Colorado, murdering 13 and wounding 23 before turning the guns on themselves. Although nothing is for certain as to why these boys did what they did, we do know that Harris and Klebold both enjoyed playing the bloody, shoot-'em-up video game Doom, a game licensed by the U.S. military to train soldiers to effectively kill. The Simon Wiesenthal Center, which tracks Internet hate groups, found in its archives a copy of Harris' web site with a version of Doom. He had customized it so that there were two shooters, each with extra weapons and unlimited ammunition, and the other people in the game could not fight back. For a class project, Harris and Klebold made a videotape that was similar to their customized version of Doom. In the video, Harris and Klebold were dressed in trench coats, carried guns, and killed school athletes. They acted out their videotaped performance in real life less than a year later...

<span style="font-family: 'Times New Roman',Times,serif;">Everyone deals with stress and frustrations differently. However when action is taken upon the frustration and stress, and the action is taken out in anger and aggression, the results may be very harmful to both the aggressor and the person being aggressed against, mentally, emotionally, and even physically. Aggression is action, i.e. attacking someone or a group with an intent to harm someone. It can be a verbal attack--insults, threats, sarcasm, or attributing nasty motives to them--or a physical punishment or restriction. Direct behavioral signs include being overly critical, fault finding, name-calling, accusing someone of having immoral or despicable traits or motives, nagging, whining, sarcasm, prejudice, and/or flashes of temper. The crime and abuse rate in the United States has soared in the past decade. More and more children suffer from and are being treated for anger management than ever before. Now, one can't help but to wonder if these violent video games are even playing a slight part in the current statistics. I believe they do.

<span style="font-family: 'Times New Roman',Times,serif;">Calvert and Tan compared the effects of playing versus observing violent video games on young adults' arousal levels, hostile feelings, and aggressive thoughts. Results indicated that college students who had played a violent virtual reality game had a higher heart rate, reported more dizziness and nausea, and exhibited more aggressive thoughts in a posttest than those who had played a nonviolent game do. A study by Irwin and Gross sought to identify effects of playing an "aggressive" versus "nonaggressive" video game on second-grade boys identified as impulsive or reflective. Boys who had played the aggressive game, compared to those who had played the nonaggressive game, displayed more verbal and physical aggression to inanimate objects and playmates during a subsequent free play session. Moreover, these differences were not related to the boys' impulsive or reflective traits. Thirdly, Kirsh also investigated the effects of playing a violent versus a nonviolent video game. After playing these games, third- and fourth-graders were asked questions about a hypothetical story. On three of six questions, the children who had played the violent game responded more negatively about the harmful actions of a story character than did the other children. These results suggest that playing violent video games may make children more likely to attribute hostile intentions to others.

<span style="font-family: 'Times New Roman',Times,serif;">In another study by Karen E. Dill, Ph.D. & Craig A. Anderson, Ph.D., violent video games were considered to be more harmful in increasing aggression than violent movies or television shows due to their interactive and engrossing nature. The two studies showed that aggressive young men were especially vulnerable to violent games and that even brief exposure to violent games can temporarily increase aggressive behavior in all types of participants.The first study was conducted with 227 college students with aggressive behavior records in the past and who completed a measure of trait aggressiveness. They were also reported to have habits of playing video games. It was found that students, who reported playing more violent video games in junior and high school, engaged in more aggressive behavior. In addition, the time spent playing video games in the past were associated with lower academic grades in college, which is a source of frustration for many students, a potential cause for anger and aggression as discussed in the previous paragraph. <span style="font-family: 'Times New Roman',Times,serif;">In the second study, 210 college students were allowed to play Wolfenstein 3D, an extremely violent game, or Myst, a nonviolent game. After a short time, it was found that the students who played the violent game punished an opponent for a longer period of time compared to the students who played the non violent game. Dr. Anderson concluded by saying, "Violent video games provide a forum for learning and practicing aggressive solutions to conflict situations. It the short run, playing a violent video game appears to affect aggression by priming aggressive thoughts." Despite the fact that this study was for a short term effect, longer term effects are likely to be possible as the player learns and practices new aggression-related scripts that can become more and more <span style="font-family: 'Times New Roman',Times,serif;">accessible for the real-life conflict that may arise.

<span style="font-family: 'Times New Roman',Times,serif;">The U.S. Surgeon General C. Everett Koop once claimed that arcade and home video games are among the top three causes of family. Although there have been studies that have found video game violence to have little negative effects on their players, there are also many studies that have found a positive correlation between negative behavior, such as aggression, and video and computer game violence. Thus, in order to totally assess the effects of game violence on its users, the limiting conditions under which there are effects must be taken into account, which include age, gender, and class/level of education. However, violent games do affect children, as the studies show, especially early teens, and I feel that there needs to be a stricter regulation regarding the availability of these games to young children. <span style="font-family: 'Times New Roman',Times,serif;">[]

=<span style="color: #ff0000; font-family: 'Times New Roman',Times,serif;">Violence and Video Games = <span style="font-family: 'Times New Roman',Times,serif;">Today on Amazon.com, one of the most popular video games being sold is titled "Call of Duty 4: Modern Warfare." In this game, players can take on the role of either a U.S. or British soldier who is sent to military "hot spots" to defeat the world's most dangerous enemies. Like other games in its genre, the images are near lifelike and the violence is graphic. <span style="font-family: 'Times New Roman',Times,serif;">As the level of violence in video games has increased, so has concern for the effects on those who play - especially those who play a lot. Many are quick to point out that most school shootings in recent years have been carried out by avid gamers, and their games of choice were always dark and violent. <span style="font-family: 'Times New Roman',Times,serif;">But it begs the question: Which comes first? Can aggressive and violent behavior be attributed to violence in video games? Or do those who play already have violent tendencies which draw them to violent games? It's a type of "chicken or the egg" debate that has strong advocates on both sides. <span style="font-family: 'Times New Roman',Times,serif;">Though video games made their appearance in the 1970s, it wasn't until systems like the Sony PlayStation were released in the 1980s that violence became an issue. Along with these more sophisticated systems came the ability to make graphics more lifelike. The more lifelike they've become, the more interest there has been in the correlation between violent games and violent behavior. <span style="font-family: 'Times New Roman',Times,serif;">One of the primary concerns with violence in video games is that gaming is not passive. In order to play and win, the player has to be the aggressor. Rather than watching violence, as he might do on television, he's committing the violent acts. Most researchers acknowledge that this kind of active participation affects a person's thought patterns, at least in the short term. <span style="font-family: 'Times New Roman',Times,serif;">Another factor that concerns both researchers and parents is that violence in video games is often rewarded rather than punished. In army and sniper games, players "level up" based in part on how many people they kill. If played frequently enough, games like this can skew a young person's perception of violence and its consequences. <span style="font-family: 'Times New Roman',Times,serif;">In 2002, researchers Anderson and Bushman developed the General Aggression Model (GAM). Often considered one of the greatest contributions to the study of violence and video games, the GAM helps explain the complex relationship between violent video games and aggressive gamers. The GAM takes some (though not all) of the heat off video games by acknowledging that a gamer's personality plays into how he is affected by violence. Anderson and Bushman refer to three internal facets - thoughts, feelings, and physiological responses - that determine how a person interprets aggressive behavior. Some people's responses are naturally more hostile, making them predisposed to respond more aggressively to violent video games. <span style="font-family: 'Times New Roman',Times,serif;">Short-term effects were easily identified in the GAM; the most prominent being that violent games change the way gamers interpret and respond to aggressive acts. Even those who aren't predisposed to aggression respond with increased hostility after playing a violent video game. The game becomes what's called a "situational variable" which changes the perception of and reaction to aggressive behavior. <span style="font-family: 'Times New Roman',Times,serif;">Long-term effects of violent video games are still uncertain and are fiercely debated. No long-term studies have been conducted to date, so there are only hypotheses. Anderson and Bushman theorized that excessive exposure to violent video games causes the formation of aggressive beliefs and attitudes, while also desensitizing gamers to violent behaviors. <span style="font-family: 'Times New Roman',Times,serif;">Though long-term effects haven't been clinically documented, one need only look at the way video game violence has progressively increased over the past two decades to get a sense of potential long-term effects. Parents would be wise to monitor the amount of time their kids spend gaming and watch closely for any negative effects. <span style="font-family: 'Times New Roman',Times,serif;">[]

=<span style="color: #ff0000; font-family: 'Times New Roman',Times,serif;">Top 5 Signs You Need Help With Gaming or Internet Addiction = <span style="font-family: 'Times New Roman',Times,serif;">Do you or someone you know spend too much time playing video or computer games or going online? Here are some ways to tell if you need to ask for help: <span style="font-family: 'Times New Roman',Times,serif;">If you think there might be a problem, there probably is. And you certainly wouldn't be the first. Some experts say as many as 10 percent of all people who use the Internet or play video games are addicted to them. <span style="font-family: 'Times New Roman',Times,serif;">It's a tough habit to kick. It's not like you can just stop using the computer altogether. You need it for school and to stay in touch with your friends. If you're a gamer, most of your friends may also be gamers, meaning that you would not have anyone to hang out with if you stopped playing completely. <span style="font-family: 'Times New Roman',Times,serif;">The best thing to do is talk to someone you trust. Maybe it's your mom or dad, a big brother or sister, or a good friend who is concerned about you. Tell them you're worried about being obsessed and you need their help. Your parents probably already know there's a problem, but they don't know what to do about it. So tell them what's really going on. <span style="font-family: 'Times New Roman',Times,serif;">Chances are, the games aren't the real issue. You may be using the computer or the controller to avoid doing things you don't want to do or thinking about things that are bothering you. Sometimes that's okay - grownups do it, too. But when it's keeping you from sleeping, or causing you to be angry with the people who love you, there's a better way. So go on. Get off the computer or send an e-mail to someone with a link to this page and they'll know you're asking for help. And that's a good sign. <span style="font-family: 'Times New Roman',Times,serif;">[]
 * 1) <span style="color: #00ffc6; font-family: 'Times New Roman',Times,serif;">You feel really happy when you're online or when you're playing games, but as soon as you have to stop, you get angry or upset.
 * 2) <span style="color: #00ffc6; font-family: 'Times New Roman',Times,serif;">You think about going online or playing when you are supposed to be focusing on other things, like doing school work or having dinner with your family.
 * 3) <span style="color: #00ffc6; font-family: 'Times New Roman',Times,serif;">You spend more time with your keyboard or controller than physically hanging out with your friends.
 * 4) <span style="color: #00ffc6; font-family: 'Times New Roman',Times,serif;">Your friends or parents ask what you spend all your time doing, and you lie about it or laugh it off, but inside you know they may have a point.
 * 5) <span style="color: #00ffc6; font-family: 'Times New Roman',Times,serif;">You get up in the middle of the night to check your e-mail or your MySpace comments because you're having a hard time sleeping.

=<span style="color: #ff0000; font-family: 'Times New Roman',Times,serif;">Physical Consequences of Gaming Addiction = <span style="font-family: 'Times New Roman',Times,serif;">You've been searching all day. You've traveled hundreds of miles, sometimes backtracking to make sure you haven't missed anything. Some areas are so infested with hostile creatures that you've been prevented from continuing on your journey until the creatures were destroyed. After all that, you've finally ... finally, found what you've been looking for - the secret passage that transports you to another place. You've moved up to the next level! You're so excited that you barely notice how much your back hurts, nor do you notice that you're on the verge of getting a migraine headache ... again.

<span style="font-family: 'Times New Roman',Times,serif;">It may sound like a strange story, but it's all too familiar for video game players ("gamers"). Whether they play on an Xbox or online, they enter worlds filled with witches, elves, dragons, and more, by traveling to mysterious and sometimes secret locations. They spend so much time in this other world, they begin to do physical damage to their bodies. <span style="font-family: 'Times New Roman',Times,serif;">Physical consequences of gaming addiction include carpal tunnel, migraines, sleep disturbances, backaches, eating irregularities, and poor personal hygiene. <span style="font-family: 'Times New Roman',Times,serif;"> **Carpal Tunnel Syndrome** Carpal tunnel syndrome has long been associated with computer use, so it's no surprise that it's a physical symptom of gaming addiction. Carpal tunnel syndrome is caused when the main nerve between the forearm and hand is squeezed or pressed. This occurs when the carpal tunnel - the area of the wrist that houses the main nerve and tendons - becomes irritated or swollen. Overuse of a computer mouse can cause such irritation and swelling, as can excessive use of a video game controller.

<span style="font-family: 'Times New Roman',Times,serif;"> **Migraines** Migraine headaches typically start in one spot and slowly spread, getting more painful as they progress. In severe cases, the pain can be so extreme that it causes the sufferer to vomit. Light and noise can cause excruciating pain. Someone who plays video games for extended periods of time is more prone to migraines because of the intense concentration required and the strain put on the eyes.

<span style="font-family: 'Times New Roman',Times,serif;"> **Sleep Disturbances** The term "sleep disturbances" covers several sleep-related disorders, including insomnia, narcolepsy, sleep apnea, nocturnal myoclonus (periodic leg or arms jerks during sleep), and parasomnia (i.e., night terrors, sleepwalking or talking, and nightmares). Sleep disturbances are caused, in part, by overstimulation of the brain. However, some people can't get a good night's sleep simply because they think obsessively about the game they're playing.

<span style="font-family: 'Times New Roman',Times,serif;"> **Backaches** Backaches are a common physical symptom of gaming addiction because most gamers stay seated in the same position for hours on end. The lack of movement causes stiffness and soreness, but could deteriorate into chronic back problems.

<span style="font-family: 'Times New Roman',Times,serif;"> **Eating Irregularities** Eating irregularities are caused by gaming addiction simply because most addicted gamers don't want to take the time to eat properly. Rather than eating healthy, balanced meals, they eat food that is quick and usually unhealthy. In extreme cases, the gamer may choose not to eat at all.

<span style="font-family: 'Times New Roman',Times,serif;"> **Poor Personal Hygiene** An addicted gamer is not going to take the time to properly care for himself. Showers, face-washing, and brushing hair and teeth all get put on the back burner. It simply becomes less of a priority, if it's a priority at all.

<span style="font-family: 'Times New Roman',Times,serif;">These physical consequences will occur in varying degrees from one gamer to another. Though the severity of physical consequences is often tied to the severity of the addiction, this is not always the case. A gamer that is already in poor physical condition will be more susceptible to these effects early on. <span style="font-family: 'Times New Roman',Times,serif;">[]

=<span style="color: #ff0000; font-family: 'Times New Roman',Times,serif;">Treatment Options for Video Game Addicts = <span style="font-family: 'Times New Roman',Times,serif;">An addiction to video games or computer games should be treated in much the same way as any other addiction. Like other addicts, gamers often are trying to escape problems in their lives. Video and computer games offer a particularly appealing escape to socially maladjusted teenagers, most often boys, who find it intoxicating to become immersed in a world completely under their control. <span style="font-family: 'Times New Roman',Times,serif;">“When they play, their brains produce endorphins, giving them a high similar to that experienced by gamblers or drug addicts. Gamers’ responses to questions even mirror those of alcoholics and gamblers when asked about use,” said one addiction counselor. <span style="font-family: 'Times New Roman',Times,serif;">But there is another very real challenge when quitting an activity that occupies all of your free time and involves pretty much everyone in your social network. Kids who are addicted to virtual reality have lost, or may never have had, the ability to comfortably communicate with people face to face. They’ve spent all of their time interacting in a virtual world and are extremely uncomfortable when dealing with real people in real time. In an online world, there is time to edit what you say. There’s also very little risk when the person you are talking with is in a different time zone, let alone a different country. <span style="font-family: 'Times New Roman',Times,serif;">Shy or socially awkward kids are at greater risk of video game addiction than children who compete in sports or participate in group activities like afterschool clubs. Take away their computer or their game console and how will they spend their time? Helping them change will likely require some outside help. They need to build confidence in order to feel comfortable in the “real world.” <span style="font-family: 'Times New Roman',Times,serif;">As anyone who has quit smoking or been on a diet knows, it is much harder to quit when the object of your addiction is always in your face and when everyone you know is participating in it. It’s likely that a child addicted to computer games also has to use the computer for schoolwork. And their friends are likely all gamers as well. So how do you begin to fight the addiction? <span style="font-family: 'Times New Roman',Times,serif;">A therapist or treatment program that specializes in adolescents would be a first place to start. For example, a summer camp or wilderness program will get your child out of his normal environment and into a situation where he is forced to experience reality. His time will be filled with activities that are designed to instill confidence, develop healthy passions, and foster social skills. <span style="font-family: 'Times New Roman',Times,serif;">Of course, choosing the right program, preferably one that has a therapeutic element, will be essential. Sending a socially challenged child to a rough-and-tumble military or boot camp with highly competitive activities could do more harm than good. Therapeutic boarding schools and wilderness camps for teens that specialize in treating addiction and behavioral issues may be just what your child needs to turn his life around. <span style="font-family: 'Times New Roman',Times,serif;">[]

=<span style="color: #ff0000; font-family: 'Times New Roman',Times,serif;">Why Won't Childrens Stop Playing Video Games? = <span style="font-family: 'Times New Roman',Times,serif;">It's not difficult to understand the appeal of video games. First of all, there's the power. Most children and teens do not feel they have much control over their world. They are generally told what to wear and eat, when to go to sleep and wake up, how to spend most of their day (in school, duh), and even who their friends should be. In a video game, the child is in control, whether they're driving a race car, mastering mad guitar licks, or leading a Horde raid on the Alliance. <span style="font-family: 'Times New Roman',Times,serif;">Then, there's the excitement. A good game will get your pulse racing and your adrenaline pumping, even if you're just sitting on the couch holding a controller. Games with a time component amplify this excitement, even in simple games like Jewel Quest where you're down to one second before everything blows up because you didn't find the three matching gems. <span style="font-family: 'Times New Roman',Times,serif;">Another lure is that most games have skill levels. They start simple so anyone can play, but increase in difficulty as the player improves his game. This sucks the player into the game and gives him a sense of accomplishment, making it hard to stop playing. I'm sure you've heard something to the effect of, "But Mom, I was just about to reach level 60 and get a new set of armor!" after telling the kids it's time for dinner. <span style="font-family: 'Times New Roman',Times,serif;">Easily the most addictive games, though, are the ones that have no end. These are generally the massive multiplayer online role-playing games, or MMORPGs, like World of Warcraft and Everquest. It's not just about beating an opponent and moving on to the next one. Players often have multiple types of characters, have to perform certain tasks (in the real world we call it work) in order to get better gear or even gold, and work together in groups. Raiding parties are scheduled days in advance, and players are downgraded or denigrated by their fellow players if they don't show up and play for the entire sequence, which can sometimes take hours. <span style="font-family: 'Times New Roman',Times,serif;">Many parents view gaming as a relatively harmless addiction when compared to the dangers of the real world. When they're home, we know what they're doing and who they're playing with (well, sort of). But video game addiction can ruin lives. Children who play four to five hours per day have little time for socializing, doing homework, or playing sports. <span style="font-family: 'Times New Roman',Times,serif;">Kicking the habit is hard, too. Video game and computer addicts can't just avoid computers. They need to use them for homework and communication with friends. It's like putting an alcoholic in a bar and saying, "Just have one drink." Parents need to set strict limits and monitor usage. That means the computer or game systems need to be out in the living room or wherever there are other family members present. <span style="font-family: 'Times New Roman',Times,serif;">Most importantly, though, parents should help their kids find alternatives to video games. Try to get them to participate in sports, join the school band or an afterschool club, or just play outside with the neighbors. Don't be afraid of the words, "I'm bored." The truth is, if they get bored enough, they'll find something to do. You can always offer to give them some extra chores. []

=What Makes a Video Game Addictive?= Most adolescents like to spend at least part of their free time playing video games. But for some, what starts out as innocent recreation can become an addiction. Soon, friends, family, school, and even personal hygiene are neglected as nearly every spare moment is spent playing the game. But what makes a game addictive? Are there certain characteristics that make some games more addictive than others? Why are some teens more susceptible than others to this kind of addiction? As with any addiction, video game or "gaming" addiction is usually a multi-faceted issue. For starters, video games are //designed// to be addictive. Not "addictive" in the clinical sense of the word, but game designers are always looking for ways to make their games more interesting and increase the amount of time people will spend playing them. There are Web sites devoted to gaming design where gamers try to answer the question, "What makes a video game addictive?" They want you - once you log in or pick up that controller - to never want to stop playing. Consequently, games are designed to be just difficult enough to be truly challenging, while allowing players to achieve small accomplishments that compel them to keep playing. In that respect, the design of video games is similar to the design of gambling casinos, which will allow players to have small "wins" that keep them playing. There are several "hooks" that are built into games with the intent of making them "addictive": Massive Multiplayer Online Role-Playing Games (MMORPGs) can be especially addictive because there's no ending. Unlike standard games like Super Mario Brothers, where you win when you save the princess, you can't rescue the princess in an MMORPG. Another consideration is that some people are more prone to addiction of any kind than others, gaming or otherwise. Kids who are easily bored, have poor relationships with family members, feel like outcasts at school, or tend toward sensation-seeking are more easily drawn into video game addiction because it fills a void and satisfies needs that aren't met elsewhere. In addition to the psychological addiction, it's now believed that there may be a physiological element to addictive game playing. Researchers at Hammersmith Hospital in London conducted a study in 2005 which found that dopamine levels in players' brains doubled while they were playing. Dopamine is a mood-regulating hormone associated with feelings of pleasure. The findings of this study indicate that gaming could actually be chemically addictive. Though the debate rages on as to whether gaming addiction is a diagnosable disorder, the behavior undeniably exists. The combination of intentional programming by designers and the predisposition some teens have to addictive behavior means this is a real issue that parents, teachers, and friends should be aware of and take action to prevent. []
 * **The High Score** Whether you've tried out the latest edition of Grand Theft Auto or haven't played a video game since PacMan, the high score is one of the most easily recognizable hooks. Trying to beat the high score (even if the player is trying to beat his own score) can keep a player playing for hours.
 * **Beating the Game** This "hook" isn't used in online role-playing games, but is found in nearly every gaming system. The desire to beat the game is fed as a player "levels up," or finds the next hidden clue.
 * **Role-Playing** Role-playing games allow players to do more than just play - they get to actually create the characters in the game and embark on an adventure that's somewhat unique to that character. Consequently, there's an emotional attachment to the character, and the story makes it much harder to stop playing.
 * **Discovery** The exploration or discovery tactic is most often used in role-playing games. One of the most popular online games currently is World of Warcraft, and a good portion of the game is spent exploring imaginary worlds. This thrill of discovery (even of places that don't really exist) can be extremely compelling.
 * **Relationships** Again, this is primarily an online "hook." Online role-playing games allow people to build relationships with other players. For some kids, this online community becomes the place where they're most accepted, which draws them back again and again.

<span style="font-family: 'Times New Roman',Times,serif;">REMEMBER TO VISIT THIS SITE AND MAKE SOME NOTES <span style="font-family: 'Times New Roman',Times,serif;">[] 6 steps of RBL SITE

<span style="font-family: 'Times New Roman',Times,serif;">**REMEMBER TO COMPLETE YOUR RESEARCH PROPOSAL YOU SHOULD ALL HAVE TOPICS BY NOW AND STARTED YOUR RESEARCH, REMEMBER TO KEEP** <span style="font-family: 'Times New Roman',Times,serif;">**A FOLDER WITH ANY PAPER WORK IN THERE... YOUR FOLIO OF WORK RESEARCH, NOTES, ARTICLES THAT YOUR HAVE READ FROM THE NEWSPAPER OR LIBRARY ETC...** <span style="font-family: 'Times New Roman',Times,serif;">**RESEARCH PROPSAL IS ESSENTIAL UPTO 500 WORDS...**

<span style="font-family: 'Times New Roman',Times,serif;">** Define ** areas **Research Proposal** <span style="color: #ff0003; font-family: 'Times New Roman',Times,serif; font-size: 13px;">//**My survey**//
 * <span style="color: black; font-family: 'Times New Roman',Times,serif; font-size: 13px;">Outline initial ideas for research
 * <span style="color: black; font-family: 'Times New Roman',Times,serif; font-size: 13px;">Identifies how you considered, your topic
 * <span style="color: black; font-family: 'Times New Roman',Times,serif; font-size: 13px;">Explain your choice of capability and it’s relevance
 * <span style="color: black; font-family: 'Times New Roman',Times,serif; font-size: 13px;">Identify processes for working collaboratively
 * <span style="color: black; font-family: 'Times New Roman',Times,serif; font-size: 13px;">Methods of appropriate research processes (valid, ethical and manageable).
 * <span style="color: black; font-family: 'Times New Roman',Times,serif; font-size: 13px;">Develop a timeline

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