Some students resist trends showing 12% of gamers are addicts

Shouts, taunts and lively conversations fill the Extreme Gaming Lab in the L.A. Pittenger Student Center at the end of each week.

Every Friday night, the members of the Electronic Gaming League at Ball State University crowd into the Gaming Lab to compete with each other in various online games.

According to a 2007 report by the American Medical Association, up to 12% of online gamers show signs of addictive behavior. The report said video game overuse occurs most often in massively multiplayer online role-playing games.

According to the report, certain people become obsessed with online gaming because they prefer the virtual world to reality. The report proposes that MMORPGs allow these individuals to gain more control and success in their online social relationships than they would otherwise have in the real world.

Sophomore Eric Mackey said he plays World of Warcraft, a popular MMORPG.

He said online games might become an addiction for some students.

"I play constantly over the weekends, and an hour or two on weekdays," he said. "Games are an excuse for geeks like us to socialize. I've known people who will blow off classes to play," he said.

Addiction to online games does not appear to be widespread at Ball State, however.

EGL president Amber Beheler said school comes first for most gamers at Ball State. Students who play too much drop out, she said.

Sophomore gamer Brian Ricks said few gamers play excessively. "[Those gamers] just get the attention," he said. "It's just like anything else; if you [play online games] to excess, it's going to gain attention."

Beheler said WoW is involving.

"One thing about it is that is takes a lot of time," she said.

WoW players rarely play any other game because it is extremely addicting, she said.

Zac Kelly, another gamer, said it was the players' responsibility to moderate their gaming habits.

"If you let yourself blur the line between what's real and what's not, that's when problems happen," he said.

Betsy Pike, instructor of telecommunications at Ball State, said she does not view online gaming as negative.

Pike said online games help people learn leadership and teamwork. Certain games force players to work together with other players, she said.

"It builds community," Pike said.

Sophomore Anthony Coplen said before playing online games, students should focus on their priorities.

"When things are done, then I might play a game," he said.

Pike offered advice to students involved in online games.

"Do homework first; play second," she said.

Common Addictive Behaviors1. The person becomes obsessed with (constantly thinking of) the activity. 2. The person will seek it out or engage in the behavior even though it is causing him harm. 3. The person will compulsively engage in the activity and find it difficult to stop. 4. Upon cessation of the activity, withdrawal symptoms often occur. These can include irritability, craving, restlessness or depression. 5. The person does not appear to have control as to when, how long or how much he continues the behavior.6. The person often denies problems resulting from his engagement in the behavior, even though others can see the negative effects. 7. The person hides the behavior after family or close friends mention their concern.

Source: Indiana University's Alcohol Research and Health Web site


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