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n1.doc
Report
in the discipline "Deviantology"
Topic: The problem of dependence on massively multiplayer online role playing games (MMORPG) and its treatment
Completed:
I checked it:
2010
Content
Introduction.................................................................................3
1.
General information about online games and their classification.....................4
2.
Massively multiplayer online role playing games (MMORPG)...............................................................................................................9
3.
The problem of dependence on MMORPG..........................................13
4.
Treatment of MMORPG Addiction...........................................20
Conclusion............................................................................24
References..................................................................25
Introduction
Such phenomena as the computer and the Internet, until recently, many attributed to the category of fiction, and today they have already firmly entered our lives and for many people have become necessary components of their existence.
With the advent of the Internet, not only the methods of work, but also the ways of spending leisure time have significantly diversified.
People spend hours downloading files from the network, communicating, visiting interesting sites, viewing pictures and playing online games.
We will consider the latter method in more detail.
Along with the fact that online games have interested large masses of people and continue to attract more and more users to their networks every day, discussions continue in scientific circles on whether online games should be classified as drugs or not.
Many of the scientists are categorically in favor, which in general is not surprising, since the game on the network has already attracted huge masses of humanity, only one of the famous games "World of Warcraft" today has more than 8 million users.
In addition, the most dangerous thing is that for people online role playing games are beginning to replace reality.
It's so easy to escape from problems with a simple click of a button.
It is worth entering the game – and you are already a super hero in some war between influential clans, you have unlimited opportunities and there are no problems.
At the same time, problems in the real world are aggravated by this, and sometimes this addiction can even lead to a fatal outcome!
Moreover, dependence on such games develops not only in adults, but very often in children, which can irreparably affect their development.
General information about online games and their classification
An online game is a game that uses an Internet connection.
One of the varieties of online games is MMOG.
There are two types of games that people play on the Internet: simple games directly on the website and multiplayer games.
In the first case, the game is played directly on the web page – when you enter the page, a small program or flash is loaded, and the game is "ready for use".
Usually such games are quite simple, although sometimes they are very funny and cute.
The genres of the game can be very different – shooting games, quests, puzzles, crosswords, etc.
Multiplayer games, or MMOG (Massively multiplayer online game, massively multiplayer online game) is one of the varieties of online games in which a fairly large number of players simultaneously participate.
A distinctive feature of MMOG from ordinary online games is the simultaneous play of a large number of people.
In general, there are two large groups of online games:
Online games that are based on the principle of finding partners.
These are games such as checkers, chess, sea battle and others.
These online games are distinguished by their simplicity, compared with the second type of online games.
Online games that are interactive worlds in which players coexist with each other.
This group of online games can also be divided into subgroups:
MMORPG (Massively multiplayer online role playing game, massively multiplayer online role playing game) is one of the most popular types of online games.
The player creates his hero in the game world and gets almost complete control over him.
This type of online games is based on computer RPG (Role playing game, role playing game).
MMOFPS (Massively multiplayer online first person shooter, massively multiplayer first — person shooter) - this type of online games combines two components: the gameplay of a first person shooter and a large number of players connected to the game via the Internet.
in addition, there are also more rare types of online games, for example: online strategies, online simulators and others.
Another main characteristic of online games is the presence or absence of a client program.
According to this principle, online games are divided into two large groups:
Client online games — this type of online games requires special client programs for its functioning.
The client program is a software shell consisting of many components, which is written by the game developers specifically for a specific game.
In order to play an online client game, you need to install a client for a specific game on your computer.
The advantage of this type of games is a wider range of features provided to the player, as well as an improved graphical interface.
The disadvantage is the need to install special software, as well as the fee most client online games require a subscription fee.
Browser based online games — this type of games does not require any special software for its functioning.
As the name suggests, only a browser is needed to play browser based online games.
In this case, the browser acts as a software shell for the game.
Browser based online games are created using various technologies: HTML, JavaScripts, Java, Flash.
Shockwave.
A clear advantage of this type of online games is that there is no need to install special software.
However, this imposes some restrictions on the capabilities of browser based online games, in particular on their graphical interface.
There is also a psychological classification of online games.
I. Role playing computer games.
Their main feature is the greatest influence on the psyche of the player, the greatest depth of "entry" into the game, as well as the motivation of game activity based on the needs of accepting the role and avoiding reality.
Here, three subtypes are distinguished mainly by the nature of their influence on the player, the strength of "dragging" into the game, and the degree of "depth" of psychological dependence.
1. Games with a first person view.
This type of game is characterized by the greatest force of "tightening" or "entering" into the game.
The specificity here is that the view "from the eyes" provokes the player to fully identify with the computer character, to fully enter the role.
After a few minutes of the game (the time varies depending on the individual psychological characteristics and the gaming experience of the player), a person begins to lose touch with real life, completely concentrating on the game, transferring himself to the virtual world.
The player can take the virtual world completely seriously and considers the actions of his hero to be his own.
A person has a motivational involvement in the plot of the game.
2. Games with a third person view.
This type of games is characterized by a lower force of entering the role compared to the previous one.
The player sees "himself" from the outside, controlling the actions of this hero.
Identification with a computer character is less pronounced, as a result of which motivational involvement and emotional manifestations are also less pronounced compared to games with a first person view.
If in the case of the latter, a person in the critical seconds of his hero's life can turn pale and fidget in his chair, trying to dodge blows or shots from computer "enemies", then in the case of an external view, external manifestations are more moderate, but failures or the death of" himself " in the guise of a computer hero is experienced by the player no less strongly.
3. Strategy games.
In these games, the player is given the right to direct the activities of computer characters subordinate to him.
Motivational involvement in the game process and the mechanism of formation of psychological dependence on the game are no less strong than in the case of other games.
II.
Non role playing computer games.
The reason for the allocation of this type is that the player does not assume the role of a computer character, as a result of which psychological mecha the mechanisms of addiction formation and the influence of games on a person's personality have their own specifics and are generally less strong.
The motivation of the game activity is based on the excitement of "passing" and (or) gaining points.
There are several subtypes:
1. Arcade games.
All the player needs to do is move quickly, shoot and collect various prizes, driving a computer character or a vehicle.
These games are in most cases very harmless in the sense of influencing the personality of the player, because psychological dependence on them is most often short term.
2. Puzzles.
This type of games includes computer versions of various board games (chess, checkers, backgammon, etc.), as well as various kinds of puzzles implemented in the form of computer programs.
The motivation based on excitement is associated here with the desire to beat a partner in the game, to prove their superiority.
3. Games for quick reaction.
This includes all games in which the player needs to show dexterity and quickness of reaction.
The difference from arcades is that they do not have a plot at all and, as a rule, are completely abstract, have nothing to do with real life.
Motivation based on excitement, the need to "pass" the game, score more points, can form a completely stable psychological dependence of a person on this type of games.
4. Traditionally gambling.
We use the word "traditional" in the name, since it is impossible to call the type simply "gambling", since almost all non role playing computer games are gambling by nature.
This includes computer versions of card games, roulette, simulators of slot machines, in a word - computer versions of the casino's gaming repertoire.
The psychological aspects of the formation of dependence on these computer games and their real analogues are very similar.
So, online games allow a person to "enter" virtuality to the greatest extent, to detach (at least for the duration of the game) from reality and get into the virtual world.
As a result, online games have a significant impact on a person's personality: solving the problems of "saving humanity" in the virtual world, a person acquires problems in real life.
At the same time, the greatest danger is of course multiplayer online role playing games, since in an MMORPG the player becomes a completely different person, can create an appearance for himself, etc.
In addition, he interacts with other real people, and not just with computer controlled characters, which further arouses interest and dependence on MMORPGs.
Massively multiplayer online role playing games (MMORPG)
A massively multiplayer online role playing game (MMORPG) is a genre of online computer role — playing games (ORPG) in which a large number of players interact with each other in a virtual world (mainly in the fantasy genre).
As in most RPGs, the player is offered the role of a fictional hero, and the ability to control his actions.
MMORPGs differ from single player and small network role playing games by a variety of players, as well as a virtual world that continues to exist even in the absence of a player.
The virtual world is supported by the publisher of the game after its release.
In the virtual world, players can perform various actions by interacting with each other.
There are also computer controlled characters (NPCs), including hostile ones (mobs).
In most games, the destruction of enemies is rewarded and experience points are awarded.
The player uses the experience points obtained to improve the skills and abilities of the hero.
Remuneration (game currency or valuables) is the basis of economic relations between the participants of the game.
In many MMORPGs, players have the opportunity to create internal associations (guilds, clans), whose members can adhere to a certain policy towards other players and associations.
In some games, the characters are neutral when they first appear in the world, in others they are initially hostile to certain characters according to the plot of the game.
In most paid MMORPGs, players purchase a subscription subscription, sometimes publishers require a one time purchase of a copy of the game.
Free MMORPGs can be simply downloaded on the Internet.
They often use a microtransaction system — the purchase of in game items for real money.
In the classic version, MMORPGs are divided into three styles of play, but mostly combine several: PvE Player vs Environment (Player vs Environment).
The game is based on the "Player World" relationship.
Interacting with the game environment, the player improves the characteristics of his own character and moves along the storyline (if there is one).
PvP Player vs Player (Player vs Player).
The game is based on the "Player Player" relationship, where the dominant role is played by the factor of communication, confrontation and exchange of game items between players.
PvE / PvP Combines the qualities of the two above styles.
It is the basic scheme for building modern MMORPGs.
RvR — Kingdom versus Kingdom (Realm versus Realm).
The organization of players (not necessarily a clan) against another group (sometimes random) in the struggle for the resources of the game and / or the opponent's city.
PvPvE — Player versus Player versus Environment (Player versus Player versus Environment).
The game is based on a "Player Player" relationship with the intervention of a third non player party to maintain the balance of the game sides.
Now there are an incredible number of paid and free popular MMORPG games in which different people meet each other on fantastic battlefields to live for an hour or two in the "skin" of a hero of any race.
Among the most famous representatives: Everquest, World of Warcraft, Lineage, Warhammer online.
The Russian market of multiplayer role playing games did not begin with "monsters".
Once the minds were excited by the browser based MMORPG "Fight Club", known to everyone and everyone in our country to the Internet user.
The amounts that were spent by the players do not lend themselves to logical justification, disputes and scandals around it did not subside for a minute, there were just an incredible number of players for a small and underdeveloped Russian speaking part of the world Wide web.
However, the players, of course, wanted something more than an "interactive newspaper", and therefore the market could not be based on browser games.
The Japanese were among the first to appear on the Russian market with their online game Lineage, for many in Russia it was she who became the first acquaintance with an MMORPG with a client.
Now there are quite a lot of users of this MMORPG game in Russia, if we take into account those who play on numerous free servers, then their number will completely exceed several hundred thousand people.
In this MMORPG game, our compatriots for the first time saw a really big game world, which undoubtedly aroused unprecedented interest, with a huge number of quests, character classes, various branches of skills, with the ability to arrange epic battles for the possession of cities.
However, the graphic style of Lineage, leaning towards a gloomy Gothic, was not liked by everyone, and therefore the Internet was waiting for something else…
Now the undoubted king of the most popular MMORPG games is World of Warcraft.
The most famous strategic franchise has moved into the category of the best multiplayer games quickly and beautifully, conquering everyone with its external casuality (the cartoon style clearly benefits the game) and quite an interesting game balance.
The huge amount of content in the game is also a big plus for all fans of this game.
Now there are more than 8 million WOW users (according to some estimates, the figure exceeds 10 million), this, again, without taking into account"free users".
It is followed by Warhammer online, Everquest, The Lord of the Rings online, Ragnarok online, but their success is somewhat more modest.
However, to say that the MMORPG genre is the future of the gaming industry means not to talk about anything, because now most of the major entertainment game projects are focused precisely with an eye to MMO playability.
The popularity of multiplayer online games does not stop growing.
Gigaom has published a list of the ten most popular MMORPGs of our time, which was compiled on the basis of officially available data on the number of active subscribers.
The list is compiled in the form: the name of the game (year of release) - the number of active players:
1. World of Warcraft (2004) - 8.5 million
2.
Habbo Hotel (2000) - 7.5 million
3.
RuneScape (2001) - 5 million/
4.
Club Penguin (2006) - 4 million/
5.
Webkinz (2005) - 3.8 million
6.
Gaia Online (2003) - 2 million
7.
Guild Wars (2005) - 2 million
8.
Puzzle Pirates (2003) - 1.5 million
9.
Lineage I/II (1998) - 1 million.
10. Second Life (2003) - 500 thousand.
At the same time, the list does not include Korea, China, Japan and other Asian countries.
If you take them into account, then the entire list will be exclusively from Korean games.
For example, MU Online is played with more than 40 million players.
Thus, the scale of people's involvement in MMORPGs is huge, while it is not always safe, and often leads to adverse consequences, especially when it comes to children.
The problem of dependence on MMORPG
Let's try to figure out what has so puzzled the world's minds and what is the danger of such a seemingly harmless entertainment as online role playing games.
And the danger lies in addiction.
People are so addicted to the gameplay that many adults lose their jobs for lack of enough willpower to interrupt the game, because of which there is no time left for work at all.
Students are expelled from universities, because they can not betray their playmates and for this reason they are forced to skip exams, for the same reason, schoolchildren become losers.
In addition to the huge time spent on this hobby, users of such projects annually spend huge amounts of money, hardly calculated by some insignificant hundreds of thousands of dollars - the turnover is much more.
All this money is spent on the purchase of various virtual gaming accessories.
But all of the above are just flowers, in addition to social problems, the abuse of online games entails various health problems.
Constant systematic play negatively affects both the mental and physical health of a person.
An avid player interrupts his occupation only in order to satisfy the necessary physical needs and then, not always completely, for example, the need for food.
There is simply no time left for such aspects of normal life as walking, rest for the eyes, etc.
A vivid example of the negative impact of online games is the case that occurred in China.
A teenage girl, Slowly, a World of Warcraft player, died after several days of continuous play.
Shortly before that, another death occurred: a young man named Nan Ren Gu Shi died from a long continuous game.
The Chinese government, based on these two incidents, introduces a new law: every online game in the country must have a special program installed that interrupts access to the game server after three hours of play.
This caused an ardent protest of gamers.
There are many other cases involving harming not only yourself.
In Shanghai, a 41 year old player of the online game Legend of Mir 3, Qiu Chenwei, killed his friend because he "stole" a virtual sword from him.
The court sentenced Qiu to death, however, with a two year delay: for good behavior in prison, the sentence can be commuted to life imprisonment, and in the future it can be reduced to 15 years.
The parents of the murdered Zhu Caoyuan do not agree with the verdict: "My son was only 26 years old," says the father of the family.
– We demand the immediate death penalty of Qiu."
A person who is hooked on an online game has changes in the psyche.
Such a person begins to confuse the real world with the virtual one, while the real world causes him negative emotions, because an avid gamer is deprived of all those extra opportunities that he is endowed with in the game.
Thus, for the player, the real world becomes completely unnecessary and short breaks in the gameplay cause an even greater desire to plunge into the pool of virtual fantasies as soon as possible.
The mechanism of formation of game addiction is based on partially unconscious aspirations, needs: escape from reality and acceptance of a role.
These mechanisms operate independently of human consciousness and the nature of the motivation of gambling activities, including immediately after meeting person with role based computer games and the beginning of a more or less regular games in them.
Ie no matter what motivates people and what motivates him when he first begins to play computer games, include mechanisms of dependence, and in the future that need, which is based on the prevailing mechanism takes the utmost importance in motivating games and activities.
So, let's consider each of these mechanisms sequentially.
Escape from reality.
The basis of this mechanism is the human need for "detachment" from everyday chores and problems, a kind of transformation of the need for energy conservation.
It is not by chance that the term "withdrawal from reality" is used, and not "withdrawal from society".
The fact is that we mean not just the environment, society, society, but the objective reality as a whole.
You can escape from society through a variety of ways, including non role playing computer games.
However, you can escape from reality only by "immersing" yourself in another reality - a virtual one.
The psychological aspects of the mechanism are based on the natural desire of a person to get rid of all sorts of problems and troubles associated with everyday life.
A role playing computer game is a simple and affordable way to simulate another world or such life situations in which a person has never been and will not be in reality.
This is an easy way to live in another life, where there are no problems, there is no work to go to every day, there is no hassle of earning money for a living, etc.
In this sense, it may seem that role playing computer games serve as a means of relieving stress, reducing the level of depression, i.e. a kind of therapeutic method.
However, the use of role playing games in this capacity is questionable, although it seems quite possible.
In practice, people usually abuse this way of escaping from reality, lose their sense of proportion, playing for a long time.
As a result, there is a danger of not temporary, but complete detachment from reality, the formation of a very strong psychological dependence on the computer.
The process of beneficial influence of role playing games is presented as follows: a person "goes" into virtuality for a while to relieve stress, distract from problems, etc.
And in pathological clinical cases, the opposite happens: a person "leaves" virtuality for a while into the real world, so as not to forget how he looks and satisfy physiological needs.
The rest of the pyramid of needs is shifted to virtual reality and is satisfied there.
The real world begins to seem alien and full of dangers, because a person cannot do everything in the real world that he is allowed to do in the virtual one.
The words of one of the gamers: "When I get up from the computer and go outside, I donot have enough weapons that I have in the game.
Without him, I feel defenseless, so I try to come home as soon as possible and sit down to play again" That is, we see that the constant departure from reality leads to an increase in this desire, to the emergence of a stable need to escape from reality.
Here we can draw analogies with drugs and drug addiction: with each dose taken, the strength of dependence increases; with every hour of the game, dependence on it increases and soon it becomes impossible for a person to do without a computer game.
It is based on the need for a game as such, which is peculiar to a person.
And also the desire to accept the role of a computer character, which allows a person to satisfy needs that for some reason are not able to be satisfied in real life.
Role playing games, especially in childhood, are part of a person's cognitive activity.
All children play games, consciously assuming the role of adults, satisfying the unconscious need to know the world around them.
With age, role playing games are replaced by intellectual ones and a person very rarely has the opportunity to take on the role of another person, although the subconscious need for this remains: the driver wants to look at the world through the eyes of a pilot, a man wants to be in the role of a woman, a loser rejected by society dreams of being a leader for at least a minute.
The need to know the world is a modified research instinct inherited by humans from animals.
Presumably, this need is in the area of the unconscious, since in most cases it is partially or completely not realized by a person.
However, the lack of awareness of a need does not indicate its absence or weakness as a motivating factor; rather, on the contrary, unconscious needs have a greater influence on our behavior than conscious ones.
The research instinct in animals and the cognitive need in humans are quite powerful motivating factors and often completely determine behavior.
An animal driven by the research instinct forgets about the danger and may die for the sake of this thirst for knowledge.
That is, the research instinct of an animal can suppress even a very powerful instinct of self preservation.
This is also proved by the supporters of cognitive psychology; for them, the cognitive need is the main driving force of personality development and a source of activity.
Role playing is a very effective way of cognitive activity.
In the process of role playing, an unconscious cognitive need is satisfied, as a result of which a person gets pleasure.
The very mechanism of addiction formation is based on the resulting need for role acceptance.
After a person has played an online game once or several times, he understands that his hero and the virtual world itself allow him to satisfy those human needs that are not satisfied in real life.
This computer hero is respected, his opinion is considered, he is strong, can kill a hundred enemies at once, he is superman, and it is very pleasant for a person to enter the role of this character, to feel like him, because in real life most people do not have the opportunity to experience such feelings.
Further, the more a person plays, the more he begins to feel the contrast between" real "and " virtual", which further attracts a person to an online role playing game and removes him from real life.
The game turns into a means of compensating for life's problems, the personality begins to be realized in the game world, and not in the real one.
Of course, this entails a number of serious problems in the development of personality, in the formation of self awareness and self esteem, as well as the higher spheres of the personality structure.
In this paper, we will not dwell on the influence of computer games on a person's personality, since this issue requires additional scientific research.
In addition to affecting mental and physical health, MMORPGs can also cause financial harm to the player.
Many MMORPGs are paid.
In addition, quite real money is earned (and spent) in online games.
In some places, this is officially supported – in Project Entropia, for example, the toy currency PEDs (Project Entropia Dollars) is freely converted into paper dollars.
You can convert dollars into PEDs (10 PEDs = $1) – and buy jewelry, weapons, and so on for the character, up to toy cities and space stations.
And vice versa, you can sell some artifact to another player for PEDs – and get real money on your hands.
Sometimes online games become a real business for players.
So, a 23 year old player under the nickname Deathifier, who spent $26,000 on a virtual island that exists within the framework of the online game Project Entropia, recouped his expenses for a year.
Throughout the year, he rented out the island's land for development to other players, and also took a fee for hunting and extracting resources on his private property.
"Now I can say with confidence that in the future the island will bring me a huge profit," said Deathifier.
However, not everyone is so lucky, and often the players ' money goes irrevocably.
A feature of MMORPG is that here a person plays not just alone, but with other people, which leads to the influence of the human factor.
So, a player canot just quit the game if the fate of his clan is at stake.
He canot let his comrades down.
According to one 22 year old college student who was passionate about the game "Final Fantasy XI": "We slept in turns, waiting for our enemies to appear.
Defeating them, we felt a sense of accomplishment."
In this game, each player becomes the hero of his own storyline, cooperating with other players to fight evil.
Successfully completed missions and quests, players increase their level and get more strength to fight with an even stronger opponent.
Players never know when an enemy will appear in sight, so they should spend as much time as possible in the game, otherwise they will let down not only themselves, but also their partners in the game.
Thus, due to the features of MMORPGs that distinguish them from other online games, dependence on them is extremely dangerous.
At the same time, the scale of people's involvement in these games is enormous.
Therefore, the treatment of this addiction is a very serious and important problem.
Treatment of MMORPG Addiction
In some countries (China, North Korea), the problem of dependence on online role playing games has reached the state level and is taken under the control of the government.
Treatment of MMORPG addiction is a complex problem that requires the coordinated work of specialists in various fields of medicine.
The main role in the treatment is played by the social readaptation of the patient, which is possible only with the participation of qualified psychologists and psychotherapists.
The use of various medications complements psychotherapy and helps to consolidate the results obtained.
Psychotherapy is the main method of treating various types of addictions.
The purpose of psychotherapy is to eliminate the psychological conflict (which exists in most cases), which led to the emergence of dependence on the game and the social reintegration of the patient.
Psychotherapy sessions are conducted by specialist doctors.
In order for psychotherapy sessions to be effective, the patient's consent to their conduct and the patient's desire to cooperate with the doctor is necessary.
"Imposed" psychotherapy sessions conducted against the will of the patient do not have any positive effect, but only aggravate the problem.
In the process of psychotherapy, the psychotherapist helps the patient to realize the pathological essence of his attachment to the online game, while it is important to avoid the patient's feelings of guilt.
On the contrary, the goal of the doctor is to awaken a healthy critical attitude of the patient to his pathological addiction.
Social readaptation of the patient involves finding out the reasons for the violation of the patient's ties with society and taking measures to eliminate them.
In cases of ineffectiveness of psychotherapy or the lack of the possibility of its implementation, hypnosis can be used for the treatment of addiction.
Often the cause of dependence on MMORPGs in children and adolescents is self doubt and lack of self expression.
In such cases, parents should support the child and help him deal with the problems that have arisen.
It is absolutely wrong to criticize a child who spends too much time at the computer.
This can only deepen the problem and distance the child from his parents.
If a child suffers from game envy, you need to try to understand him and to some extent share his interest in online games.
This will not only bring the child closer to his parents, but also increase his trust in them, which means that the child will follow the advice of his parents with more confidence and share his problems with them with greater confidence.
Criticism is perceived by the child as a refusal of parents to understand his interests and therefore causes isolation and in some cases aggression.
The main measure to prevent the occurrence of addiction of any type in children is the correct upbringing of the child.
At the same time, it is important not to restrict children in their actions (for example, to prohibit certain games), but to explain why this or that activity or hobby is not desirable for him.
Children and adolescents need self expression.
For not having other means of expressing their thoughts and energy, they turn to MMORPGs, which create the illusion of a reality of limitless possibilities, devoid of responsibility.
In the online game, a teenager can become anyone, take any role.
Such an illusion has a destructive effect on the child's psyche and disrupts his connection with his parents and peers.
In order to avoid the emergence of a child's attachment to games, it is necessary to diversify the range of his interests and activities.
This can be achieved, for example, by drawing the child's attention to sports or various types of arts (music, drawing, etc.).
The use of medications in the treatment of addiction to online games.
Various groups of medications are used in the treatment of addiction to online games.
At the same time, there is no specific treatment for this dependence.
The main purpose of prescribing medications is to eliminate various disorders that accompany dependence on MMORPG and make its course heavier.
For example, if there are symptoms of depression in a patient, a course of treatment with antidepressants is prescribed.
Excessive nervousness and agitation are eliminated with the help of sedatives.
Herbal preparations can be successfully used in the treatment of computer addiction.
Preparations of this group (Ginseng extract, Rhodiola rosea preparations, Oregano preparations, Cordyceps, Ican) reduce the excitability of the nervous system and have a positive effect on the brain.
Against the background of taking herbal preparations, sleep is normalized, self esteem and social interest of the patient increase.
In addition, some herbal preparations have a pronounced immunostimulating and adaptogenic effect and improve the functioning of internal organs.
Taking any medications should be coordinated with your doctor.
Against the background of dependence on online games (due to a disdainful attitude to food), there is often a lack of vitamins and minerals.
Therefore, the complex treatment of addiction to online games necessarily includes vitamin and mineral complexes of various compositions.
Treatment of physical symptoms of dependence on online games (visual impairment, carpal syndrome, dry eye syndrome, display syndrome, posture disorders) primarily provides for the correct arrangement of the workplace and compliance with the work and rest regime.
In order to prevent visual impairment, it is recommended to conduct eye exercises and equip the computer with a high quality monitor.
The most important stage in the treatment of MMORPG addiction is to involve the person suffering from it in processes that are not related to computers, so that games do not become a substitute for reality.
It is necessary to show a person that there are a lot of interesting entertainment besides the computer (bowling, snowboarding, mushroom picking, paintball, kayaking, football, etc.), which not only allow you to experience the thrill, but also train the body and normalize the psychological state.
MMORPG addiction affects family relationships, so during the treatment of computer addiction, it is important to provide assistance to relatives and friends of a person suffering from addiction, in particular, aimed at harmonizing relations with him.
Conclusion
Thus, in our time, along with alcohol, drugs and other phenomena that can cause a person to become addicted, there is another, and very dangerous, mass multiplayer online role playing games.
They have a huge arsenal of tools that can drag a person into the virtual world, and sometimes irrevocably, since we have seen from examples that such dependence can well end in a fatal outcome.
MMORPGs can lead to both social and health problems.
Moreover, the scale of people's involvement in MMORPGs is huge.
Only in World of Warcraft, according to various data, from 8 to 10 million people play!
At the same time, these are only permanent registered players.
Of course, the games themselves do not carry such a great danger.
Excessive passion for them is dangerous.
And sometimes this dependence is not caused by the games themselves at all.
Often a person enters the game not out of curiosity, but with the intention of escaping from very real psychological problems.
Therefore, along with medical support, an important role is assigned to a psychologist in the treatment of MMORPG addiction, since it is necessary to help a person solve his problems that pushed him into the abyss of the virtual world, as well as adapt to the social environment, since with prolonged involvement in MMORPGs, relations with family and the rest of the social environment worsen.
List of literature
MMORPG online games.
- [Electronic resource].
- [Access mode]: http://ragnarok cwo.ru/game/mmorpg.html
What is a MMORPG?
- [Electronic resource].
- [Access mode]: http://www.wisegeek.com/what is a mmorpg.htm
All about online games.
- [Electronic resource].
- [Access mode]: http://lunuvuc.ucoz.com/index/vidy onlajn igr/0-8
Internet addiction will be cured in a hospital bed.
- [Electronic resource].
- [Access mode]: http://www.medicinform.net/comp/comp psych12.htm
Dependence on online games – - [Electronic resource].
- [Access mode]: http://www.rpg on line.ru/stat/zavisimost.htm
Internet addiction.
- [Electronic resource].
- [Access mode]: http://www.mediazona.ru/forum/index.php?showtopic=16487
Treatment of computer addiction (gaming addiction, Internet addiction).
- [Electronic resource].
- [Access mode]: http://www.psypodderjka.ru/content/view/82/
Treatment of computer addiction.
- [Electronic resource].
- [Access mode]: http://www.tiensmed.ru/programmer5.html
A massively multiplayer online role playing game.
- [Electronic resource].
- [Access mode]: http://ru.wikipedia.org/wiki/MMORPG
About addiction to online games.
- [Electronic resource].
- [Access mode]: http://limej.ru/index.php/stat/27 stat/2126 O zavisimosti ot onlan igr.html
Online games can be more dangerous than drugs.
- [Electronic resource].
- [Access mode]: http://www.webplanet.ru/news/software/2006/7/14/games.html
Almost a reality.
Life in an online computer game.
- [Electronic resource].
- [Access mode]: http://www.upspecial.ru/pochti realnost zhizn v kompyuternoj onlajn igre.html
Top 10 most popular MMORPGs.
- [Electronic resource].
- [Access mode]: http://www.mmogaming.ru/modules/ipboard/lofiversion/index.php/t771.html
Carried away by games: Understanding the scale of dependence on online games – - [Electronic resource].
- [Access mode]: http://news.leit.ru/archives/4201
The formation of dependence on role playing computer games.
- [Electronic resource].
- [Access mode]: http://www.medicinform.net/comp/comp psych11.htm
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