As a young child I did my fair share of attempting the popular video games. This usually involved me getting help from my big brother who was a pro at my favorite game, RuneScape. This was a portal world for you to play your own fictional character and basically fight goblins and go on missions, all day. As I grew up watching him play all of these different video games, he became more and more invested. Dinnertime would come, and instead of eating together he would go to his room and play games while eating. Even asking for money to put towards these games was part of his priorities. Thinking back to these memories, it makes me question how I will one day raise my kids. In all, his life didn't turn out the best, he never wanted to go to school which lead to dropping out in the 11th grade. As the years went on, his attitude got worse and worse. There were times as a child he would be babysitting me, and would chase me around the house, and not for fun I might add. It affects some of my core values, especially for my future of being a family person and making time for family and friends. I am no video game expert, I will admit. What qualifies me to write about this is, my personal experience, and my interest in researching more about this popular topic in a way that will grasp everyone's attention.


Addiction is defined as an unpreventable desire and wish. In this first article, "Relation between Video Game Addiction and Interfamily Relationships on Primary School Students," the authors, Zorbaz, Demirtas, Ulas, and Seval, contribute their claim that there is such thing as being addicted to video games and Internet. In their experiment they study 4th and 5th graders to see the correlation between video games and GPA. The experiment used is a descriptive survey given to the children in class, ranging from talking about family relationships, personal information, and their time used on the internet and playing video games. Their research concludes that there was, in fact, a correlation between GPA and addiction. They assert that video games affect an individual's ability to function in different areas of his/her life. I think that the concept of the whole family is widely important in preventing things, like video game addiction. These educated authors all work in the department of educational sciences at different universities worldwide. This article was found through a database, Academic Search Complete, which can make this an even more reliable source. 


Within this next article, "The Role Of Social Motivation And Sociability Of Gamers In Online Game Addiction," Lukas and Jakub, claim that social motivation and sociability have a positive correlation with video games and being addicted to them. Jakub and Lukas do this, through an experiment of theirs that examines the social behaviors and motivations for gaming that one has. In their research they gather that most people play up to 10 hours at a time with no break. There was a slight skew in his results because some participants rarely played, but mainly everyone played for multiple hours a day and in return came up to have behavior problems and trouble making friends. This can show that video games might be a top priority in the person's life, rather than family, friends, or even school. He even finds relationships between violent video games and social behavior and the participant's fearfulness. I found this article through academic search complete. They are faculty members of social studies and environmental sciences. I don't see much bias through out this article based on the fact that he has his own research stated in his article, including charts that show what he is describing in his results.


Harts central claim in, "Effects Of Video Games On Adolescents And Adults," is that repeated and excessive video game playing can lead to problems in school, with friends, adult life, and even cause distress. He goes on to talk about an experiment he did and the methods for which they gathered their evidence. In this experiment Hart went to a high school and college to ask people to participate in a survey. With this being said his percentage of females and males was slightly uneven being 85% males and 15% females. This can cause slight bias in his research. Hart claims, high frequency playing could possibly indicate a coping strategy of some people who are experiencing social, academic, and mood problems. Hart is part of a consoling psychology program and also has his Ph.D. this article too, was found through Academic Search Complete.

This research question could be argued in many ways. My approach is how it can affect later life and the concept of video game addiction, which to me is a real thing. This can also be argued that there is no relevance to life when playing a video game, that it is just that, a game. But when will the video game become more than just a game? It becomes more than just a game to me when the adolescents or even adults start re acting to them through behavior, social, and family problems. Kids and adults start to become aggressive or super sensitive and anti social, as they get older, because all they care about in the moment, is their video game. It will get to a point where adolescents will do whatever it takes to play that one video game he/she is surpassing excellence in, by yelling and throwing fits. Do we want our kids to grow up this way, to disrespect their authority? With time I will research more on this topic, gaining more knowledge of the situation at hand. My plan of attack is to find more experiments and views, which knowledgeable people have on this matter. The perspectives of the authors in each article didn't affect my own thoughts and knowledge I already had. In all my articles that I viewed were for the most part very reliable and sticking to the databases to find them made searching much easier with being able to use key words in finding what I needed.

