Can Online Games Be Addictive?
Online games refer to video or virtual games played over some form of computer network, most often the Internet. They can range from simple text-based games to those incorporating complex graphics and large virtual worlds populated by many players simultaneously. They are most often played on computers, gaming consoles, and mobile devices such as smartphones or tablets.
Online gaming has become a huge industry, with millions of people worldwide playing these games. Whether they are used as a way to socialize with friends, relieve stress, or simply to pass the time, online games have gained popularity among all age groups. Some of the most popular online games include PUBG, Fortnite, Minecraft, and Apex Legends.
All of these games can be played virtually with friends over video chat software such as Kumospace. However, these games were specifically designed to be played within the platform and require participants to have an account. This makes them a perfect option for anyone looking to have some fun with their friends from afar!
In addition, these games are also a great way to get creative and build team-work skills. They can be a lot of fun and can bring out the competitive spirit in everyone. They can also be a lot of fun to play in group settings such as a video conference or a virtual meeting.
These games are designed for people of all ages and skill levels, with some even featuring a storyline that can be followed by multiple users at once. Some of these games are played in real-time while others are turn-based and can be accessed from any device with an Internet connection. In some cases, players can communicate with other gamers via text messages or even voice conversations using special audio hardware.
Another way that online games can be addictive is through their use of “digital rewards.” These rewards are usually obtained through a process known as leveling up, which allows players to unlock new content or capabilities in the game. This can result in a person spending more and more time on the game than they intended to, which can lead to unhealthy habits and addictions.
Some research has shown that there is a link between early exposure to online games and the development of IGD later in life. This is because IGD symptoms tend to develop in early adolescence, around the same time as the onset of online game play.
One study conducted by the iCURE cohort found that adolescents who had been exposed to online games in preschool had higher rates of IGD during adolescence than those who did not have early exposure. The iCURE cohort included seventh-graders who had been surveyed on IGD symptoms using the Internet Gaming Utilization Elicited Symptom Screen (IGUESS), which incorporated DSM-5 IGD diagnostic criteria into a brief self-reported assessment tool. The sensitivity, specificity, and diagnostic accuracy of IGUESS were all high. The findings of this research suggest that it may be possible to prevent IGD in children and teens through early prevention strategies, including restricting online game play.