Thursday, September 30, 2010

Escape to Virtual Reality where all your problems and stress disappear: Virtual Game Addiction



We all deal with stress differently, I like to listen to music to tune out from the world, in a story I did a few weeks ago Japanese people like to watch Jellyfish because it results in a compound being released in saliva that promotes relaxation. I don’t know what this compound is; I still can’t find the scientific paper on this. Another way to relieve stress or at least escape it (for a while) is to play virtual world computer games like second life. These role playing games can be highly addictive to some and it seems the more they play the more they retreat in to this virtual world.

People can create their desired life in this virtual world. Kim Myung, a 20 year old student was under intense pressure from his parents to get in to university, but he failed the university entrance exams. Kim gradually retreated in to the virtual world where he can feel invincible there. He’ll spend countless hours in front of the computer screen, he became so addicted that he played from 8am until midnight for more than four months. He gained 5 kilos during this time and he only survived on 2 minute noodles.

Experts describe South Korea as home to the world’s most extreme gamer culture. I thought that title belonged to Japan, but I guess that title has been passed on to South Korea. In April 2006, the South Korean government launched a game addiction hotline. In 2002, a treatment centre for video addicts was opened. Hundreds of private hospitals and psychiatric clinics have opened units to treat this serious problem.

Statistics from 2006 estimated that 2.4 percent of the population from 9 to 39 are believed to be suffering from game addiction. Another 10 percent were found to be ‘borderline cases’, this is defined as an obsession with playing electronic games to a point of being sleep deprived, it disrupts daily life and loosing a grip on reality. These feelings are usually coupled with a sense of withdrawal when they don’t play the games and depression. ‘Borderline cases’ sound quite severe, think about how extreme the symptoms are for gaming addicts.

The situation is so severe that in 2005, 10 South Koreans (mostly in their teens or twenties) died from game addiction related causes. Most of the deaths were attributed to a disruption in blood circulation caused by sitting in a single, cramped position for too long termed ‘economy class syndrome’.

Experts say, gaming itself is not the problem, like anything else it is about excessive use. More cases of game addiction are being reported in industrialised nations, particularly the US and Japan. South Korea has been identified as the epicentre of the problem.

Many young South Koreans face massive educational pressures that far exceed those endured by their peers in other countries. An easy escape from this is to play video games especially online, interactive role playing games. These games allow players to interact with other players online. Online games are hot in South Korea because South Korea is the most wired nation in the world. In 2006 nearly 70 percent of households had superfast broadband connections, compared to 45 percent of Japanese and 33 percent of Americans.

Mental health counselling carries a heavy stigma in South Korea. It is hard to get the sufferers the help they require. The society needs to talk about this issue more openly so people can identify the problem and get the help they need.

Ref: Washington Post, 2006

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