Premium Essay

Computer Games Addicitons

In: Computers and Technology

Submitted By lazarop33
Words 493
Pages 2
Internet Addiction in the Workplace Bibliography
References
American Management Association. (2005). 2005 Electronic monitoring and surveillance survey: Many companies monitoring, recording, videotaping and firing employees, 2005 AMA survey, summary of key findings. Retrieved from: http://www.amanet.org/press/amanews/ems05.htm

American Psychiatric Association (2007, June 26). American Psychiatric Association Considers ‘Video Game Addiction’.

American Psychiatric Association. (2000). Diagnostic and statistical manual of mental disorders (Revised 4th ed.). Washington, DC: Author.

American Psychiatric Association. (1994). Diagnostic and statistical manual of mental disorders (4th ed.). Washington, DC: Author.

Conlin, M. (1997). Workers, surf at your own risk. Business Week Online. Retrieved from: www.businessweek.com/2000/00_24/b3685257.htm

Cooper, A., Safir, M., & Rosenmann, A. (2006). Workplace Worries: A Preliminary Look at Online Sexual Activities at the Office—Emerging Issues for Clinicians and Employers. CyberPsychology & Behavior, 9(1), 22-29. doi:10.1089/cpb.2006.9.22
David, John. (2002). Policy enforcement in the workplace. Computers & Security. 21(6), 506-513. doi:10.1016/S0167-4048(02)01006-43

De Lara, P. Z. M., Tacoronte, D.V., & Ding, J. T. (2006). Do current anti-cyberloafing disciplinary practices have a replica in research findings?: A study of the effects of coercive strategies on workplace internet misuse.

Internet Research. 16(4), 450-467. DOI 10.1108/10662240610690052.

Foster, M. (2001). Be Alert to the Signs of Employee Internet Addiction. National Public Accountant, 46(9), 39.

Greenfield, D. (1999). Internet addiction: disinhibition, accelerated intimacy and other theoretical considerations. Presented at the 107th Annual Meeting of the American Psychological Association, Boston.

Greenfield, D., & Davis, R. (2002).

Similar Documents

Premium Essay

Which Is Best Computer Games or Consoles?

...As almost any gamer can tell you, video games are apparently on the rise of popularity while every other medium of entertainment and leisure including music, movies, television, books, magazines and newspapers are on the decline. This was given in a speech by Activisions Mike Griffith at the 2009 consumer’s electronic show. Here the question arises, is this true? Are consoles more popular than computer games nowadays? The battle has long waged between different gamer types which is better, console or PC?but we can all keep trying. Console gaming appears to be on the rise according to a new report from market research firm Nielsen. The data came from Nielsen’s sample of 12,000 television using households in the US, which found that although the number of “television households” has only risen by 1.6%,the number of game consoles in those households has risen by 18.5% in the same period of time. Moreover by the end of 2006 there were 45 million homes with the console and 148 million people had access to at least one system. The use of connected consoles-consoles that connect to the internet has grown steadily over the years to 4 million even before the introduction of PlayStation 3 and Wii in late 2006.Systems such as PlayStation 2, XBOX and XBOX 360 appear to have made connected consoles commonplace in the home and online gaming services are becoming more popular than ever, as evidenced by the success of Microsoft’s Xbox live service. In addition to this, consoles come with...

Words: 537 - Pages: 3

Premium Essay

Annual Report

...Registrant’s Common Equity, Related, Stockholder Matters and Issuer Purchases of Equity Securities is a main section of the annual report as well. Selected Financial data is also another main section of the annual report. The business section describes the company which is GameStop. GameStop is the world's largest multichannel retailer of video game products and PC entertainment software. We sell new and used video game hardware, video game software and accessories, as well as PC entertainment software and other merchandise. The Risk Factors section tells the stockholders the high degree of risk there is when investing in GameStop. Below are a few risk factors for GameStop Stockholders: • We depend upon our key personnel and they would be difficult to replace. • We depend upon the timely delivery of products. • We depend upon third parties to develop products and software. • Our ability to obtain favorable terms from our suppliers may impact our financial results. • If our vendors fail to provide marketing and merchandising support at historical levels, our sales and earnings could be negatively impacted. • The electronic game industry is cyclical, which could cause significant fluctuation in our earnings. • Pressure from our competitors may force us to reduce our prices or increase spending, which could decrease our profitability. • International events could delay or prevent the delivery of products to our suppliers. • There may be possible changes in our global...

Words: 270 - Pages: 2

Free Essay

Effects of Computer Addiction

...Computer Games PC games, also known as computer games, are video games played on a general-purpose personal computer rather than a dedicated video game console or arcade machine. Their defining characteristics include a lack of any centralized controlling authority and greater capacity in input, processing, and output. PC games reached widespread popularity following the video game crash of 1983, particularly in Europe, leading to the era of the "bedroom coder". From the mid-90s onward they lost mass-market traction to console games before enjoying a resurgence in the mid-2000s through digital distribution. The uncoordinated nature of the PC game market and its lack of physical media make precisely assessing its size difficult. Although personal computers only became popular with the development of the microprocessor and microcomputer, computer gaming on mainframes andminicomputers had previously already existed. OXO, an adaptation of tic-tac-toe for the EDSAC, debuted in 1952. Another pioneer computer game was developed in 1961, when MIT students Martin Graetz and Alan Kotok, with MIT student Steve Russell, developed Spacewar! on a PDP-1 mainframe computer used for statistical calculations.[3] The first generation of computer games were often text adventures or interactive fiction, in which the player communicated with the computer by entering commands through a keyboard. An early text-adventure, Adventure, was developed for the PDP-11 minicomputer by Will Crowther in 1976...

Words: 1256 - Pages: 6

Free Essay

Computer Games Addiction

...ago, a Filipino consider his/her childhood complete if he experienced playingtrumpo (top), playing sipa (the Philippines' national sport), playing taya-tayaan (a game of tag)or playing other physical games. Filipino children really loves hide and seek which we call tagu-taguan. I also experienced playing these games which made me consider my childhoodcomplete. Today, the children here in the Philippines consider computer games more fun thanthe physical games which I used to play. If a person asked a kid if which of these he/she prefers,the kid will likely answer computer games. I admit that these games are really addicting whichmade me think if these things have good effect on a person.Computer games can be dangerous to children. It can be a threat to their physical healthbecause these computer games can lead to obesity, seizures, muscular, postural or evenskeletal disorders. These things happen due to overindulgence and addiction to a certain game.Another disadvantage of computer gaming to a child is seen in playing violent games. Violentgames can cause physiological arousal, increased aggressiveness behavior of a child anddecreases a child's pro social helping. (Gentile, D.)Even though video games are harmful, there are also things which computer games canprovide which can be beneficiary to children. Computer games can develop better following of instruction; improve problem-solving, hand-eye coordination, fine motor, spatial, planning,resource management and management skills...

Words: 377 - Pages: 2

Free Essay

Computer Games

... 75 Effects of Computer Gaming on High School Students’ Performance in Los Baños, Laguna, Philippines Maria Daisy S. CORTES*, Jhoana V. ALCALDE**, Jose V. CAMACHO, Jr.*** Abstract This study examined the effects of computer games on school performance of high school students in Los Baños, Laguna, Philippines. Allowance, gender, peer group and year level positively affect student’s decision to play while time spent on studying, year level, previous grade, number of books and time spent playing computer games are found to be significant in affecting student’s performance. Results showed that the probability of a computer gamer to fail is 39%, given the student has more than four siblings, a previous grade of at most 84, lesser teachers, lesser hours on studying, living near a computer shop, and spends more hours playing computer games. Moreover, 60% of the students’ daily allowance is spent on playing computer games. Keywords : investment in human capital, computer games, education production function, high school performance, Logit regression model * Maria Daisy S. Cortes graduated in 2010 with a BS Economics degree at the University of the * assistant professor, College of Economics and Management, University of the Philippines Los Baños. * Philippines Los Baños, Laguna and currently works at Deutsche Knowledge Services, Taguig City 1634 Philippines. * * associate professor/associate dean, College of Economics and Management, University...

Words: 5833 - Pages: 24

Premium Essay

Chapter 1

...The computer became irreplaceable tool in every life of almost each person. The adult users generally use it for business purposes while youngster for computer games, computer became the part of our life in every important component in many spheres of modern life so it somehow influences on people one of the life leisure. And now a day’s majority of young people spend their leisure in playing computer games, surfing through internet, computer games have become the one of the favorite time spending of young people all ages, and even some adults with permanent development of computer technology the quantity of people using computer either for working purpose or entertaining purposes or increasing speedily. A personal computer games is a kind of game plated on a personal computer, rather than a video game console or arcade machine. Computer games have involved from the simple graphics and games play early titles like space war to a wide range of more usually advance titles. In this study, the effect of being addictive in playing computer games on the selected students aims to describe computer games affect our lives. It aims to seek how to lessen their attention to it. Statement of the problem The study aims the effect of computer games to the academic performance of the selected students of Santo Rosario Academy school year 2013-2014 1. What types of computer games attract most of the students of Santo Rosario Academy? 2. What are the effects of these computer games...

Words: 354 - Pages: 2

Premium Essay

What

...Background of the Computer Games The computer game requires technology capable of handling large amounts of data and of representing this data. The relationship between a technological phenomenon such as the computer and the less formally based culture is not a simple one: some theories will claim that technology determines culture; some will claim that culture determines technology. It may be most reasonable to see this as a history of mutual influences, where technology can inspire (or enable) cultural developments and cultural developments can inspire new technology. To quote an obvious example, the computer game was originally developed on equipment designed for military and academic purposes. But today the computer game is the driving force in the development of much hardware such as 3d graphics accelerators. Space war! The first computer game. (1962) Chapter I – Introduction a. BACKGROUND OF THE STUDY Technologies are now spreading its dominion influences through out this new generation. From this matter of fact many people now a day are commonplace of having two or even more devices using in their home. One of the most commonplace and (as was rated as) important, convenient, and practical to use is Computer. And whenever people think about the word computer they would... b. Advantage and Disadvantage of Computer Games Since early nineties, the computer has become very popular, with nearly every household starting to own one. Today, the computer has become a necessity...

Words: 494 - Pages: 2

Premium Essay

Data Centre Review Program

...1 Introduction Sound as an information channel has distinct advantages over other methods of communication, making it widely-used for warnings and alerts in various contexts and environments. Auditory warning signals in user environments are, more often than not, very simple, monotone sounds. In application, they are often annoying and difficult for users to recognize and understand (Block et al., 1999; Ulfvengren, 2006) During recent time there has been an increasing interest to investigate new and more complex nonspeech sounds to convey information in critical situations (Stevens et al., 2006; Ulfvengren, 2006; McKeown, 2005). The Sonic studio, part of the Interactive Institute in Sweden, is a research unit focusing on applied research within sound, interactivity and new technology. Sound for information-delivery is a recently started research project at the studio. One particular focus is to explore alternative methods to design warning signals for user environments. So far, a literature study has been carried to with the aim to investigate the progress which has taken place within this branch of sound design research, identify issues related to this type of research, and to point out some new potential ways to design warning signals. The objective of this paper has been to present and discuss the important findings of this study. 2 Speech and non-speech sounds A common approach in auditory display research today is to distinguish between speech and non-speech...

Words: 2669 - Pages: 11

Free Essay

Dota Addiction

...Norte Dota 2 Online Game Addiction: Causes of Behavioral Changes of Students Submitted by: Raymart M. Ablan Researcher Remboy O. Curilan Researcher Submitted to: Federicko Griño Instructor Chapter I The Problem Introduction There are many students who are addicted to this game called Defense of the Ancient (DOTA) especially the grade VIII high school student. The new version of DOTA which is the Dota2 is the most popular online computer game which can be played by many players around the world. In the early age, grade VIII student are addicted of this kind of computer game, even their budget, time, studies and social relationship will be interrupted because of playing Dota2. There are many questions why students are addicted on this kind of game. Like: Why there are spent more time to this game? And, why they are tell lies asking money from their parents just to play Dota2? When time spent on the computer, playing Dota2 games or cruising the internet reaches a point that it harms a child’s or adult’s family and social relationships, or disrupts school or work life, that person maybe caught in a cycle of addiction. Like other addictions, Dota game has replaced friends and family as the source of a person, emotional life. Increasingly, to feel good, the addicted person spends more time playing video games or searching the internet. This is a kind of computer games that can be played...

Words: 315 - Pages: 2

Free Essay

Education

...Effect of Addiction to Computer Games on Physical and Mental Health of Students INTRODUCTION Computer diversions are the most prominent excitements in present day social orders and they focus on an assortment of individuals in various ages. The dependence on the competition and fervors of the amusements make them the most widely recognized recreational projects throughout today's young people, with the goal that they do anything to achieve a larger amount of the diversion, they submerge in the diversion so much that they totally isolate from their environment. Testing with the hindrances and achieving a larger amount in the diversion, make the players energized and losing the amusement make them anxious. Computer amusements began in 1972 with Pang, a computer tennis diversion, and afterward created in equipment and programming frameworks. Change of value and assortment of recreations progressively spread it in the general public particularly adolescences.2 It is trusted that computer diversions like sitting in front of the TV gives chances to visual learning. Particularly on the grounds that these amusements are more dynamic contrasted with staring at the TV, they are viewed as more effective.3 Since these diversions are known as the second excitement after TV, rivals of these recreations underscore on their negative impacts, for example, invigorating resentment and savagery, costing a great deal of cash and having negative impacts of physical and psychological wellness,...

Words: 1152 - Pages: 5

Premium Essay

Gadgets

...unthinkable of a life without a gadget. The effect of these gadgets has been tremendous, and it is often debated that whether the impact that it has made on the youth is a positive or negative one. Video Games and Computer games can be listed as the gadget which has influenced the youth the most. Several researches indicate that these games can have a positive effect on the youth's mind. However sometimes it may cause terrible changes in behaviors. It was seen that playing video games or computer games actually help the young people in concentrating much better. There are games which require you to use your brains and those games may indeed prove to be helpful. Also it was seen that it has a very good impact on the motor skills and spatial skills of today's youth. However these games may also result in the child getting absolutely isolated from the society. There is a tendency to get engrossed in the games, and forget everything else. Also there are chances that they might tend to confuse between the virtual world and real world. When you are using a gadget like a video game it is important to remember that whatever you are doing is going on in the virtual world. It would be nothing short of foolery in trying to emulate those things in the real world. Gadgets like computers or video games may turn to be very addictive. This is another worry as because these things are meant to be past times, and never should it be preferred over family or social commitments. Thus it is important to remain...

Words: 331 - Pages: 2

Free Essay

The Effects of Computer Game-Playing to the Academic Performance of High School Students

...Approval Sheet This thesis entitled “The Effects of Computer-Game Playing to the Academic Performance of the Grade 10 students of Don Bosco College – Basic Education Department High School Level School Year 2015-2016”, prepared and submitted by Syrell B. Almazan, Axl B. Cantil, Jorish B. Del Rosario, and Cyrihl C. Velasquez, in partial fulfillment of the requirements in English X, is hereby recommended for oral examination. Mr. Artell L. Almonte Subject Teacher Approved by the Committee on Oral Examination with a grade of _____. Mrs. Ma. Fatima A. Alarcon Mr. Joseph Christopher DT. Briana Member Member Mrs. Carolina B. Campos Ms. Vilma Rosa R. Dorado Member Member Mrs. Anita V. Maullion Mr. Wally A. Micosa Member Member Mr. Erbert V. dela Resma Chairman Accepted and approved in partial fulfillment of the requirements in English X. Rev. Fr. Regulus M. Porlucas, SDB Principal Date: __________ Acknowledgment Thanks to those teachers who helped us, especially Sir Erbert Dela Resma who gave the formula and Ma’am Joyce Bacuyag for helping us on how to compute the data. Also thanks to the aunt of Cyrihl Velasques for helping us on how to create a thesis Thank you. Dedication We dedicate this research to our Almighty Father for giving us strength in making this thesis. Next, to our beloved teachers and also to our classmates, the Grade 10 Caravario...

Words: 5914 - Pages: 24

Free Essay

Application Software

..."app", is computer software designed to help the user to perform specific tasks. Application software is contrasted with system software and middleware, which manage and integrate a computer's capabilities, but typically do not directly apply them in the performance of tasks that benefit the user. The system software serves the application, which in turn serves the user.()Application software is usually designed for end users and most are user friendly. Application software applies the power of a particular computing platform or system software to a particular purpose. There are many ways to obtain application software: “Commercial software, Public-domain software, shareware, freeware, and rental ware. Commercial software- copyrighted and if you don’t pay for it, you can be prosecuted. Public-domain software- not copyrighted and you can copy it for free without fear of prosecution. Shareware- copyrighted and available free, but you should pay to continue using it. Freeware- is copyrighted and available free. Rental ware- copyrighted and lease for a fee.”(Software Tools) Application software is divided into five categories: Entertainment software Personal software Education/ reference software Productivity software Specialty software Entertainment software Entertainment software is usually known as video games or PC game. PC game is an electronic game that involves human interaction with a user interface to generate visual feedback on a video device. PC games are played...

Words: 704 - Pages: 3

Premium Essay

Playing Game

...Playing a computer game every day can have more negative than positive effects on children. Do you agree or disagree? Video games are developing rapidly, and many children like playing them. Unfortunately some of children play them all day without taking a break or speaking with other people. This essay will describe the negative and positive effects of playing computer games every day on young people, and then compare them. The young can learn educational subjects from playing games. For example, they can learn problem-solving skills. If they cannot finish a stage in a game, they have to think of how to play it to finish the stage and to try it again. If they still cannot finish the stage, they have to think of another method. Furthermore, some computer games are for education and through playing these games, children can learn math and spelling. However, negative effects of playing computer games every day are often researched and discussed. Firstly, playing games every day for a long time is unhealthy for the young. In my opinion, children should play sports outside, which make them healthy. Subsequently, playing games every day may cause bad eye sights. Moreover, playing games may make adolescents aggressive. Young people are developing and don’t have appropriate moral values. Children enjoy the sense of accomplishment when they kill a character, then they can become violent or might not recognize the differences between real and virtual worlds. I Japan...

Words: 339 - Pages: 2

Premium Essay

Effects of Computer Games

...The Effects of Computer Games Addiction On Academic Performance of Students. A Research Paper Prof. Aurora De Luna English Teacher New Era University, Lipa City branch Antonio Julius V. Arellano 9-Galatians Introduction In the few decades, interactive electronic media has grown from virtual non-existence to one of the primary means of entertainment for students. In more recent years the arrival of the internet has become the complete change of landscape of electronic media from something individual and static into interactive and social one of the type of game is a MMORPG (Mass Multiplayer Online Role Playing Game) which has no ending at all its meant to be played forever another types of game are RPG, Shooter, Racing, Sims and Open World. Companies around the world invest millions of dollar on developing games according to the CNN the gaming franchise is multi-billion dollar business and companies want to get all the attention of gamers world to play their game. The term computer game is in sharp competition with video games, console games, and arcade games. Video games and console games usually mean games connected to a TV, whereas arcade games means games placed in public spaces. Computer games on the other hand, are occasionally used to mean games played on a personal computer. However, since all of these areas have been developed in close parallel...

Words: 309 - Pages: 2