Second Life Games Addiction and Its Reasons

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Introduction

Problem Statement

With the emergence of the World Wide Web, the popularity of virtual world games has been increased significantly for a number of reasons. In particular, people have become more obsessed with the opportunity for self-expression where all their goals and dreams could be real (Kelly & White, 2011). However, overwhelming engagement, which is close to addiction, prevents users from understanding from what is real and what is imaginary (Tapley, 2007). Such a phenomenon becomes a serious issue in considering how physical and mental immersion influences human perceptions of the self and the real world.

Background

The analysis of culture and social contexts involved into Second Life environment has provided a fresh insight into the connection between new behavioral pattern among users and the way these patterns affect the perception of reality. In fact, Tapley (2007) admits that Second Life could not be regarded as a computer game, but a new medium transforming social and cultural environments. Therefore, Second Life residents experience less psychological and emotional distance between the virtual resident and a person located beyond online space (Ries, Miller, & Fiellin, 2009). They also feel personally involved into the future of the virtual world as a community.

Purpose of the Study

The purpose of this study is to examine and analyze the nature of users addiction to Second Life game in terms of cultural, social, and psychological aspects. It also seeks to define the nature and reasons for extreme obsession with virtual reality.

Major Assumptions

  1. Second Life world provides people with numerous opportunities for self-accomplishment.
  2. Virtual world is not a game, but a medium for people to transfer and receive information.
  3. Addiction to Second Life games is culturally, socially, and psychologically predetermined.

Main Discussion

Virtual World Games: History and Development

According to Sherman and Craig (2003), virtual; reality is a new medium brought about by technological advances in which much experimentation is now taking place to find practical applications and more effective ways to communicate (p. 5). In fact, the existence of medium is highly important for delivering ideas and transmitting them to the audience. For example, such media devices as television, radio, and animation help people transfer their experience to new exotic places. The dialogue between the audience and the media is well established nowadays, but people tend create new platforms and approaches that can strengthen their connection to the virtual world. In fact, creating a new medium can allow people to approach closer the reality they strive to live in, an alternative world that can widen their opportunities (Sherman & Craig, 2003). In this respect, virtual reality brings in the effect of entering the physical world, which is also called immersion. Physical immersion is an important element of the virtual space, possessing a number of important characteristics. It also endows people with the sensation of existing in another dimension, leading to mental immersion as well.

Second Life Games

A Second Life game is a sort of alternative reality created in online space. Second Life programs have provided people with a possibility to lead another life where their opportunities and goals could easily be accomplished. By means of keyboard and mouth, it is possible to set out trips around a town, managing business activities, or fulfilling personal skills (Boellstoff, 2010). Second Life games, therefore, are premised on the principle of user-created content that is controlled by basic software. It should be stressed that Second Life culture is not presented a cyberspace only; in fact, it&draws from an emerging constellation of assumption and practices about human life  a kind of virtual worldview for virtual worlds (Boellstoff, 2010, p. 24). As an example, while conceiving the challenges of Second Life, many users acknowledge that it is easy to take part in virtual activities at basic level even though they never entered an alternative reality before.

Literature Overview on Virtual World and Second Life Games

Multiple researchers are dedicated to the analysis and evaluation of Second Life and to the essence of alternative realities created in online space. In fact, virtual world games originate from social and cultural peculiarities that influence users consciousness and attitude to the real world. According to Huvila, Holmberg, Ek, and Widen-Wulff (2010), Second life is an online world in which clients have the possibility to be mentally and physically immersed into creating and developing an alternative reality. There are various purposes and intentions that people pursue while being engaged into the game. Specifically, the scholars assert that some people use Second Life to create a social capital, a suitable framework for studying information behaviour (Edery & Mollick, 2008, p. 15). Additionally, the virtual world refers to networks and online communities fostering collective actions and motivating the development of collaborative behavior.

Despite the existence of positive influence of virtual communities on peoples ability to socially interact, there are significant pitfalls. Specifically, Waldo (2008) acknowledges that the current virtual world products are oriented on mass consumption to expand their markets and attract more consumers. More importantly, the research warns that latency is the major threat for the users because this phenomenon makes the connection between the user and the computer, which is impossible to control.

Currently, Second Life games are often used in education. There are positively oriented studies that focus on the benefits of using virtual world for language learning. Specifically, the studies by Wang and Shao (2012) focus on Chinese EFL learners to define how Second Life manual can influence the efficiency of their learning process. The research explorations by Chang et al. (2011) have also explored new dimensions of Second Life application. In particular, the scholars emphasize, 3D immersive learning environment as a potential future mainstream educational approach is highlighted as a possible solution for improving financial literacy of todays youth (Chang et al., 2011, p. 3). Using virtual tools for enhancing financial education is among the major advantages of Second Life application.

Addiction

Definition of the Term

Addiction could be defined as a dependence or commitment to a habit, practice, or habit-forming substance to the extent that its cessation causes trauma (Padwa and Cunningham, 2010). Currently, addiction should not be associated with drug or substance abuse only because the phenomenon has covered in a much wider context. In this respect, the addiction to behavior and substance can be evaluated from three perspectives. First, addiction can be represented as a compulsive use, which implies an irresistible impulse to involve in the addictive behavior. Second, addiction can also be produced as a loss of control which makes people indulge into inappropriate behavior beyond their power. Finally, addictive behavior is often interpreted as an ongoing use or involvement, regardless negative outcomes. The latter seems to be the most appropriate for defining individuals addiction to virtual world games.

Models of Addiction in Psychological and Social Contexts

From a psychological perspective, addiction can be defined as a chronic relapsing disorder with roots both in impulsivity and compulsivity and neurological mechanisms that change as the subject moves from one domain to the other (Al-Absi, 2011, p. xv). Moving beyond the model of psychological and moral addictions, there are also forms of social nature of dependence.

From a sociological perspective, addiction is defined in a more sophisticated manner because it covers multiple spheres in which a person involved, including job, family, and participation in community activities (West, 2013). Should a person not feel engaged in either of the spheres, there is a greater probability of becoming obsessed with Second life games where all these problems are eliminated.

Addiction to Second Life Games

Addiction to online games is among the most widely recognized types of dependencies that are revealed through individuals attempt to escape from real-life problems. According to the studies by Oggins and Sammis (2012), psychological and social portrayals of video game players differ from people who do not suffer from addiction. Specifically, the researchers have underlined greater probability of emergence of such systems as depression, anxiety and obsessive-compulsive disorders, or impulse control disorders among individuals suffering from Second Life games dependency. It has also been suggested that repetitive play can also be the result of poor time management and an attempt to distract from family problems (Oggins & Sammis, 2012). In order to define the type of individuals addicted virtual world games, it is highly necessary to identify their psychological, cultural, and social peculiarities.

In this respect, Van Rooij et al. (2011) focus on such characteristics as depressive mood, loneliness, and negative self-esteem, which define an average game-addicted individual. Krcmar and Farrar (2009) agree with these assumptions and add that Second Life game can also become the reason for unpredicted aggression on the part of game addicts. In particular, violent video games have a direct impact on users consciousness, leading to aggressive response to the real environment. Interestingly, Krcmar and Farrar (2009) also assume that combination of choice and action in the video game environment may lead to the construction of a more complete aggressive script than would be formed by passively viewing television (p. 116). Hence, aggressive behavior could become the pattern of response in real life, leading to serious problems in communication and interaction.

Seah and Cairns (2008) suggest that addiction to games offering an alternative reality closely relates to the concept of immersion, as persons strong involvement into the virtual activities. At this point, the very idea of Second Life game implies full obsession of users with the events occurred in a virtually created setting.

Methodology

The Subject of the Research

While exploring the nature of addiction to Second Life games, a number of assumptions have been made. Specifically, addiction to Second Life game can have diverse effects on self-perception and adequate evaluation because users obsessed with virtual reality have previously been defined as having psychological disorders. People with poor mood disorder and anxiety disorder are more likely to indulge in virtual world games (Johnson, 2009). Finally, Second Life games could be used for enhancing learning process. Such a perspective does not only contribute to the study of languages or finance, but also reduces the problem of learners strong dependence on game playing in general.

Methods and Procedures

In order to understand the nature of and reasons for addiction to Second Life games, it is also possible to provide a qualitative research method to overview the recently introduced research studies investigating the relation between second life games and addiction patterns among users (Somekh & Lewin, 2005). Analysis should be accomplished according to other characteristics, including demographics, gender, types of employment, education, and social interaction. As soon as literature review is conducted, it is also possible to use case studies that relate to virtual game addictions to estimate the seriousness and nature of the problem.

Data Collection and Analysis

Data collection and analysis will be based on the materials gathered during literature review, as well as case discussed analyzed right after scientific exploration (Sapsford & Jupp, 2006). The studies will not involve interviewing, but a questionnaire will define what patterns, trends, and preferences are among people of different age and profession. Additionally, analysis of psychological and sociological perspective will be premised on the recently introducing theories, including social learning theory and theory of cognition.

Conclusion

Addiction to Second Life has become both a psychological and social problem because it relates to the reluctance of users to perceive reality due to the daily obstacles they have to face. In this respect, multiple research studies have provided an in-depth analysis of the definition of addictions and its mode, as well as how it is represented through users obsession with virtual reality. Additionally, it has also been suggested that strong dependence on alternative reality is closely associated with the concept of immersion, a new medium that allow people to share and receive information via online channels. Despite the challenges of virtual space, the studies also emphasize a number of positive contributions made by video game producers. This is of particular concern to the benefits of virtual games for enhancing the learning environment. Such disciplines as linguistics and finance could be studied through virtual space and increase childrens engagement into an academic process.

References

Al-Absi, M. (2011). Stress and Addiction: Biological and Psychological Mechanisms. New York: Academic Press.

Boellstoff, T. (2010). Coming of Age in Second Life: An Anthropologist Explores the Virtually Human. US: Princeton University Press.

Chang, L., Franklin, T., Shelor, R., Ozercan, S., Reuter, J., En, Y., & Moriarty, S. (2011). A Learning Game for Youth Financial Literacy Education in the Teen Grid of Second Life Three-Dimensional Virtual Environment. American Journal Of Business Education, 4(7), 1-18

Edery, D., & Mollick, E. (2008). Changing the Game: How Video Games Are Transforming the Future of Business. New Jersey, US: FT Press.

Huvila, I., Holmberg, K., Ek, S., & Widen-Wulff, G. (2010). Social Capital in Second Life. Online Information Review, 34(2), 295-316.

Johnson, N. F., (2009). The Multiplicities of Internet Addiction: the Misrecognition of Leisure and Learning. Farnham, UK: Ashgate Publishing.

Kelly, J. F., & White, W. (2011). Addiction Recovery Management: Theory, Research and Practice. New York: Springer.

Krcmar, M., & Farrar, K. (2009). Retaliatory Aggression and the Effects of Point of View and Blood in Violent Video Games. Mass Communication & Society, 12(1), 115-138.

Oggins, J., & Sammis, J. (2012). Notions of Video Game Addiction and Their Relation to Self-Reported Addiction among Players of World of Warcraft. International Journal of Mental Health & Addiction, 10(2), 210-230.

Padwa, H., & Cunningham, J. A. (2010). Addiction: A Reference Encyclopedia. Santa Barbara, California: ABC-CLIO.

Ries, R. K., Miller, S., & Fiellin, D. A. (2009). Principles of Addiction Medicine. US: Lippincott Williams & Wilkins.

Sapsford, R., & Jupp, V. (2006). Data Collection and Analysis. New York: SAGE.

Seah, M.-L., & Cairns, P. (2008) From Immersion to Addiction in Videogames. British Computer Society. 55-63.

Sherman, W. R., & Craig, A. B. (2003). Understanding Virtual Reality: Interface, Application, and Design. Burlington, Massachusetts: Morgan Kaufmann.

Somekh, B., & Lewin, C. (2005). Research Methods in the Social Sciences. New York: SAGE.

Tapley, R. (2007). Designing Your Second Life. New York: New Riders.

Van Rooij, A. J., Schoenmakers, T. M., Vermulst, A. A., Van Den Eijnden, R. M., & Van De Mheen, D. (2011). Online video game addiction: identification of addicted adolescent gamers. Addiction, 106(1), 205-212.

Waldo, J. (2008). Scaling in Games and Virtual Worlds. Communications of the ACM, 51(8), 38-44.

Wang, F., & Shao, E. (2012). Using Second Life to Assist EFL Teaching: We Do not Have to Sign in to the Program. Techtrends: Linking Research & Practice To Improve Learning, 56(4), 15-18.

West, R. (2013). Theory of Addiction. US: Wiley.

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