Online games and YOU! not me!

The development of the Internet and its prevalence has caused the emergence of numerous problems that it carries with it. First of all, a problem we’ve already mentioned before, and it’s addictive. In this section, we will devote ourselves to addiction to online games. Addiction to online games is still a new phenomenon in the field of psychology and is not yet medically recognized as a real addiction due to lack of research, cause and effect. The greatest attention to this problem was the appearance of Blizzard’s World of Warcraft game (Figure 8), which is played in the world monthly and over 11.5 million people aged 10 to 60 years, and at least a few thousand of them come from Croatia. It is one of the most popular RPG (role playing game) games that are played exclusively over the Internet. In addition, the fact that at the time it appeared, in just 24 hours, was sold in more than 2.8 million copies. According to these figures, many call this game a phenomenon.

As such, it is no wonder that exactly World of Warcraft is a choice of addicts when it comes to coverage of addictive games. The creator of this game, a Blizzard company, has acknowledged itself that the game has an addictive potential, but that they have made it with specific details to try to alleviate this problem. So, aware of the addictive potential of the game, they have incorporated an element called the ‘ ‘ Vacation system ‘ ‘ where players can gain points if they pause between online sessions. This element is present in the game from the beginning. Also, players in the game can set an alarm to notify them when they reach a time limit that they initially defined to spend playing the game. All of this says that these games are more dependent than it is thought and presented, because even the creators of these games are aware of this problem. Another attempt to reduce dependence on online games, is the parental control system, which allows parents from any internet browser to limit playing time, or allow only a certain amount of time when their children can play.
The term addiction to games, encompasses all genres of games, but is often related to the MMORPG (Massively multiplayer Online role-playing game), due to several deaths related to this genre of games. An example is a fatal case of an addict in South Korea, who collapsed after playing online games 86 hours without stopping, without food or sleep. In June 2006, the first clinic for addicted games in Amsterdam was opened. As addiction to games began to occupy space in the media, new cases of addicts also appeared. In South Korea, in an internet café, a young man collapsed after 50 hours of playing StarCraft; In China, a man died after he was at the computer playing the game for 15 days without stopping; A 13-year-old boy from Vietnam strangled a lady with a piece of rope because he wanted money to buy games, as well as numerous cases in the US, where angry teenagers kill their family members, friends and all because of games and consoles.
But what causes these addicted connections in the first place? It should be emphasized, that today games and especially online games type MMORPG, have evolved into a multibillion-dollar industry, where only World of Warcraft delivers annual revenues of 1 trillion dollars, and such an industry is not essential for the consequences of their games, because they are also made with To gather as many users and earn as much money as possible. With the online community of players that will reach 2010 years and up to 100 million, the dependence associated with this type of games (MMORPG) will also increase considerably. MMORPG Games represent a unique gaming experience that works in many virtual worlds, which is very advanced and detailed (visually and soundly). Games of this type allow players to create their own avatars, to the smallest detail, so no wonder it’s so much fun for this type of games.

The research conducted by Griffiths shows that online players average spend between 22.4 H and 25h playing games. This suggests that online players spend a lot of time playing. Players who spend more than 30 hours on online gaming are considered dedicated players. In studies conducted, Griffiths (2003) thus states that as many as 15% of players play games and more than 50 hours per week. Previous adult research on online games suggest that anyone who spends this much time playing, is risking to become addicted to games. However, there is a difference between youth and adults in terms of excessive use and addiction, as well as consequences.

Further, it should be said that the dependence on online games also creates a system of constant scoring, constant improvement, irreversible information and the achievement of complacency. It becomes a channel to upgrade individual self-esteem of the internet generation. Computer games provide funds to players so they can express themselves in various ways and can explore the virtual world and satisfy their curiosity or just escape from reality and relax and virtual world. But eventually users, respectively players spend more time playing online games, neglecting their obligations, family, friends, career and ultimately neglecting their problem, addiction.

Next level adiction. XXX

One of the problems, which moved from the real world to the world of the Internet (in the virtual world) is also addiction to pornography, or pornography content. Sexuality is one aspect of social behavior to which the Internet has dramatically influenced. The most common topic of searching on the internet according to Blanchard (1998) is sex, as well as. According to Gordon (1999), in April 1998 years. A little over 9 million users (then about 15% of the Internet population) accessed pages with pornography, i.e. adult sites.
The addiction to pornography on the internet today is known by various names such as:, Cyber addiction to Pornography, Cybering, virtual sex addiction, sexual addiction and others.

Sex addicts Create an obsessive urge to find sexual gratification. Like addicts, sex addicts generally keep a secret about their sexual activity and when confronted with it, they deny it. Internet sex Addiction is a very common phenomenon due to the anonymity and practality afforded by the Internet. Internet Technology today offers an interactive experience and a world of virtual intimacy for its users. Online video, sex games, photo galleries, virtual reality and others provide the user with a variety of media through which they can access the pornography content. Beyond anonymity, users can disguise their age, marital status, gender, race, call or appearance. This certainly increased the number of sex addicts. Harmless Internet users become victims of cyber-sex obsession. Also there are sites that are a gateway to as many explicit content. Beyond what they show at first glance, they offer much more, so that people are drawn into the pornography content even more than their interests and desires. The Online pornography industry uses a variety of strategies to promote its websites, including windows that open themselves (Pop-up Windows) and thus the user “captured” in the endless loop of pornography, then setting up their own web site Pages to the user’s homepage (Home page hijacking) and many other ways to present your content to users.
According to some research, cyber-sex is a growing addiction like any other addiction, if it is used intensively. Cyber-Sex can be intertwining with daily activities and even destroy relationships. People lose their jobs, their spouses, their money and others, all because of addiction to online sex or pornography content. Addiction to pornography can also affect the negative on sex life. People who suffer from low levels of self-esteem, disproportionate proportions of the body, some sexual dysfunction, or sexual addiction, are potential to develop and addiction to online pornography content.

In a study conducted by Dyar J. (2000), it has been shown that 7 out of 10 subjects have their online sexual activity kept secret, 1 out of 5 men as well as 1 of 8 women use a computer at work to access pornography content; 17% of respondents believe that there is no risk that the Internet can lead to sexual dependence and interfere with their daily activities. Estimates show that 1 out of 5 Internet addicts are connected to some online sexual activity. Studies also show that men watch cyber-pornography content, while women will very often take part in erotic chat rooms (erotic chats).
Treatment of dependence on online pornography requires special treatment, because complete abstinence from the accounts today, in the technological world is not always possible. Addicts often need a computer at work or school, and so come the situation that with just one click of the mouse come to the pornography content. The treatment gives the opportunity of sex addicts not only to put an end to their addictive behavior, but to understand the trauma and emotional state that led them to addictive activity. To help online sex addicts it is necessary to understand the emotional and psychological factors that lead to addiction, which can be done in person, by phone, rehabilitation group, as well as through online advice to cope with addiction. However, the best way to avoid dependence on online pornography content is to not even search for such content on the Web, because as we previously said, the pornography industry uses all the means to present its contents to the user, even if it is on the first Place he didn’t even ask for. Pages with pornography can be blocked in some institutions and countries. The best way to prevent addiction is to talk about the problem. Also, there are a number of websites that help online sex addicts. In addition to these Web sites, there are also rehabilitation groups, such as the “Sex and Love Addicts Anonymous” and “Sex Addicts
Anonymous ‘ ‘ (SAA) specialized in rehabilitation against online pornography content. We can still say the end that dependence on pornography content should be understood as any other addiction, because it also has its own negative effects such as: Loss of work, breakup of marital bonds, money problems and others affecting the emotional state of the individual.