Increased Time Spent Playing Game Addiction Symptom

Increased Time Spent Playing Games Addiction Symptom
Increased Time Spent Playing Game Addiction Symptom

Üsküdar University NPİSTANBUL Hospital Psychiatry Specialist Assoc. Dr. Onur Noyan made an evaluation on game addiction in children and adolescents. Noyan said that the internet, smart phones and digital games are used as an addictive tool that gives pleasure, albeit artificially, for both children and adolescents and adults, and is effective in suppressing or revealing emotions.

Noting that especially children spend most of their time in front of the screen, social media and especially online/offline games, which are also called online or offline, with the pandemic, Assoc. Dr. Onur Noyan said:

“Assuming that repetitive behaviors turn into addiction, it will become much more attractive for children to get pleasure in a short time without much effort and the time spent in front of the screen will increase. After a while, they will begin to not enjoy playing face-to-face or mutual games with their peers and will begin to tend to games played over the virtual environment. Especially in children and adolescents whose brain development continues, children and adolescents have difficulty in stopping themselves biologically because the front part of the brain (Frontal region), which we define as the brake center, is not fully developed.”

Stating that children and adolescents will have difficulty in stopping themselves with the biological changes developing in the brain and various problems will arise, Assoc. Dr. Onur Noyan warned, "The increasing time spent playing games, the thought of creating an opportunity to play games in a corner of his mind when he is not playing, the feeling of great distress and anger even the tendency to violence when he is prevented from playing games are signs of addiction."

Noting that the child or adolescent can be recognized by some behaviors, Assoc. Dr. Onur Noyan said, “Children have problems in fulfilling their responsibilities, their academic success decreases, their friendship relations begin to deteriorate, introversion, behavioral changes, boredom, lack of self-confidence, desire to be liked, pessimism, sudden anger attacks can be observed. The time children spend with their families begins to decrease, and their interest in their interests begins to decrease.

Assoc. Dr. Onur Noyan said, “Children beat their opponents, level up, reach their goal and ultimately succeed. In common games, who is at what 'level' becomes important. He achieves the success he could not achieve in real life in the game. He makes friends in the game, becomes someone who listens. He tries to impose himself. Although it is virtual, the 'success' that children achieve during the game gives pleasure. The child learns that he feels good. He continues to play to feel good, to escape. As he continues, his whole life becomes a game. He is exposed to possible bad behavior from the outside world, bullying is the biggest risk he can face. Violent behavior begins to normalize for adolescents who spend a lot of time playing violent games. He may act violently towards himself and those around him.” he said.

Touching on what families should do to combat technological addiction, Assoc. Dr. Onur Noyan listed them as follows:

Awareness: First of all, families should start by being aware of what their children are playing and checking whether the game is suitable for their children's age. They should allow violent games, paying attention to age restrictions. It is very important to limit time and content with parental control applications and to follow them.

Contact: Communicating in a healthy way, allowing him to speak are the behaviors that should be paid attention primarily. Showing respect and love to children without giving conditional messages. First of all, trying to understand, trying to solve the problems with communication without interfering too much, even if he thinks wrong. It is very important to know what he is doing, to follow up and to know who he is communicating with.

Spending quality time: Participate in activities that help to unleash positive emotions with children. Going to parks, sports centers, cinema, theater and matches with young people.

The game: Playing real-time, technology-free, classic face-to-face and family games with kids.

Modeling: Parents should set an example for other family members. Not to do the work to be done on the computer at home with the children even if it is "very urgent", to use "technology" at certain time intervals and for a short time, to plan reading times for books, newspapers and magazines together.

Giving responsibility: Giving and following responsibilities that can be done at home suitable for his age

Limiting: Not introducing their children to computers, laptops, i-pads and smart phones before the age of 3,

Allowing educational use under family supervision between the ages of 3-6

Restricting 6 hours per day for educational purposes and family games under family supervision between the ages of 9 and 2, not allowing any violent games to be played,

To enable them to use it for a maximum of 9 hours without a special device between the ages of 12-2,

Between the ages of 12-18, the family should continue to follow up, but it should be their individual responsibility.

Taking precautions: To provide safe internet connection use, to know friends, to follow internet usage, to help media literacy development. To follow the development of the ability to cope with negative life events, to receive support if insufficient.

Psychiatrist Assoc. Dr. Onur Noyan concluded his words as follows:

“As a result, our primary goal should be to raise children who can say no, have self-confidence, have no attachment problems, develop healthy coping styles, express their feelings through sports, hobbies and activities, enjoy art, and pursue real-life successes instead of virtual media.”

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