According to Conrad (2011) “Computer game addiction generally refers to an excessive, unhealthy amount of playing computer games. Rather than engaging in the real world, an addicted user devotes the majority of his or her time to gaming.” The issue of game addiction is getting spread widely and uncontrollable. Computer game addiction became a mysterious problem which is still difficult to treated, more terrifying than alcohol or drugs addiction. Game addiction certainly is a bad addict. This condition
still have an impact on them. THESIS STATEMENT: Video games can have a big effect on teens both positive and negative. BODY 1 Before video games, children did other things to occupy themselves. Such as
their children’s relationships with family members. The main aim of the study determines the relationship of Internet addiction with the family cohesion as so called “the time displacement” hypothesis in a group of undergraduate students. The results show that the increase in time on the Internet use causes the lower time spending with the family. Therefore, the Internet addiction rate is really significant in explaining the relationship and the extent of closeness of the participants to their family
Nowadays, there are so many impact that is related to ICT in education. ICT is the cause of today’s many social ills addiction obsession depression a condition of the state of being a persistent general emotional enslaved to a habit preoccupation, dejection and or practice idea, or feeling withdrawal; great sadness, online gambling, entertainment, online games fashion, sports bullying, harassment and so on. Besides that, peoples does not follow the rules. They simply
relationship between social anxiety and online communication. The social compensation hypothesis assumes that it is mainly socially anxious adolescents who turn to online conversation. The reduced audiovisual cues of the Internet may help these adolescents overcome the inhibitions they typically experience in real-life interactions. The opposite hypothesis—the rich-get-richer hypothesis states that it is primarily socially competent adolescents who use the Internet for online communication. These adolescents