desire, divergence, retraction, patience and degeneration (Griffiths, 2001). Only a few
factions of players that engage in online gaming become addicted to it. The addiction
to online gaming has both rewards, demerits and has been studied by various scholars.
Durkin (2002) asserts that there are prospective rewards in playing online
games. In his analysis, he determined that adolescents who played online video games
demonstrated significantly lower amounts of risk-taking behavior, that is, substance
abuse, and self-reported defiance, than those adolescents who did not play.
Interestingly, Durkin also noted that online gamers, whether it was those who played
every so often or the “hardcore” player, participated in considerably less risky friend
networks than those adolescents who did not play. Other and even the average school
grades of those adolescent, video game players were significantly higher than their non-
gaming counterparts.Competition is based on ego, but could easily lead to addiction,
which is then a psychological issue.
Baranowski et al.,(2008) in his paper suggested that online video games could
be used to elicit positive behavior changes, suggesting, “Getting and maintaining an
individual’s attention is a crucial step in altering behavior, and it is here, those online
video games are most useful to the process.” Online Video games can also add an
element of fun and motivation to the process and can make the switch to a new behavior
easier. It was also noted that online video games might positively relate to behavioral
fluctuations in one of two principal methods: Firstly, the game could directly
encompass behavior altering measures into the games played, for example is required
to set goals or allowing the game to combine the new behaviors into the story. Finally,
online video games are not only known to have a positive pedagogical consequence of
social interaction. Several explorations have disclosed that online video games can be