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