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Internet Addiction PDF

114 Pages·2014·2.83 MB·English
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Essential ESSENTIAL Library P INTERNET ISSUES E R D Essential E W Library ADDICTION I N T E BY LAURA PERDEW R N E More than 13 million children are bullied T each year in the United States. A D A professional football player can sustain 15,000 hits to D I C the head in a 10-year career. T I O Self-injury is a growing trend across the globe. N Society faces new issues and challenges all the time. Some affect the entire planet, but others hit closer to home. Essential Issues explores topics that are of special concern to today’s teens. Examine their root causes. Study the issues from different points of view. Learn what people are doing to solve these problems. Delve in and discover how these Essential Issues are shaping your world today and tomorrow. ABDO PUBLISHING IS A DIVISION OF ABDO WWW.ABDOPUBLISHING.COM ESSENTIAL ISSUES ABD_ELI_CYBR_COV.indd 1 2/27/14 12:25 PM INTERNET ADDICTION INTERNET ADDICTION BY LAURA PERDEW CONTENT CONSULTANT DR. KEITH W. BEARD MARSHALL UNIVERSITY DEPARTMENT OF PSYCHOLOGY Essential Library An Imprint of Abdo Publishing | www.abdopublishing.com www.abdopublishing.com Published by Abdo Publishing, a division of ABDO, PO Box 398166, Minneapolis, Minnesota 55439. Copyright © 2015 by Abdo Consulting Group, Inc. International copyrights reserved in all countries. No part of this book may be reproduced in any form without written permission from the publisher. Essential Library™ is a trademark and logo of Abdo Publishing. Printed in the United States of America, North Mankato, Minnesota 042014 092014 Cover Photo: iStockphoto/Thinkstock Interior Photos: iStockphoto/Thinkstock, 2; DB Dirk Godder/picture-alliance/dpa/ AP Images, 6; Kim Jae-Hwan/AFP/Newscom, 11; Fer Gregory/Shutterstock Images, 14; Susan Sterner/AP Images, 19; Fuse/Thinkstock, 24; Don Heupel/AP Images, 29; Razvan Bucur/Shutterstock Images, 30; Javier Sanchez Mingorance/Thinkstock, 32; Solent News/REX/AP Images, 36; Nigel Treblin/dapd/AP Images, 41; Imaginechina/ AP Images, 45; zeljkodan/Shutterstock Images, 46; Samo Trebizan/Shutterstock Images, 52; Gang Liu/Shutterstock Images, 54; Toby Talbot/AP Images, 56; YanLev/Shutterstock Images, 59; Monkey Business Images/Shutterstock Images, 65; Alliance/Thinkstock, 66; Julie Jacobson/AP Images, 71; CandyBox Images/Shutterstock Images, 75; Peter Cade/Getty Images, 76; kzeno/Thinkstock, 81; Randy Faris/Fuse/Thinkstock, 84; wavebreakmedia/Shutterstock Images, 86; Monkey Business Images/Thinkstock, 90; Stephen Brashear/AP Images, 93 Editor: Angela Wiechmann Series Designer: Becky Daum Library of Congress Control Number: 2014932573 Cataloging-in-Publication Data Perdew, Laura. Internet addiction / Laura Perdew. p. cm. -- (Essential issues) Includes bibliographical references and index. ISBN 978-1-62403-421-3 1. Internet addiction--Juvenile literature. 2. Behavior, addictive--Juvenile literature. I. Title. 616.85--dc23 2014932573 CONTENTS CHAPTER 1 LOST IN THE DIGITAL WORLD 6 CHAPTER 2 ORIGINS OF THE INTERNET 14 CHAPTER 3 INTERNET ADDICTION EMERGES 24 CHAPTER 4 GAMING 36 CHAPTER 5 COMMUNICATING 46 CHAPTER 6 SOCIAL NETWORKING 56 CHAPTER 7 SHOPPING AND GAMBLING 66 CHAPTER 8 MEDIA MULTITASKING 76 CHAPTER 9 SEEKING HELP 86 Timeline 96 Essential Facts 100 Glossary 102 Additional Resources 104 Source Notes 106 Index 110 About the Author 112 About the Consultant 112 CHAPTER ONE LOST IN THE DIGITAL WORLD I n 2008, Choi Mi-sun—a young, shy South Korean woman—went to a PC bang with her mother. PC bangs, popular in South Korea, are comfortable lounges where users can log on to the Internet for an hourly fee and play whatever virtual games they choose. Choi visited the PC bang not just to game but also to meet a potential spouse. Eventually she met Kim Yoo-chul online. They were both playing Prius, a massively multiplayer online role playing game (MMORPG). The couple spent more and more time online together, met in person, and later married. After marrying, Choi and Kim still immersed themselves in Prius, sometimes up to 12 hours a day. Often they went to an all-night gaming center and did not return until dawn. They belonged to a guild, a cooperative group that worked as a team in the game. They even earned a living selling their game wealth In wired countries such as South Korea, gamers gather in PC bangs to immerse themselves in online play. 7 for real money to other gamers. While in their virtual world, the shy, awkward gamers were masters of their own fate, exploring new worlds, staving off monsters, and recovering treasures. Sarang In 2009, Choi gave birth to a SOUTH KOREAN baby girl they named Sarang. CULTURE Choi paid little care to her South Korea is one of the pregnancy. She did not know world’s most wired countries. In addition, the culture is when the baby was due until she very much centered on went into labor. The baby was group activities. With these factors combined, South premature and sickly. Even after Korea has a sophisticated Sarang was born, the couple group-gaming industry. The producer of a documentary continued gaming. Choi and about Choi and Kim said, “Korean culture is all about Kim often went as far as to leave collective organization in their brand-new baby home groups, and online gaming is the best example of such alone as they lost themselves in group activities.”1 He went on to explain how most the virtual world. In Prius, they gamers actually play online raised and nurtured a virtual with their real-life friends in PC bangs, just as they would daughter. But their real-life go to bath houses or enjoy daughter, on the other hand, other activities together. was often abandoned and fed just twice a day. 8 • ESSENTIAL ISSUES

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