The virtual abyss

By Alexandre Lesto
0 Comment(s)Print E-mail China.org.cn, March 8, 2011
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There should be no mistaking this addiction as being a pesky passenger, particularly in a country that sees its tidal-wave online population swelling daily.

Likewise, online games should not be condemned as the root of all evil. Though it is true a majority of those suffering from addiction are teenagers, the fault lies not on the game, but on the restrictions set forth. With the intent of handing more power to parents, certain companies have implemented parental controls within the settings of their products, allowing them to regulate their children's playing time.

As has been observed in numerous of these preventable deaths, internet cafes have proven to be a popular gathering place for gaming enthusiasts. In 2005, The Chinese government imposed progressive penalties on players determined by how much time they spent playing. Three hours of uninterrupted gameplay would lead for example to a limitation on the abilities of their in-game characters, which could only be remedied by a five hour break.

Yet it hardly seems enough in cafes that have lights kept dim, the windows masked by blinds and waitresses from neighboring restaurants drifting around players, offering to bring them food. The result is one where all is dark, all is cheap and conveniently at hand; where one can effectively lose all sense of time. Be it through a surge in prices or increased regulatory control on minors, applying measures in these social avenues seems critical in managing online addiction.

Commonly, and not unlike the amnesic lure of alcohol, a lonely, despondent soul might also attempt to fill a void by surrendering completely to the allure and illusory joys of a second, albeit simulated life. The issue lies not in the nature of the veil the person has decided to disguise or drown his sorrow in, but in treating the sorrow itself.

Depression or mental stress has pushed more than one to extremes. Unfortunately, online addiction being a new ailment, few clinical trials have been completed, leading to a general indecision as to how to treat these patients. The Chinese government has established clinics to attend those suffering from online gaming, chatting and web surfing dependency habits. Reports suggest the methods to be uncompromising and the cost to be steep.

Like any problem, the first step to healing lies in acknowledging its existence. Only then will the necessary resources and measures be appropriately deployed to curb a trend that is sure to keep rising.

The authoris a French-American, currently living and working in Beijing.

Opinion articles reflect the views of their authors, not necessarily those of China.org.cn

 

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