Sponsored Links

Kamis, 28 Juni 2018

Sponsored Links

Twitch.tv and video game addiction â€
src: cdn-images-1.medium.com

The Video game addiction ( VGA ) has been suggested by some in the medical community as an addiction to different behaviors characterized by excessive or compulsive usage of computer games or video games that interfere with daily life - one day. Video game addiction can present itself as a compulsive game, social isolation, mood swings, diminished imagination, and an excessive focus on in-game achievements, leaving aside other events in life.

In May 2013, the American Psychiatric Association (APA) refused to include video game addiction in the 5th edition of the Diagnostic and Statistical Manual of Mental Disorder, concluding that there was not enough evidence to include it as a mental disorder official. However, the proposed criteria for "Internet Gaming Disorder" are included in the section called "Provisions for Further Study".

While Internet game interference is proposed as a nuisance, it is still discussed how much the disorder is caused by the activity of the game itself, or whether it is to some extent the effect of other disorders. Contradictions in studies that test video game addiction may reflect more general inconsistencies in video game research. For example, while some studies have linked violent video games with increased aggressive behavior, other studies have failed to find evidence for such links.


Video Video game addiction



Possible cause of strong interest in game

Some theorists focus on the alleged built-in gift system of the game to explain their potentially addictive nature. Many video games, especially the games of online multiplayer roles and social networking and mobile games, rely on "compulsive loops" or "core loops," a cycle of activities that involves rewarding players and encouraging them to continue through another cycle, in game. The anticipation of such a reward can create a neurological reaction that releases dopamine into the body, so that once the gift is obtained, the person will remember it as a pleasant feeling. It has been found to be similar to the same neurological reaction believed to be linked to gambling addiction. Regarding gamers like a suicide in China, the head of a software association is quoted as saying, "In the hypothetical world created by such games, they become confident and gain satisfaction, which they can not get in the real world."

Griffiths also proposed that another reason why online video games are potentially addictive is because they "can be played all day every day". The fact that there is no end to the game can be beneficial to some people, and therefore the players are getting more involved in the game.

High prenatal testosterone burden may be a risk factor for the development of video game addiction in adulthood.

Ferguson, Coulson and Barnett in a meta-analytic review of the study, concluded that evidence suggests that video game addiction arises from other mental health problems, rather than causing them. It is therefore not clear whether video game addiction should be considered a unique diagnosis.

Researchers at the University of Rochester and Immersyve, Inc. (a Celebration, Florida, think-tank computer game) investigates what motivates gamers to continue playing video games. According to lead researcher Richard Ryan, they believe that players play more reasons than having fun alone. Ryan, a motivational psychologist at Rochester, says that many video games meet basic psychological needs, and players often continue to play because of the rewards, freedom, and connections to other players.

Michael Brody, M.D., head of TV and Media Committee of the American Academy of Child and Adolescent Psychiatry, said in a press release in 2007 that "... there is not enough research on whether or not the video game is addictive." However, Brody also warned that for some children and teens, "... it replaces physical activity and time spent on study, with friends, and even with family".

Karen Pierce, a psychiatrist at Children's Hospital of Chicago Memorial, sees no need for a particular game's addiction diagnosis. Two or more children see her every week due to excessive computer games and video games, and she treats their problem because she will be addicted. He says one of his patients who played excessively "... has not slept, has not had a shower... He's really messy".

Maps Video game addiction



Initial diagnosis

While the American Psychiatric Association does not recognize video game addiction as a nuisance in the light of existing evidence, the organization incorporates video game addiction as a "condition that requires further study" in the Diagnostic Manual and Statistics of Mental Disorder as an Internet game interruption. Video game addiction is a broader concept than internet game addiction, but most video game addictions are associated with Internet games. WHAT shows, like Khan, the effects (or symptoms) of video game addiction may be similar to other proposed psychological addictions. Video game addiction may be an impulse control impairment, similar to compulsive gambling. APA explains why Internet game interruptions have been suggested as a nuisance:

This decision is based on a large number of studies on this condition and the severity of the consequences..... Due to the differentiating features and the increased risk of clinically significant problems associated with the particular game, the Working Group recommends the inclusion of only internet game interruptions in Part 3 of DSM-5.

Excessive use of video games may have some or all of the symptoms of drug addiction or other proposed psychological addiction. Some players become more concerned with their interactions in the game than in their wider lives. Players can play for hours every day, ignore personal hygiene, gain or lose weight due to play, interrupt sleep patterns to play resulting in lack of sleep, play at work, avoid phone calls from friends, or lie about how much time they are spend to play. video games.

APA has developed 9 criteria to characterize the proposed Internet game interruption:

  1. Pre-employment. Do you spend a lot of time thinking about games even when you are not playing, or planning when you can play next?
  2. Withdrawal. Do you feel anxious, irritable, moody, angry, anxious, or sad when trying to reduce or stop the game, or when you can not play?
  3. Tolerance. Do you feel the need to play for increased amounts of time, play more interesting games, or use more powerful tools to get the same amount of fun you get?
  4. Reduce/stop. Do you feel that you have to play less, but can not reduce the amount of time you spend playing the game?
  5. Submit another activity. Do you lose interest or reduce participation in other recreational activities by playing games?
  6. Continue even if there is a problem. Do you keep playing games even if you are aware of the negative consequences, such as not getting enough sleep, being late for school/work, spending too much money, arguing with others, or neglecting important tasks?
  7. Cheat/cover. Are you lying to your family, friends or others about how much you play, or trying to make your family or friends not know how much you play?
  8. Release the adverse mood. Do you play to escape from or forget personal problems, or to eliminate uncomfortable feelings like guilt, anxiety, helplessness or depression?
  9. Risk/loss of relationship/opportunity. Do you risk or lose significant relationships, or jobs, education, or career opportunities because of gaming?

One of the most commonly used instruments for measuring addiction, the PVT Questionnaire (Quiz Play Video Game), is presented as a quantitative measure, not as a diagnostic tool. According to Griffiths, "all addictions (whether chemistry or behavior) are essentially about rewards and constant reinforcement". Griffiths proposes that addiction has six components: importance, mood modification, tolerance, withdrawal, conflict, and relapse. However, the 9 WAT criteria for diagnosing Internet game interruptions were made by taking a departure point in 8 different diagnostic/measurement tools proposed in another study. Thus, APA criteria seek to solidify scientific work in diagnosing Internet game disruptions.

The World Health Organization (WHO) has also proposed a possible category for "game disruption" for the International Statistical Classification of Illness and Related Health Problems (ICD) to come. A group of 26 clerics wrote an open letter to the WHO, suggesting that the proposed diagnostic category lacked scientific rewards and tended to be more dangerous than good. The design of ICD-11 December 2017 submitted to WHO approval (expected in 2018) includes "game addiction", defined as "repetitive or recurrent ('digital-game' or 'game-game') game patterns, defined by three criteria: lack of control of playing video games, priority is given to video games above other interests, and the inability to stop playing video games even after being affected by negative consequences. A report, prepared by mental health experts at Oxford University, Johns Hopkins University, Stockholm University and the University of Sydney, sponsored by the Association for Interactive Entertainment UK, and supported by 22 organizations of the video game industry trade including the Entertainment Software Association of the United States of America and the European Federation Interactive Software, confirmed that while there may be potential addictions associated with video games, it is premature to regard it as a nuisance without further study, given the stigmatization that video games are perceived as, and ask WHO to be cautious when finalizing the ICD draft.

News Feature: Is video game addiction really an addiction? | PNAS
src: www.pnas.org


Treatment

Due to some clinical trials and no meta-analysis has been completed, the study is still in the early stages for excessive game maintenance. The most effective treatments seem to be, like addictions and other addictions, a combination of psychopharmacology, psychotherapy and a twelve-step program.

Some countries, such as South Korea, China, the Netherlands, Canada, and the United States, have responded to the threat of video game addiction by opening a maintenance center.

Support group

Online Gamer Anonymous, an American nonprofit organization formed in 2002, is a twelve-step, independent, and self-sustaining support and recovery organization for gamers and their loved ones who suffer the detrimental effects of excessive computer games. The organization provides various message boards and other tools for healing and support.

Computer Games Addicts Anonymous (CGAA), formed in 2014, is a recovery partnership, based on the Alcoholics Anonymous model, with customized forms customized from twelve steps and twelve traditions. The CGAA group holds meetings in several cities around the world and holds online voice meetings.

Selected care options, by country

China

The Chinese government operates several clinics to treat those who are suffering from frequent online games, chatting, and surfing the web. Treatment for patients, most of whom have been forced to attend by parents or government officials, including various forms of pain including shock therapy. In August 2009, Deng Sanshan was reportedly beaten to death in a penitentiary for video games and Web addiction.

Dutch

In June 2006, Smith and Jones clinics in Amsterdam - which are now bankrupt - became the first treatment facility in Europe offering housing care programs for compulsive gamers. Keith Bakker, founder and former chief of clinics, has stated that 90% of young people seeking care for compulsive computer games are not addicted.

United States

McLean Hospital in Belmont, Massachusetts has set up a Computer Dependency Service. Elsewhere, gamers can search for services in public support centers.

In July 2009, ReSTART, a residential care center for "pathological computer use", opened in Fall City, near Seattle, Washington.

Canada

At the Computer Addiction Service Center in Richmond, British Columbia, excessive game accounts for 80% of one case of teen counselors.

Australia

Network for Investigation and Internet Research Australia provides a list of therapists who help video game and internet addicts.

Addiction to Video Games is Mental Illness: WHO | Life Pulse Health
src: www.lifepulsehealth.com


Public attention and formal study

A meta-analytic review of the pathological game study concluded that about 3.0% of gamers may experience some pathological symptoms of the game. This report notes the problems in the field by defining and measuring the pathological game and concluding that pathological game behavior is more likely to be a product of underlying mental health problems than the reverse.

In 2010, article 24 of the ACM Journal of Computers in Entertainment (volume 8, 4th ed.) By Andrews Samraj and CK Loo suggested a built-in component-based drug to return children back from adverse harm. caused by video games.

A report by the AMA Council on Science and Public Health cited a 2005 Entertainment Software Association survey of computer game players and noted that MMORPG players are more likely to play for more than two hours per day than other players. In its report, the Council uses a two-hour limit per day to define "game overuse," citing the American Academy of Pediatrics guidelines for no more than one to two hours per day from "screen time". However, the ESA documents cited in the Council report do not contain two hours of data per day.

In a 2005 Tom's Games interview, Maressa Orzack estimated that 40% of World of Warcraft players (MMORPG) were addicted, but he did not show the source for estimates. He may have obtained an estimate from an informal survey run by Nick Yee at The Daedalus Project, noting that caution should be made when interpreting the data.

A 2006 discourse reported by the BBC showed that 12% of online gamers surveyed reported at least some addictive behavior. Lecturer, Professor Mark Griffiths of Nottingham Trent University, stated in another BBC interview that addicts "are few and far between".

In 2007, Michael Cai, director of broadband and games for Parks Associates (a media and technology research and analysis company), said "Video game addiction is a very serious problem in Asian countries like China and Korea." The 2006 survey results show that 2.4% of South Koreans aged 9 to 39 are addicted to the game, with another 10.2% at risk of addiction.

An online Harris Online 2007 poll of 1,187 youths aged 8-18 years old collected detailed data about young people's opinions about video games. About 81% of youth claim that they play video games at least once every month. Furthermore, the average play time varies by age and sex, from eight hours per week (response from teenage girls) to 14 hours per week (response by adolescent boys). "Tweens" (8-12 years old) fell in the middle, with boys averaging 13 hours per week of reported game games and girls on average 10. Harris concluded that 8.5% "can be classified as pathological or clinical addiction 'to play video games', but did not explain how this conclusion was achieved.

Since the American Psychiatric Association's decision in 2007, research has been conducted at Stanford University School of Medicine related to video games games. The researchers found evidence that video games did have addictive characteristics. An MRI study found that parts of the brain that generate beneficial feelings are more active in men than women during video game play.

The OSDUHS 2009 Mental Health and Wellbeing Report, by the Center for Addiction and Mental Health (CAMH) in Toronto, Ontario, shows nearly 10% of 9,000 students surveyed from Grades 7 through 12 receive at least 7 hours a day "screen time". A little over 10% also reported having video game problems in the previous year. The latest article on Pediatrics found a mild link between watching television or playing video games and attention issues in over 1,300 children ages eight to 11. Children who play video games or watch television for more than two hours a day are maximum, recommended by the American Academy of Pediatrics 1.5 - 2 times more likely to show signs of attention problems, the researchers found. However, this study is further criticized in eLetters into the same journal for failing to use well-validated test- or control measures for other important variables. A more recent study using the Child Behavior Checklist and controlling family and mental health variables, did not find a link between video game usage and attention issues. Also, a study in Pediatrics found the behavior of problem games to be much less common, about 4%, and concluded that the problem was the result of underlying mental health problems rather than something unique to playing games.

Writing in the Psychology Overview ' special issues in video games, Barnett and Coulson expressed concern that much of the debate about addiction problems may be a jerk response stimulated by a poor understanding of games and players games. Such issues can cause communities and scientists to overestimate the prevalence and nature of the game in trouble, and focus too much on the game in particular while ignoring the underlying mental health problems.

Other experts have warned that comparing troubled game symptoms with problem gambling is wrong, and that the comparison can introduce research artifacts and increase artifact prevalence estimates. For example Richard Wood has observed that gambling-troubled behavior may be problematic when incorporated into other useful behavioral contexts such as games. Similarly Barnett and Coulson have warned that discussions about troubled games have moved ahead prematurely without a proper understanding of the symptoms, proper judgment and consequences.

Some scholars argue that psycho-social dependence may revolve around intermittent reinforcements in the game and the need for possession. Some scholars explain that social dependence may arise because of online video games where players interact with others and relationships "often become more important to gamers than to real life relationships".

Through interviews with gamers who are addicted to MMORPG but have stopped playing, some of the reasons that caused gamers to leave their game have been disclosed. It also reflects a number of aspects of online game addiction.

Many describe video game addiction to global mental health problems and that gamers who get addicted characteristics show a decline in school function, social, family, work, and social domains in their lives. After video game addiction, these teenagers are more likely to become depressed, anxious, and have lower academic achievement. In a qualitative analysis of online game addicts by Marta Beranuy, Xavier Carbonell and Mark D. Griffiths they dive deeper into the game's addiction source where one of the interviewers describes it as a way of relieving stress. "I play just to forget almost everything, it's like a second life, I'm stressed but I find a way out to forget all my problems" [P2]. Others describe the game as a drug "it is a medicine for me I am a little depressed and leave my job because I think I am sick" [P7].

General criticism of research on addiction

Although the study of the topic of game addiction is growing, the research is still young, and therefore conducive to criticism. The general challenge involves the reliability of the methodology and the validity of the results in several studies. Many rely on self-surveying from University students as well as the lack of time frames making it difficult to study the impact, if any, of long-term addiction. Other concerns also address the definition of addiction and how to measure it, questioning whether time is the right unit to determine how addicted a person is to the game. A 2014 study conducted by Brunborg, Mentzoni and Froyland found that video game addiction did have a correlation with negative outcomes, such as depression. However, as stated in the article, the relationship between time spent playing games and similar results found weaker than previous ones, suggesting that time may not be the only factor in game addiction.

Other challenges include lack of participants' life context and negative depictions of game addicts. Some claim that gamers sometimes use video games to escape from an uncomfortable environment or ease their existing mental problems - both may be important aspects in determining the psychological impact of the game. Negative depictions are also associated with a lack of consistency in measuring addictive games. This leads to discussions that sometimes exaggerate problems and create misconceptions in some ways that they, themselves, may be addicted when they are not.

Despite the criticisms present, the study on this topic is still relatively young and growing and much remains to be explored in this world.

Connection with physical health

Video game addiction indirectly can lead to premature death. Video game addiction can also cause other health problems.

A Norwegian study conducted by the University of Bergen has looked at the relationship between game problems and general health problems. This study compares health factors such as headache, neck or back pain, digestive problems and sleep problems between people with normal affiliates or not with games and people with game problems.

This study shows that people with game play addiction are more open to all proven health factors than other groups.

The table below shows some figures from the study. It compares the people who say they never have trouble with each particular health factor between "game addicted" and "people without game addiction" groups.

Media coverage

The press has reported concerns over online games since at least 1994, when Wired Magazine mentions a student playing MUD for 12 hours a day rather than attending classes.

Press reports have noted that some of the Finnish Armed Forces' conscripts are not mature enough to meet the demands of military life and are required to disrupt or suspend military service for a year. One reported source about the lack of necessary social skills is overuse of computer games or the Internet. Forbes termed the use of this excessive "web fix" and stated that they were responsible for 13 such disruptions or suspensions for five years from 2000-2005.

In a July 2007 article, Perth, Western Australia, parents stated that their 15-year-old son had left all other activities to play RuneScape , a popular MMORPG. The boy's father compared the condition with heroin addiction.

In the April 2008 article, The Daily Telegraph reported that a survey of 391 Asheron Call players showed that 3% of respondents suffered agitation when they could not play, or missed sleep or ate to play. The article reports that Bolton University's lead researcher John Charlton stated, "Our research supports the idea that people deeply involved in gaming may be closer to autistic spectrum disorders than people who are not interested in playing games."

On March 6, 2009, the fifth CBC's national news magazine CBS hosted a one-hour report on video game addiction and Brandon Crisp's story, titled "Top Gun", subtitle "When the video game obsession turned into an addiction and tragedy ".

In August 2010, Wired reported that a man in Hawaii, Craig Smallwood, sued the gaming company NCsoft for negligence and for not specifying that their game, Lineage II is so addictive. She alleges that she will not start playing if she realizes that she will become addicted. Smallwood claims to have played Lineage for 20,000 hours between 2004 and 2009.

In January 2012, a video titled "IRL - In Real Life" was released on YouTube. The film draws widespread coverage on television, radio and newspapers around the world. The film was made by filmmaker graduate student, Anthony Rosner. In the film he documented his experience with game addiction and how he was able to cope.

In 2013, a man from China observes his son's addiction to video games, and after studying this condition for 25 years, decides to take action. He hired an online hit man to kill his son's avatar every time he entered. She hopes that being killed nonstop will help her son lose interest in this destructive habit.

Parental concerns

According to ABC News, parents have a lot of worries about their children playing video games, such as:

  • Accuracy of age: There is actually no guide when a child should be introduced to the gaming world. Kids have their own game about the rights section. There comes a time when parents will know that their child is sufficiently developed emotionally and socially and is ready for video games.
  • Play time: The National Institute of Media and Family suggests that a child should not be more than an hour to play a video game every day.
  • Health and Obesity: For some parents, this should not be a concern because there are now video games that involve a lot of physical movement (Wii, Kinect). Parents should also need at least two hours of outdoor activities for their children.
  • Violence: A rough video game can have an adverse effect on a child's mental mind. Children playing violent games show off more aggressive thoughts than those who play non-violently.

Other issues are addiction, security and violence, aggression and bad behavior.

Government attention

The first video game to attract political controversy was the 1978 Space Invaders game. In 1981, a political bill called "Space Invaders Control (and Other Electronic Games)" was compiled by UK Labor MP MP George Foulkes in an attempt to ban the game due to "addictive nature" and to cause "deviation". The bill was disputed and only narrowly lost in parliament with 114 votes to 94 votes.

In August 2005, the government of the People's Republic of China, where more than 20 million people play online games, introduced restrictions on online games that limit up to three hours of playing time, after which players will be expelled from any game they play. In 2006, it loosened the rules so that only citizens under the age of 18 will face limitations. Reports show underage gamers find ways to avoid such measures. In July 2007, the rules were relaxed again. Internet games operating in China must require users to identify themselves with a resident identity number. After three hours, players under 18 are required to stop and "do the appropriate physical exercise". If they continue, the points in their game are "cut in half". After five hours, all their points are automatically erased.

In 2008, one of the five FCC Commissioners, Deborah Taylor Tate, stated that the addiction to online games was "one of the main reasons for college dropouts". However, he did not mention the source for the statement or identify his position in relation to the other main reason.

In 2011, the South Korean government implemented the law, known as Shutdown Law or Cinderella Law, which forbids children under the age of 16 to play online video games between 12 am and 6 am. However, by 2014, the law is amended and children under the age of 16 can now play after midnight if they have permission from their parents.

Teenage Video Game Addiction | Newport Academy
src: www.newportacademy.com


Deaths

Video game addiction indirectly can cause early death (see sedentary lifestyle Ã,§ Health Effects). Usually not a direct cause of immediate death.

However, there are at least some deaths caused directly by the exhaustion of playing games for excessive periods of time. There are also deaths of gamers and/or others associated with playing a video game. Some brutal killings are sometimes also believed to be caused by violent video games.

By country

China

In 2007, it was reported that Zhang died in Jinzhou after playing continuous online games during the Lunar New Year holiday for a week as a result of a heart attack, caused by a lack of physical activity. During the same year, reports showed that a 30-year-old man died in Guangzhou after playing video games continuously for three days.

The suicide of a young Chinese boy in the municipality of Tianjin has highlighted once again the dangers of game addiction, when those in charge do not understand or pay attention to the risk of unhealthy play. Zhang Xiaoyi was thirteen when he threw himself from the top of the twenty-four-story tower block in his hometown, leaving a note that talked about his addiction and his hope of reuniting with his fellow cyber players in heaven. The suicide note is written through the eyes of the game character, so report on China Daily, and declare that he hopes to meet three game friends later in life. Her parents, who watched with increasing concern for her suffering, were not mentioned in the letters.

In March 2005, the BBC reported the killing in Shanghai, when Qiu Chengwei was stabbed with fatal fellow player Zhu Caoyuan, who had sold on eBay dragon sword swords lent in the Legend of Mir 3 game, and was given the death penalty which is suspended.

Taiwan

In 2012, two men in Taiwan died while playing computer games. Police "speculate that long hours in a sedentary position creates cardiovascular problems" for the latter, who is 18 years old.

By 2015, two men in Taiwan died after playing computer games for days at internet cafes.

South Korea

In 2005, Seungseob Lee (Hangul: ???) visited an internet cafe in Taegu city and played StarCraft almost continuously for fifty hours. He had a heart attack and died at a local hospital. A friend reported: "... he is a game addict, we all know about it, he can not help himself." About six weeks before his death, his girlfriend, also a diligent gamer, broke up with him, other than he was fired from his job.

In 2009, Kim Sa-rang, a 3-month-old Korean boy, died of malnutrition after both parents spend hours each day at an internet cafe, raising virtual children in online games, Prius Online . Death is included in Love Child's 2014 documentary.

Vietnam

An Independent Online article reported in 2007 that police arrested a 13-year-old boy who was accused of killing and robbing an 81-year-old woman. A local police officer was quoted as saying the boy "... confessed that he needed money to play online games and decided to kill and rob..." the victim. More articles related to police reports that the killing by strangling netted thieves 100,000 Vietnamese ?? ng (US $ 6.20).

United States

In November 2001, Shawn Woolley committed suicide; it has been concluded that his death is linked to EverQuest's popular computer game Ever . Shawn's mother said the suicide was due to rejection or betrayal in the game of Shawn's character called "iluvyou".

In February 2002, a Louisiana woman sued Nintendo because her son died after suffering a seizure caused by playing Nintendo 64 for eight hours a day, six days a week. Nintendo denied responsibility.

18-year-old Devin Moore is addicted and obsessed with Grand Theft Auto: Vice City . He was suddenly jolted and committed a crime on June 7, 2003. He was caught trying to steal a car and was taken to a police station where he later managed to steal one officer's gun, and shot him and two other officers killed before stealing. police car and escape. He was eventually caught and sentenced to a lethal injection. After he was recaptured, he said, "Life is a video game. Everyone should die sometime."

A press report in November 2005 stated that Gregg J. Kleinmark, 24, pleaded "guilty of two counts of unintentional murder". He "left the fraternal twins Drew and Bryn Kleinmark unattended in the bathtub for 30 minutes, to go three rooms and play in Game Boy Advance" while "meanwhile, two ten-month-old boys drowned".

Ohio teenager Daniel Petric shot his parents, killing his mother, after they picked up his copy of Halo 3 in October 2007. In court verdict after the teenager was found guilty of murder that was exacerbated, the judge said, "I really believe that Daniel Petric did not know when he hatched this plot that if he killed his parents, they would die forever. " On June 16, 2009, Petric was sentenced to 23 years in prison for life.

In Jacksonville, Florida, Alexandra Tobias pleaded guilty to second-degree murder for shaking her baby to death. He told the researchers that the baby boy's cry had disturbed him while he was playing the game Facebook Farmville . He was sentenced to 50 years in December 2010.

On February 19, 2017, Brian Vigneault died in Virginia Beach after a 24-hour video game marathon.

A New Mexico woman named Rebecca Colleen Christie was convicted of second-degree murder and neglect of children, and sentenced to 25 years in prison for allowing her 3-and-a-half-year-old daughter to die of malnutrition and dehydration while busy chatting and playing World of Warcraft online.

Philippines

Source of the article : Wikipedia

Comments
0 Comments