![]() Contents • • • • • • • • • • • • • • • • • • • • • • • • • Terminology [ ] Addiction is defined by Webster Dictionary as a 'compulsive need for and use of a habit-forming substance characterized by tolerance and by well-defined physiological symptoms upon withdrawal; broadly: persistent compulsive use of a substance known by the user to be harmful'. Problematic Internet use is also called compulsive Internet use ( CIU), Internet overuse, problematic computer use, or pathological computer use ( PCU), problematic Internet use ( PIU), or Internet addiction disorder ( IAD)). Another commonly associated pathology is, or Internet gaming disorder (IGD). History [ ] IAD was originally proposed as a in a by Ivan Goldberg, M.D., in 1995, although some later researchers have taken his essay seriously. He used this term because it was a suitable fit to his parody. This idea he conjured was to demonstrate the handbook's complexity and rigidity. ![]() Play cyber games on GameSheep.com. Some of the most popular games, can be played here for free. Advice on new gaming rig from Cyberpower. Ishin Mar 14, 2015. Solved Need opinions/advice on brand new gaming rig, good for 1440p? ~$820 Cyberpower Gaming Rig. Custom built systems including Desktop Gaming PCs, Gaming Notebooks, and Workstations. Award winning gaming desktop and laptop with legendary performance. Upgrading my cyberpower pc - advice needed. A free community where people like yourself. (Cyberpower 700watt high performance Gaming Power Supply -- SLI. With products ranging from PC console killers to VR gaming beasts, our full line of PC gaming systems offer a world class gaming experience no. At Syber, we take. Among the symptoms he included in this parody were 'important social or occupational activities that are given up or reduced because of the internet use', 'fantasies or dreams about the internet' and 'voluntary or involuntary typing movements of the fingers'. Goldberg himself has redefined IAD as a 'pathological Internet use disorder' (also known as PIU) to avoid what he started as a joke to be thought of as an officially diagnosed addiction, such as an addiction to heroin. Goldberg mentioned that to receive medical attention or support for every behavior by putting it in to psychiatric nomenclature is ridiculous. Goldberg added if every overdone behavior can be an addiction that would lead us to have support groups for individuals that consistently cough or are addicted to books. He took, as diagnosed by the Diagnostic and Statistical Manual of Mental Disorders (), as his model for the description of IAD. IAD receives coverage in the press, and the possible future classification of it as a psychological disorder continues to be debated and researched in the psychiatric community. A systematic review of PIU literature identified the lack of standardization in the concept as a major impediment to advancing this area of study. Other online habits such as reading, playing computer games, or watching very large numbers of Internet videos are troubling only to the extent that these activities interfere with normal life. [ ] IAD is often divided into subtypes by activity, such as; online;;; excessive, overwhelming, or inappropriate use; or (). Opponents note that compulsive behaviors may not necessarily be addictive. Internet addiction is a subset of a broader 'technology addiction'. Widespread obsession with technology goes back at least to in the 1930s and in the 1960s, but it has exploded in importance during the digital age. A study published in the journal Cyberpsychology, Behavior, and Social Networking (2014) suggests that prevalence of Internet addiction varies considerably among countries and is inversely related to quality of life. A multidimensional construct [ ] A conceptual model of PIU has been developed based on primary data collected from addiction researchers, psychologists, and health providers as well as older adolescents themselves. That study identified seven concepts, or clusters, that make up PIU using a approach. These seven clusters are: psychosocial risk factors; physical impairment; emotional impairment; social and functional impairment; risky Internet use; impulsive Internet use; and Internet use dependence. The last three constructs have not been previously identified. Risky Internet use are behaviors that increase risks of adverse consequences. It is not just the amount of time spent on the Internet that puts an adolescent at risk; how the time is spent is also an important consideration. The impulsive use construct describes an inability to maintain balance or control of internet use in relation to everyday life. Finally, the dependent use construct reflects the more severe symptoms that are typically associated with addictions, such as withdrawal symptoms. Thus, internet addiction may represent a severe form of PIU. Other research also stresses the fact that the Internet addiction disorder is not a unidimensional but a multidimensional construct. Various facets of Internet use must be differentiated because of their differential predictors, mechanisms and consequences. Online activities which, if done in person, would normally be considered troublesome, such as compulsive gambling, or shopping, are sometimes called net compulsions. Classification [ ] Internet addiction disorder is not listed in the latest DSM manual (, 2013), which is commonly used by psychiatrists. Is the only behavioural (non-substance related) addiction included in DSM-5. However Internet gaming disorder is listed in Section III, Conditions for Further Study, as a disorder requiring further study. Has argued that Internet addiction should be included as a disorder in the DSM-5. However, Block observed that diagnosis was complicated because 86% of study subjects showing symptoms also exhibited other diagnosable mental health disorders. Early investigation and research [ ] The first quantitative journal study results of Internet use as possible addiction were published in 1996 by Penn State researcher,. In the Penn State McNair Journal. Thompson was a McNair Scholar who began his empirical Internet addiction research in 1995 with focus on the mass media effects of the Internet on society. Thompson's research, also evaluating dependency, was presented at the McNair Conference at SUNY Buffalo, and at the Penn State McNair Conference in 1996. While Thompson's study abstract was accepted at the annual Association for Education in Mass Communication and Journalism Convention in Chicago in 1997, the research was not formally presented due to non-attendance. Since there was no available statistical tool for determining addiction at the Internet level in 1995, Thompson created a repurposed model for alcohol addiction to apply in Internet addiction with the first online Internet addiction survey questionnaire called McSurvey, referencing his McNair research scholar status therein. People using their. Online gambling addiction [ ] According to David Hodgins, a professor of psychology at the University of Calgary, online gambling is considered to be as serious as pathological gambling. It is known as an 'isolated disorder' which means that those who have a gambling problem prefer to separate themselves from interruptions and distractions. Because gambling is available online, it increases the opportunity for problem gamblers to indulge in gambling without social influences swaying their decisions. This is why this disorder has become more a problem at this date in time and is why it is so difficult to overcome. The opportunity to gamble online is almost always available in this century opposed to only having the opportunity in a public forum at casinos for example. Online gambling has become quite popular especially with today's adolescents. Today's youth has a greater knowledge of modern software and search engines along with a greater need for extra money. So not only is it easier for them to find opportunities to gamble over any subject, but the incentive to be granted this money is desperately desired. Online gaming addiction (Internet gaming disorder) [ ]. Main article: is a known issue around the world. Incidence and severity grew in the 2000s, with the advent of broadband technology, games allowing for the creation of avatars, 'second life' games, and MMORPGs (). World of Warcraft has the largest MMORPG community on-line and there have been a number of studies about the addictive qualities of the game. Addicts of the game range from children to mature adults. A well-known example is Ryan van Cleave, a university professor whose life declined as he became involved in online gaming. Andrew Doan, MD, PhD, a physician with a research background in neuroscience, battled his own addictions with video games, investing over 20,000 hours of playing games over a period of nine years. Online gaming addiction may be considered in terms of 's theory of, which claims that the frequency of a given behaviour is directly linked to rewarding and punishment of that behavior. If a behaviour is rewarded, it is more likely to be repeated. If it is punished, it becomes suppressed. Orzack, a clinical psychologist at McLean Hospital in Massachusetts claims that 40 percent of World of Warcraft (WoW) players are addicted. Orzack says that the best way to optimize the desired behaviour in the subject is to provide rewards for correct behaviour, and then adjust the number of times the subject is required to exhibit that behaviour before a reward is provided. For instance, if a rat must press a bar to receive food, then it will press faster and more often if it doesn't know how many times it needs to press the bar. An equivalent in would be purple (epic). Players in World of Warcraft will often spend weeks hunting for a special item which is based on a chance system, sometimes with only a 0.01% chance of it being dropped by a slain monster. The rarity of the item and difficulty of acquiring the item gives the player a status amongst their peers once they obtain the item., an American non-profit organization formed in 2002, is a twelve-step, self-help, support and recovery organization for gamers and their loved ones who are suffering from the adverse effects of addictive computer gaming. It offers resources such as discussion forums, online chat meetings, Skype meetings and links to other resources. Founded in 2009, is a 12-step program supporting users coping with digital distractions. Jim Rossignol, a finance journalist who reports on Internet gaming has described how he overcame his own addiction, and channeled his compulsion into a desirable direction as a reporter of Internet gaming and gaming culture. Communication addiction disorder (compulsive talking) [ ]. Main article: Communication addiction disorder (CAD) is a supposed behavioral disorder related to the necessity of being in constant communication with other people, even when there is no practical necessity for such communication. CAD had been linked to Internet addiction. Users become addicted to the social elements of the Internet, such as Facebook and YouTube. Users become addicted to one-on-one or group communication in the form of social support, relationships and entertainment. However interference with these activities can result in conflict and guilt. This kind of addiction is called social network addiction. Social network addiction is a dependence of people by connection, updating and control of their and their friends social network page. The correlation between the social network use and a decreasing of offline social relationships is a complex issue, depending not only from the time spent on them but also from the motivation in using them. For some people in fact, the only important thing is to have a lot of friends in the network regardless if they are offline or only virtual; this is particularly true for teenagers as a reinforcement of egos. Sometimes teenagers use social networks to show their idealized image to the others. They generally start using social networks to improve face-to-face relationships. However, some of them use these tools as a showcase creating an idealized image to be accepted by groups and to reach a big number of friends. They spend a reduced time for face-to-face relationships, passing instead at least six hours per day on social networks. However, other studies claim that people are using social networks to communicate their real personality and not to promote their idealized identity. Virtual reality addiction [ ]. Main article: Virtual reality addiction is an addiction to the use of virtual reality or virtual, immersive environments. Currently, interactive virtual media (such as social networks) are referred to as virtual reality, whereas future virtual reality refers to computer-simulated, immersive environments or worlds., and compare the use of virtual reality (both in its current and future form) to the use of drugs, bringing with these comparisons the concern that, like drugs, users could possibly become addicted to virtual reality. [ ] See also [ ]. First, I would like to say that I don't honestly have the time right now and anytime in the foreseeable future to buy and build my own PC from scratch. Its a good build. Just over-priced - compared to building it yourself. The case is proprietary and no info is available (unless you can post a link). See You'd need to check with CyberPower what coolers you can fit. If it has 2 spots next to each other for 120mm fans, then that would look promising. Compared to other sides, CyberpowerPC has the better prices and I've stated that I don't have the time to build it myself. But I did a comparison on partpickers to see the price difference and while it is cheaper by about $250-300. I don't mind having the company build it for me. Well, that would go for their mid-tower version, not too sure about the full tower, but I can assume they would be the same then, just more space. And I know what coolers the case can currently take. That is why I was asking if I should stay with the current cooler, get a case that can use the H110, or try a different cooler because I'm not sure how the deepcool compares to the others. So with that said, anything else I could possibly change out for something else I could be using instead? It's a $49 case. I wouldn't expect much from it. It looks a bit like a HAF XM - Which is how they keep the price down. For that price build, I'd also look for a better motherboard. See - say tier 2 eg ASRock Z97 Extreme 6. It's a $49 case. I wouldn't expect much from it. It looks a bit like a HAF XM - Which is how they keep the price down. For that price build, I'd also look for a better motherboard. See - say tier 2 eg ASRock Z97 Extreme 6. Stop saying you don't have time to build a PC. It takes maximum 1 hour. It's plug and play. You don't have to solder wires, resistors, or anything like that. Although what you are saying is true, you are blinded. You see, when companies are selling prebuilt computers, they put into prospective the cable management. A bud of mine who ordered from cyberpower had the cleanest organized pc, and really only charged him very little compared to build price. Not only cable management, but can you imagine the Risk factor of a faulty and broken component in any of the parts you order online separately? By all means though, building a pc gives you tons of experience and can have it fun and stressful moments, but you shouldn't be worried about ordering from a top online seller on custom PC's. Keep in mind that they are required to boot up, and test the PC. Check for issues and fixes. Goodluck bud!
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