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Showing posts with label gamers. Show all posts
Showing posts with label gamers. Show all posts

Wednesday 6 January 2016

You hooked online video games, Internet and sinking ?


IT is 10pm and you know exactly where your children are. They are at home with you, and the last time you looked, they were on their computers engrossed in some game or another.

But does that mean they are fine?

As highlighted by The Star’s front-page story yesterday, that may not be so.

Governments, mental health practitioners, schools, NGOs and parents in many parts of the world – particularly in Asia – are worried about how many young people are hooked on video games and the Internet.

And when the two technologies merge to yield online gaming, we have a greater risk of passion turning into obsession.

Therefore, we should not be surprised by cases of gamers behaving badly when prevented from playing.

On Saturday, for example, two men fought at a cybercafe in Taman Bukit Serdang, Selangor, after one of them had refused to let the other use a computer.

The violence continued at a nearby restaurant, with others joining in, leading to both men being slashed with a parang. The police have since remanded two of the brawlers until tomorrow.

It is possible that this incident was more about uncontrollable egos and temper than it was about an uncontrollable urge to play computer games, but it does tell us that we ought to take a closer look at how our kids are affected by online gaming.

We need to acknowledge that there is a problem here that needs to be addressed systematically and holistically.

South Korea, which has extensive Internet connectivity, has long recognized that.
Check link:
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Its National Information Society Agency has been conducting an annual survey on Internet addiction since 2004 and runs programmes that provide preventive education, counselling and expert training.

Singapore’s National Addictions Management Service provides outpatient treatment for gaming/internet addiction, describing it as “the extreme use of computer and video games that interferes with daily life”. Gaming addiction in China had attracted so much attention that the authorities have set up military-style rehabilitation centres for young people.

And if some of us believe that our kids are merely going through a “phase” when they spend hours playing online games, it is useful to note that the American Psychiatric Association has identified Internet Gaming Disorder as a condition that requires further research.

“This reflects the scientific literature showing that persistent and recurrent use of Internet games, and a preoccupation with them, can result in clinically significant impairment or distress,” says the association.

Essentially, the association is saying there should be more clinical research and experience before it is ready to classify Internet Gaming Disorder as a formal mental disorder.

As it is, many Malaysian parents can share stories about how their children are so into playing online games that they miss meals, lack sleep, skip schoolwork, lie and steal, and ignore friends and family.

Such a troubling pattern does not have to be officially recognised as an illness to be treated as a problem.

It is time that the Government, schools, parents and the community work together to figure out how we can ensure that a hobby does not become a dangerous addiction.

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Parents seek help for addicted kids Experts: Too much gaming has more serious effects than most people realise For many Malaysians, i...

Tuesday 5 January 2016

Sick gamers on the rise !


Parents seek help for addicted kids

Experts: Too much gaming has more serious effects than most people realise

For many Malaysians, it is no longer just a game.

Desperate parents trying to get their children to kick their addiction to computer games have started to seek professional help for them.

At least two psychiatrists interviewed by The Star confirmed that the issue is becoming a growing problem among children and young adults in Malaysia.

University Malaya Centre for Addiction Science deputy director Assoc Prof Dr Muhammad Muhsin Ahmad Zahari said he had seen five patients, aged 14 to 26, for possible games addiction last year.

He revealed that the small number did not indicate the seriousness of the issue as many gamers were unaware of the problem they were having and thus did not seek treatment.

“It is potentially a growing problem and there is a need to create more awareness on this.

“Otherwise, it can become an illness when these gamers come in late for treatment,” he said yesterday.

Dr Muhammad Muhsin said a comprehensive database should be compiled so that medical experts could set up a plan to manage the problem.

He said the problem was indicative of a disorder if gamers start to behave compulsively when playing or tend to get into a fight over it.

“It can be an addiction if it affects their relationships with other people and disrupts their normal routine,” he added.

In one case, a 14-year-old boy went into a rage when his parents cut off the Internet subscription. He smashed the television set and the PC, Dr Muhammad Muhsin said.

“If gamers feel that they have used a lot of time or money to play the games, have difficulty resisting it and get upset easily, they should start seeking professional help.

“The reasons may be due to the person’s poor attachment to their parents, lack of parental supervision and peer pressure,” he said.

“They could be using the Internet to overcome their mood disturbances too.”

Hospital Penang consultant child and adolescent psychiatrist Dr Lai Fong Hwa said with improved Internet access and faster communication, more younger people were playing video games.

“There may be a concern that their social life may be affected and they will have problems developing social skills,” said Dr Lai.

Scuffles a common sight at cyber cafes, say gamers
 

  Blurred reality: experts say games addiction could affect the development of children’s social skills.

PETALING JAYA: With titles like World of Warcraft, Heroes of the Storm and Left 4 Dead, it is no surprise that video gamers are hooked for good.

However, these fans are adamant that they do not become aggressive despite the brutal nature of the game.

They said that last Saturday’s attack at a cyber cafe in Selangor, where a man slashed someone for hogging the computer, was an isolated case.

At that time, the victim was playing Dota (Defence of The Ancients), which involves two teams pitted against each other with the goal of destroying their opponent’s base.

“It’s irrational to fight or even stab someone over something like that,” said marketing executive Ivan Yong, 25, who is an avid computer gamer.

But he admitted that there were many short-tempered players and that scuffles were not uncommon among players at cyber cafes.

“Personally, I think gamers get violent when they invest too much time in their games. And they lose it when a teammate or opponent spoils it for them,” said Yong, who admitted to being less level-headed during his younger days.

A fellow gamer, who wished to be known only as Hammi, agreed with Yong.

“Yes, gamers tend to get violent sometimes. Sometimes they may not realise what they have done at that time,” said Hammi, 26.

“As a fellow gamer, I think it’s important to differentiate between reality and playing games,” she added.

Student Kae Jun, 17, conceded that many of them were addicted to the games.

“Some people play games so often that it is part of their routine. If they don’t get to play, they will get frustrated,” he said.

Businessman Joe Chee, 27, and student Min Jie, 18, who are both regular cyber cafe goers, said outbursts were common there.

“Some gamers tend to be violent and toxic. They let their emotions get the better of them,” said Chee.

“They would even curse their opponent’s family. Then a fight would break out,” Min said.

Both noted that cyber cafes that enforce a “no noise” policy tend to be less hostile.

“Those loud players have no consideration for others with their endless screaming. You see different types of people at a cyber cafe,” said Min.

All the gamers interviewed agreed that players should not let their love of the game get the better of them.

“It’s important to realise that every time you get upset, it drains your emotional energy.

“Losing your cool makes you tired,” said Chee.

Duo in cyber cafe brawl remanded for four days

PETALING JAYA: The two men who slashed a youth after fighting over a computer console at a cyber cafe have been remanded until Thursday.

According to Serdang OCPD Asst Comm Razimi Ahmad, the duo allegedly slashed a man in the neck with a parang for not letting one of them use the computer console.

During the incident at a cyber cafe in Taman Bukit Serdang at about 10pm on Saturday, the suspect got into an argument with an employee at the cyber cafe who was reportedly hogging a computer he wanted to play on.

They had a war of words and the suspect, who is in his 40s, left the place.

The suspect returned to the cyber cafe at about 11.30pm with a friend carrying a badminton racquet bag which contained a parang and a plank.

In a fit of rage, the two men attacked the employee with the parang and plank.

The cafe management managed to break up the scuffle and told the men to take their dispute outside before shuttering the place.

The trio reportedly continued their fight at a nearby restaurant, where police said the victim was slashed in the neck.

Witnesses claimed that about four friends of the victim came to his aid and slashed the suspect with his own parang before subduing his accomplice with the plank.

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Wednesday 11 December 2013

US, Britain spying on virtual world, agents pose as gamers

Real life James Bond's operating in a virtual world online: American and British spies have been revealed to be posing online on games such as World of Warcraft (pictured) and Second Life
 
 
View of the National Security Agency in the Washington suburb of Fort Meade, Maryland

Freshly leaked documents by former US intelligence contractor Edward Snowden on Monday revealed spies disguised as fantasy characters prowled online games hunting terrorists.

Elves, orcs or other fictional characters happened upon by players in the popular realm of World of Warcraft may have been US and British spies, according to documents released through ProPublica, the Guardian, and the New York Times.
There were also indications that intelligence agents went undercover in online multi-player shooter games, particularly on Microsoft's Xbox Live Internet community for players.

"GVEs (games and virtual environments) are an opportunity!" concluded 'top secret' National Security Agency documents dating back about five years.

"We know that terrorists use many feature rich Internet communications media for operational purposes, such as email, VoIP, chat, proxies and web forums, and it is highly likely they will be making use of the many communications features offered by games and virtual environments."

The report depicted online game worlds as private meeting places that could be used by groups for planning and training.

Examples used to back the reasoning included an "America's Army" shooter game made by the US military and given away as a free download at its recruiting website.

"The game is so good at identifying candidates that it is now used for training," the document said.

It went on to tell of Hezbollah creating a shooter game for recruitment and training, with the ultimate goal of play being to be a suicide martyr.

"While complete military training is best achieved in person, complete perfection is not always required to accomplish the mission," the report argued, noting that some 9/11 attackers were taught piloting with flight simulation software.

Spies have created characters in fantasy worlds of Second Life and World of Warcraft to carry out surveillance, recruit informers and collect data, The New York Times said

"It wasn't enough that they were snooping on email conversations; able to tap phone calls; weaken encryption standards; use sophisticated hacking techniques to install spyware on targeted computers… they needed to extend their range to Middle Earth and Xbox Live as well," computer security specialist and author Graham Cluley said in a blog post reacting to the news.

"How about all these people playing 'Draw Something' who might be doodling secret messages to fellow criminals or conspirators?" he added facetiously.

Microsoft and WoW maker Blizzard Entertainment released independent statements saying they knew nothing of spies snooping in their online worlds.

The report came as eight leading US-based technology companies called on Washington to overhaul its surveillance laws following months of revelations of online eavesdropping from the former National Security Agency (NSA) contractor.

"Fearing that terrorist or criminal networks could use the games to communicate secretly, move money or plot attacks, the documents show, intelligence operatives have entered terrain populated by digital avatars that include elves, gnomes and supermodels," the Times said.

It added: "Because militants often rely on features common to video games -- fake identities, voice and text chats, a way to conduct financial transactions -- American and British intelligence agencies worried that they might be operating there, according to the papers."

The documents do not give any examples of success from the initiative, the report said.

Apple, Facebook, Google, Microsoft, Twitter, Yahoo, AOL and LinkedIn meanwhile wrote an open letter to President Barack Obama and the US Congress calling on Washington to lead the way in a worldwide reform of state-sponsored spying.

"We understand that governments have a duty to protect their citizens. But this summer's revelations highlighted the urgent need to reform government surveillance practices worldwide," the letter said.

Sources: Washington (AFP)

US and UK 'spy on virtual games like World of Warcraft'

 
National security officials are said to have extracted World of Warcraft account data to identify terrorist activity (file photo)

US and British spies have reportedly infiltrated online games such as World of Warcraft in an effort to identify terrorist threats, according to media reports.

The undercover agents reportedly operated in virtual universes to observe messaging and payment systems.

The NSA allegedly warned that such online games could allow intelligence targets to hide in plain sight.

Virtual universe games draw millions of players from around the globe.

News of the operation was broken by the New York Times, the Guardian and ProPublica on Monday using leaked confidential government information obtained by whistleblower Edward Snowden.

The media reports allege US and UK spies spent years investigating online games including Second Life for potential terrorist activity.

One leaked document published by the New York Times claims such video games could be used for recruitment or to conduct virtual weapons training.

'Without our knowledge'
  The NSA is said to have extracted World of Warcraft account data and attempted to link it to Islamic extremism and arms deals, according to the Guardian.

The popular online fantasy game, which at one point boasted upwards of 12 million subscribers, has reportedly attracted users such as embassy employees, scientists and military and intelligence officials.

At one point during the investigation, so many national security agents were reportedly playing video games that a "deconfliction" group was created to ensure they were not inadvertently spying on one another.

However, the documents obtained by former NSA contractor Mr Snowden and cited by the media did not specify if any terrorist plots had been foiled by the effort.

A spokesman for World of Warcraft's parent company Blizzard Entertainment told the Guardian they were not aware any surveillance had been conducted.

"If it was, it would have been done without our knowledge or permission," the spokesman said. - BBC
  
American and British spies posed as 'orcs and elves' on World of Warcraft to infiltrate terror cells according to new NSA revelations
  • Latest revelations from Edward Snowden reveal the NSA has been using agents to pose as players on World of Warcraft
  • Up to 50 million people worldwide play the popular virtual game
  • NSA and Britain's GCHQ became concerned the game and those like it could be used as clandestine forums for terrorists to plan attacks
  • Online operatives even tried to recruit gamers as informants
  • More evidence of mass surveillance on civilian population by intelligence service
By James Nye

The NSA document, written in 2008 and titled Exploiting Terrorist Use of Games & Virtual Environments expresses the NSA's worry that despite their wide-reaching PRISM clandestine surveillance of hundreds of millions of people online, terrorists could evade their wide reaching snooping.

New revelations: NSA whistleblower Edward Snowden speaking in October - the former defense contractor has revealed that American intelligence operatives operated online in World of Warcraft and Second Life to try and catch terrorists
New revelations: NSA whistleblower Edward Snowden speaking in October - the former defense contractor has revealed that American intelligence operatives operated online in World of Warcraft and Second Life to try and catch terrorists 

The Guardian has reported that QCHQ, the British counterpart of the NSA even sent operatives into Second Life in 2008 and infiltrated a criminal ring that was selling stolen credit card information in that virtual world.

The Snowden files reveal that the real-life sting in a virtual world was named Operation Galician and was helped by a recruited online informer who 'helpfully volunteered on the target group's latest activities.'

Citing the documents disclosed by Edward Snowden, the report also says agencies 'have built mass-collection capabilities' against Microsoft's Xbox Live online network.

Important details — such as how much data was gathered, or how many players' information was compromised — were not clear, the reports said.

Blizzard Entertainment, the producer of World Of Warcraft, told the Guardian: ‘We are unaware of any surveillance taking place. If it was, it would have been done without our knowledge or permission.’

Online games such as World of Warcraft and Second Life are huge business as players adopt avatars of different people or indeed, orcs, goblins and elves.

NSA HQ: Reports say British and American intelligence officers have been spying on gamers across the world, deploying undercover officers to virtual universes and sucking up traffic from popular online games such as World of Warcraft
NSA HQ: Reports say British and American intelligence officers have been spying on gamers across the world, deploying undercover officers to virtual universes and sucking up traffic from popular online games such as World of Warcraft

The 2008 NSA report claims that if the intelligence garnered from the spying on these online games was used correctly, then pictures of ordinary citizen's and potential terrorist social networks could be built up.

The NSA document reportedly claims to suggest that such infiltration 'continues to uncover potential Sigint value by identifying accounts, characters and guilds related to Islamic extremist groups, nuclear proliferation and arms dealing.'
Second Life especially intruiged the NSA and GCHQ, because of its plans to introduce voice calls and anonymous texts - that terrorists could utilize.

However, the document revealed by Snowden details no clear indication that the widespread surveillance ever discovered any terrorists or even foiled any attacks - raising serious issues over the privacy of online gaming.

Microsoft declined to comment on the latest revelations, as did Philip Rosedale, the founder of Second Life.

Monitoring: The NSA and Britain's GCHQ have neither confirmed nor denied that they have been spying on the personal details of up to 50 million virtual gamers
Monitoring: The NSA and Britain's GCHQ have neither confirmed nor denied that they have been spying on the personal details of up to 50 million virtual gamers

The NSA declined to comment on the surveillance of games. 

A spokesman for GCHQ told The Guardian the agency did not 'confirm or deny' the revelations but added: 'All GCHQ's work is carried out in accordance with a strict legal and policy framework which ensures that its activities are authorised, necessary and proportionate, and there is rigorous oversight, including from the secretary of state, the interception and intelligence services commissioners and the intelligence and security committee.'

Indeed, so rife was the spying online of Second Life by the FBI, CIA, and the Defense Humint Service that a memo was sent to try and 'deconflict' their work - i.e. make sure that they weren't treading on each other's toes.

However, the British credit card fraud bust aside, there are no other examples of the surveillance of these popular virtual worlds yielding any results in terms of anti-terrorism.

The agencies did have concerns beyond simple money laundering and planning though.
The NSA thought that games played online could be used to 'reinforce prejudices and cultural stereotypes' - pointing out that Hezbollah had produced their own game called Special Forces 2.

According to the document, Hezbollah's 'press section acknowledges the game is used for recruitment and training', serving as a 'radicalizing medium' with the ultimate goal of becoming a 'suicide martyr'.

Despite the game's disturbing connotations, the 'fun factor' of the game cannot be discounted, it states. 

As Special Forces 2 retails for $10, it concludes, the game also serves to 'fund terrorist operations.'

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Wednesday 6 November 2013

Youth addicted to computer games died in front of his computer!

 
Ong Yee Haw, 23, (pic) was found slumped over the keyboard in front of his computer monitor in a room by his uncle at about 4pm.

 GEORGE TOWN: A youth addicted to computer games died of a heart attack at his home in Bandar Baru Air Hitam here after apparently playing continuously for over 15 hours at a cybercafe nearby. 

He was said to have been at the cybercafe from 10pm on Sunday until 1pm the next day before returning home to his own computer.

However, it was not known which computer game Ong had been playing before his death.

His mother Chew Qun Juan, 62, said her only son had been addicted to computer games ever since he stopped working at a restaurant five months ago following a motorcycle accident.

“He injured his right hand and had to stop working. I constantly told him not to spend too much time on computer games but he never listened.

“I single-handedly raised him after my husband died of cardiac arrest 15 years ago. Words cannot describe my sadness now. I only hope that others, who are also addicted to computer games, will learn something from this.

“I hope this will not happen to anyone else. My son was still so young,” she said in between tears when met at the Penang Hospital mortuary yesterday.

A post-mortem report, she said, confirmed that Ong died of a heart attack.

Ong was cremated at the Batu Gantung crematorium yesterday afternoon. The case has been classified as sudden death.

On Dec 27 last year, a 35-year-old broker was found dead inside his home, supposedly after playing video games.

A video game console was found in front of Liu Peng Han’s body. When his body was discovered by his uncle, Liu was lying on the sofa in the living room.

There had also been several media reports of deaths due to computer addiction in China, South Korea, Vietnam and the United States.

It was reported that in 2005, a man in South Korea went into cardiac arrest and died after playing StarCraft almost continuously for 50 hours. Two years later, a 30-year-old man in Guangzhou died after playing video games continuously for three days.

Contributed by Winnie Yeoh The Star/Asia News Network

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