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The Toxic Dangers of Video Games. : Things you need to know about video games and the internet.

Part of the The Toxic Nature of Technologies series
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In 2001 on Thanksgiving morning, Liz found her son Shawn.

He had tragically killed himself after getting sucked into the clutches of the Everquest video game.

After this horrifying tragedy, Liz started a 12-step fellowship for video game addicts (OLGA(R)), followed by OLG-Anon, a group for family members, loved ones and friends.

Outreach, a community for those who inform and reach out to others, was formed later. www.olganon.org Liz is the mother of 4 children and 9 grandchildren. In May of 2002, I also decided to start the On-line Gamers Anonymous(R) organization, so others dealing with problems because of a video gaming addiction/disorder, be it the gamer or the family member, would have a place to go for support.

Others would know that they were not alone. By supporting each other, we can help ourselves get through this.

With the permission of Alcoholics Anonymous, I chose to use the 12-step method for our organization. From my own experience, I know it works. People from over 30 countries and all 50 states have come here by attraction rather than promotion. They have taken steps to find us, through web searches, or by hearing about us from others, or newspaper articles, tv shows and documentaries, news broadcasts, and books.After the gamers accepted the fact that we weren't out to take their games away, that we were here to help them, if/when they needed it, they were relieved we are here. They live with their "disease" every day. Those of us who have experienced this real-life tragic phenomenon know it exists. We have lived it! Soon after I founded the On-Line Gamers Anonymous(R) (OLGA/OLG-Anon/Outreach) organization, many people have confided in me things they know about these video games.

The true picture of this "new generation" of games began to unfold. I was outraged. Now I knew why my son reacted very differently to this Everquest game than he had to the other computer games he had played in the ten years before.Some games are no longer created for "fun" entertainment. There has been a shift. Many games are now designed to make as much money for gaming companies as possible.

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Product Details
Independently Published
846320878Y / 9798463208781
Paperback / softback
17/11/2021
222 pages
203 x 254 mm, 449 grams
General (US: Trade) Learn More