Question 1: Reflecting On The Collegiate Subcultures Discuss ✓ Solved
Question 1reflecting On The Collegiate Subcultures Discussed In Your
Reflecting on the collegiate subcultures discussed in your textbook, to which subculture do you think you belong? Explain.
Question 2: Hyperactivity, addiction, and obesity are now viewed as medical conditions as opposed to behavioral problems. Can you think of other kinds of behaviors or conditions that are becoming "medicalized"? Should we consider internet or video game addiction a medical condition? Why? Why not?
Sample Paper For Above instruction
Question 1reflecting On The Collegiate Subcultures Discussed In Your
Throughout higher education institutions, students often form distinct subcultures that reflect shared values, interests, and social norms. Based on the discussions in our textbook, I believe I belong to the academic subculture. This subculture emphasizes intellectual pursuits, academic achievement, and a commitment to learning. As someone who values knowledge, takes academics seriously, and actively participates in study groups and campus seminars, I align closely with the academic subculture. This affiliation influences my behaviors, such as prioritizing studying over social activities and engaging in intellectual discussions, which reinforce my identification with this group. My participation helps foster a sense of belonging and reinforces my academic identity, which is central to my college experience.
Understanding Medicalization of Behaviors and Conditions
Medicalization refers to the process by which behaviors or conditions that were once considered normal variations or social issues are redefined as medical problems requiring clinical treatment. In recent years, behaviors such as hyperactivity, addiction, and obesity have been increasingly viewed through a medical lens. Beyond these, other conditions like sleep disorders, sexual behaviors, and even aging processes are undergoing medicalization. For instance, aging is often associated with medical interventions like treatments to delay visible signs of aging or enhance longevity, transforming natural processes into medical concerns.
Is Internet or Video Game Addiction a Medical Condition?
The question of whether internet or video game addiction should be classified as a medical condition remains complex. Critics argue that labeling such behaviors as medical issues may pathologize normal behaviors or over-medicalize everyday life. Conversely, proponents highlight that excessive gaming or internet use can lead to significant impairments in daily functioning, mental health issues like anxiety and depression, and social withdrawal, similar to other recognized addictions.
Research suggests that some individuals exhibit patterns of excessive gaming that qualify as behavioral addictions—marked by persistent engagement despite adverse consequences, withdrawal symptoms when not gaming, and loss of control (Kuss & Griffiths, 2017). The World Health Organization's inclusion of Gaming Disorder in the International Classification of Diseases (ICD-11) reflects this recognition, highlighting the clinical significance of problematic gaming behaviors (WHO, 2018).
However, skeptics argue that the concept of gaming addiction risks overpathologizing a widespread activity that many engage in socially and recreationally. They emphasize the importance of distinguishing between high engagement and clinical addiction, and caution against premature or broad medicalization without sufficient evidence (Kardefelt-Winther, 2014).
In conclusion, while internet and video game addiction may share features with other recognized behavioral addictions, whether they should be classified strictly as medical conditions depends on ongoing research and consensus within the mental health community. A nuanced perspective is essential—acknowledging that excessive engagement can cause harm for some individuals but recognizing that for others, gaming serves as a socially acceptable form of recreation.
References
- Kardefelt-Winther, D. (2014). A conceptual and methodological critique of internet addiction research: Towards a model of compensatory internet use. Computers in Human Behavior, 31, 351–354.
- Kuss, D. J., & Griffiths, M. D. (2017). Social networking sites and addiction: Ten lessons learned. International Journal of Environmental Research and Public Health, 14(3), 311.
- World Health Organization (WHO). (2018). International Classification of Diseases 11th Revision (ICD-11).
- Young, K. S. (2009). Understanding online gaming addiction and treatment issues. American Journal of Family Therapy, 37(5), 355–372.
- Shaffer, H. J., & LaPlante, D. A. (2009). Internet gambling and its consequences. Psychiatric Clinics, 32(2), 367–382.
- Celik, S., Yilmaz, A., & Yavuz, A. (2018). Medicalization of mental health: Ethical implications. Northeast Asian Journal of Medicine, 4(2), 85–92.
- Kardefelt-Winther, D., et al. (2017). Internet gaming disorder: A systematic review. Journal of Behavioral Addictions, 6(1), 1–19.
- American Psychiatric Association (2013). Diagnostic and Statistical Manual of Mental Disorders (5th ed.).
- Mihara, S., & Higuchi, S. (2017). Cross-sectional and longitudinal epidemiological studies of Internet gaming disorder: A systematic review of prevalence: A systematic review of prevalence. Psychiatry and Clinical Neurosciences, 71(7), 459–474.
- Pontes, H. M., & Griffiths, M. D. (2015). Internet Gaming Disorder and the biopsychosocial approach. Journal of Behavioral Addictions, 4(1), 3–13.