The effects of moba in the life of an adolescent Essay

There are pros and cons of MOBA in the lives of the youth. It could be helpful and encourage you to engage and communicate with people that you are friends with or a complete stranger that you have just met online. However, MOBA could also be harmful and dangerous if you become addicted to it or if you are naive.

Imagine yourself being a first timer in the world of Multiplayer Online Battle Arena, you don't know the controls and how to play it but you just went with it until you finally reached the point that you are capable to do it without any help. Now, you have become skilled in that field, you find yourself being attached to it and you are always itching to play it. It is simply a game but why is it that a lot of people play it? You were never interested in it on the first place, but being curious and always encouraged by your friends made you change your mind and start playing it.

Many adolescents play MOBA to make use of their free time, but most of them abuse it and become addicted to it. There are a lot of positive and negative effects of playing MOBA, but the danger of it always comes out on top. Playing MOBA too much could bring some serious and hazardous effects in your health, social, emotional, and mental aspects. Never resting your eyes and always looking at a screen could damage in your eyesight which was caused by the radiation. It would also affect your eating habits for you would rather prioritize playing than eating.

When you've become addicted to MOBA, it could also bring an effect to your emotional control; you would be impatient, have a short attention span, and little things would greatly irritate you. Not to mention the danger of being exposed to strangers and vulgar words. Your social aspect will also be affected because you would rather interact with your virtual friends than your family and friends.

According to (Billieux, J., Deleuze, J., et al., 2015), Internet gaming disorder is one of the main types of Internet-related disorders. Recently, and despite inconsistencies in classification and limited data regarding the etiology of the condition, Internet gaming disorder has been included in Sect. 3 (research appendix) of the DSM-5. The focus of the current chapter was the dysfunctional involvement in a specific type of video game which has some inherent characteristics reinforcing its addictive nature: Massively Multiplayer Online Role-Playing Games (MMORPGs). MMORPGs are indeed one of the most recent and popular types of video games played worldwide, and problematic and uncontrolled involvement in playing MMORPGs is the most frequently reported activity by people seeking help for an Internet-related problem. In this chapter, we first described the specific structural characteristics of MMORPGs themselves (e.g., permanent world, reinforcement schedule, advancement systems, interface favoring social exchanges) and explained how they can increase their “addictive potential”. Then, the main psychological factors (motives to play, impulsivity traits) were reviewed alongside neurobiological features (e.g., changes in neural circuitry involved in controlled regulation of behavior and reward drive) related to the development and maintenance of MMORPG addiction. The few available studies having tested the efficacy of treatments targeting Internet and video game addictions were also briefly considered. Limitations of existing data are emphasized, and avenues for further research proposed (both at the theoretical and clinical levels).

In conclusion, each and everyone of us should know our limitations before we take a risk. We have to think of the consequences before we make an action, constantly questioning ourselves if it would really benefit us or would it put us in danger. We should consider our health, social, emotion, and mental stability before indulging in things that could possibly harm one or all of our aspects in life.


Billieux, J., Deleuze, J., et al., (2015, January).Internet Gaming Addiction: The Case of Massively Multiplayer Online Role-Playing Games. Retrieved from

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