Some factors support AI to be a boon as well as a bane. Factors that support AI to be a Boon: Ease in Availability: Machines do not require refreshment like humans and can work for a longer period. They are capable of performing tasks and work continuously and produce quality output
The distinction between the former and the latter categories is often revealed by the acronym chosen. ‘Strong’ AI is usually labelled as AGI (Artificial General Intelligence) while attempts to emulate ‘natural’ intelligence have been called ABI (Artificial Biological Intelligence).
Artificial intelligence was founded as an academic discipline in 1955, and in the years since has experienced several waves of optimism.
Thought-capable artificial beings appeared as storytelling devices in antiquity, and have been common in fiction, as in Mary Shelley‘s Frankenstein or Karel Čapek‘s R.U.R. These characters and their fates raised many of the same issues now discussed in the ethics of artificial intelligence.
Recent trends show online/video games, have shifted from being just recreational in nature, to hazardous even resulting in the gamer’s death like the blue whale game.
The aim of the study is to examine associations between video/online gaming and its implication on the biopsychosocial domains of the user. Online databases were studied on gaming and its effect on behavior, general and mental health from 1997-2017.
The PICO guidelines, PRISMA flow diagram, and the Rayyan software was used in identifying relevant studies. Cross-referencing was done with the co-authors. A total of 41 studies were included in the final analysis. The choice of the video game is influenced by age, gender, parental mediation, as well as the players’ and the game’s characteristics.
Excessive gaming affects both the individual himself and their interpersonal relationships, with ‘internet addiction’ being added as a diagnosis under DSM V. Despite its several negative consequences, over the past decade, researchers have now started to acknowledge the benefits of gamification in social, educational and even in the health sector, irrespective of the individual’s age.
There is a need to develop a cross-cultural database to understand the impact of addictive and/or promotive use of games on the biopsychosocial factors of the gamer.