ADDICTION Rational choice theorists suggest that addicts attempts to maximize the use of their pleasure. In other words, potential addicts are capable of making rational choices wether to use addictive commodities or not. This paper has the purpose to explain why addictive behavior is not rational and the intention to determine the facts and factors of addiction using the Rational Choice Theory. The advocates and critics of rational choice theory emphasizes that RCT is a psychological, individualistic and reductionist. Rational choice is the choice in which actors choose the best available alternative, based on their desires and beliefs. As video games become a more popular to the extent to which they can and should be considered addictive has become controversial. While some studies indicate a connection between playing video games and increased aggression and violence in the real world, others found a relationship between playing video games and better creativity, productivity, and mental wellness. Ultimately, as with any consumption good, too much can be harmful and there are several cases in which playing video games has lead to death. People are fully rational and future-oriented, and in a case of cigarette addiction they make decisions about their consumption based on their understanding of how those decisions will affect that consumption's worth in the future. The degree to which past and future consumption have an impact on current consumption determines wether or not something is considered addictive.And if we analyze video games addiction using a rational addiction model, a video game differs from traditional consumption goods in a number of significant ways. First, unlike the purchase of a pack of cigarettes, time spent playing a video game typically does not have a huge monetary cost. Once an individual has purchased the game, the relevant cost of playing for an hour is the opportunity cost or the value of what that hour of entertainment could have been spent on instead. Second, the value an individual receives from playing a video game is dynamic and may depend on his performance in that game. If he does poorly at the game he may enjoy it less. The value an individual gets from playing today depends on the amount an individual played in the past, while the amount the individual plays today affects the amount he chooses to play in the future. But how can we identify and characterize individual addiction? While video games shows an evidence of rational addiction, this does not mean that all individuals who play online games are addicted. In the case of drug and alcohol abuse, typically one of the features of addiction is less social participation. In this case, since an online video game involves social interactions, addiction leads to greater rather than less social interaction. In conclusion, we make decisions base on our own understanding of wether it will affect our future, but our past and future views identify our present behavior and determines our present state; it is either we get addicted or not. And for me we have an ability to choose if we want to start or not, we also have a choice if we will continue or not but the choices ends when the only choices you consider is to continue because it's good or to continue because you thought you need it. And once it happens you will know that the rationality you thought you have will slip away from you, because I believe there is no rationality in addiction. BARBIELLE C. AZUELA 11- HOLY ROSARY DISS