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Some players become more concerned with their interactions in the game than in their broader lives.
Some players become more concerned with their interactions in the game than in their broader lives.
Players may play "many" hours per day, gain or lose significant weight due to playing, disrupt sleep patterns to play, play at work, avoid phone calls from friends and/or lie about play time.
Players may play "many" hours per day, gain or lose significant weight due to playing, disrupt sleep patterns to play, play at work, avoid phone calls from friends and/or lie about play time.
Relationships with family and friends, and performance at work or school, may suffer.The games can also make you quite '''moody''' and '''antisocial'''.
Relationships with family and friends, and performance at work or school, may suffer.
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<ref name="7069OnlineSurveys">{{cite journal|last=Grüsser|first=S.M.|coauthors=R. Thalemann, M. D. Griffiths|date=April, 2007|journal=CyberPsychology & Behavior|publisher=Mary Anne Liebert, Inc.|volume=10|issue=2|pages=290-292|language=English|url=http://www.liebertonline.com/doi/abs/10.1089/cpb.2006.9956?journalCode=cpb|accessdate=May 9, 2009}}</ref>
<ref name="7069OnlineSurveys">{{cite journal|last=Grüsser|first=S.M.|coauthors=R. Thalemann, M. D. Griffiths|date=April, 2007|journal=CyberPsychology & Behavior|publisher=Mary Anne Liebert, Inc.|volume=10|issue=2|pages=290-292|language=English|url=http://www.liebertonline.com/doi/abs/10.1089/cpb.2006.9956?journalCode=cpb|accessdate=May 9, 2009}}</ref>

Revision as of 01:32, 3 November 2009

Video game addiction, or more broadly video game overuse, is excessive or compulsive use of computer and video games that interferes with daily life. Instances have been reported in which users play compulsively, isolating themselves from, or from other forms of, social contact and focusing almost entirely on in-game achievements rather than broader life events.[1][2][3] There is no diagnosis of video game addiction, although it has been proposed for inclusion in the next version of the Diagnostic and Statistical Manual of Mental Disorders (DSM).[4][5][6]

Possible disorder

Video game addiction is not included as a diagnosis in either the DSM or the International Statistical Classification of Diseases and Related Health Problems.

However, effects (or symptoms) of video game overuse are similar to those of other proposed psychological addictions.[7] Video game overuse may be, like compulsive gambling, an impulse control disorder.[8][9]

In 2007, the American Psychological Association reviewed whether or not video game addiction should be added in the new DSM to be released in 2012. The conclusion was that there was not enough research or evidence to conclude that video game addiction was a disorder.[4] [5] [3]

Public concern and formal study

A report by the Council On Science And Public Health to the AMA cited a 2005 Entertainment Software Association survey[10] of computer gaming players, and noted that players of MMORPGs were more likely to play for more than 2 hours per day than other gamers. In its report, the Council used this 2-hour-per-day limit to define "gaming overuse", citing the American Academy of Pediatrics guideline of no more than 1 to 2 hours per day of "screen time".[11] It may be worth noting that the ESA document cited in the Council report does not contain the 2-hour-per-day data.[12]

In a 2005 Tom's Games interview, Dr. Maressa Orzack estimated that 40% of the players of World of Warcraft (an MMORPG) were addicted, but she did not indicate a source for the estimate.[13] She may have derived the estimate from the informal survey managed by Nick Yee at the The Daedalus Project,[14] who notes that caution should be exercised when interpreting this data.[15]

A 2006 lecture reported by the BBC indicated that 12% of polled gamers reported at least some addictive behaviours.[16] [17] The lecturer, Professor Mark Griffiths of Nottingham Trent University, stated in another BBC interview that addicts are "few and far between."[18]

Michael Cai, director of broadband and gaming for Parks Associates (a media/technology research and analysis company), said in 2007 that "Video game addiction is a particularly severe problem in Asian countries such as China and Korea".[19] Results of a 2006 survey suggested that 2.4% of South Koreans aged 9 to 39 suffer from game addiction, with another 10.2 percent at risk of addiction.[20]

A 2007 Harris Interactive online poll of 1,187 US youths aged 8–18 gathered detailed data on youth opinions about video game play. About 81% of youths stated that they played video games at least once per month. Further, the average play time varied by age and sex, from 8 hours per week (responses from teen girls) to 14 hours per week (responses by teen boys). "Tweens" (8-12 year olds) fell in the middle, with boys averaging 13 hours per week of reported game-play, and girls averaging 10. Harris concludes that 8.5% "can be classified as pathological or clinically 'addicted' to playing video games", but did not explain how this conclusion was reached. [21]

Since the American Psychological Association decision in 2007, studies have been conducted at Stanford University School of Medicine related to video game play. Researchers found evidence that video games do have addictive characteristics.[22][23] An MRI study found that the part of the brain that generates rewarding feelings is more activated in men than women during video-game play.[24][25]

Media coverage

The press has reported concerns over online gaming since at least 1993, when Wired Magazine mentioned a college student who was playing a MUD for 12 hours a day instead of attending class.[26]

Press reports have noted that some Finnish Defence Forces conscripts were not mature enough to meet the demands of military life, and were required to interrupt or postpone military service for a year. One reported source of the lack of needed social skills is overuse of computer games or the Internet. Forbes termed this overuse "Web fixations", and stated that they were responsible for 12 such interruptions or deferrals over the 5 years from 2000-2005.[27] [28]

In a July 2007 article, Perth, Western Australia parents stated that their 15-year-old son had abandoned all other activities to play RuneScape, a popular MMORPG. The boy's father compared the condition to heroin addiction.[29]

In an April 2008 article, Telegram.co.uk reported that surveys of 391 players of Asheron's Call showed that 3% of the respondents suffered from agitation when they were unable to play, or missed sleep or meals to play. The article reports that University of Bolton lead researcher Dr. John Charlton stated “Our research supports the idea that people who are heavily involved in game playing may be nearer to autistic spectrum disorders than people who have no interest in gaming.”[30]

On March 6, 2009, the CBC's national newsmagazine program the fifth estate aired an hour-long report on video game addiction and the Brandon Crisp story, titled "Top Gun", subtitled "When a video gaming obsession turns to addiction and tragedy".[31]

Governmental concern

In August 2005, the government of the People's Republic of China, where more than 20 million people play online games, introduced an online gaming restriction limiting playing time to 3 hours, after which the player would be expelled from whichever game they were playing. [32] [33] In 2006, it relaxed the rule so only citizens under the age of 18 would face the limitations.[34] [35] Reports indicate underage gamers found ways to circumvent the measure.[36] In July, 2007, the rule was relaxed yet again. Internet games operating in China must require that users identify themselves by ID numbers. After 3 hours, players under 18 are prompted to stop and "do suitable physical exercise." If they continue, their characters gain 50% of the usual experience. After 5 hours, their characters gain no experience at all.[37]

In 2008, one of the 5 FCC Commissioners, Deborah Taylor Tate, stated that online gaming addiction was "one of the top reasons for college drop-outs".[38] However, she did not mention a source for the statement, nor identify its position in relation to other top reasons.[38][39][40][41]

Possible symptoms

Excessive use of video games may have some or all the symptoms of drug addiction or other proposed psychological addictions. Some players become more concerned with their interactions in the game than in their broader lives. Players may play "many" hours per day, gain or lose significant weight due to playing, disrupt sleep patterns to play, play at work, avoid phone calls from friends and/or lie about play time. Relationships with family and friends, and performance at work or school, may suffer. [3] [17]

Possible causes

Theorists focus on the built-in reward systems of the games to explain their addictive nature.[42][43] In reference to gamers such as one suicide in China, the head of one software association was quoted "In the hypothetical world created by such games, they become confident and gain satisfaction, which they cannot get in the real world."[44]

Researchers at the University of Rochester and Immersyve, Inc. (a Celebration, FL computer gaming Think-tank) investigated what motivates gamers to continue playing video games. According to lead investigator Richard Ryan, they believe that players play for more reasons than fun alone. Ryan, a "motivational psychologist" at Rochester, says that many video games satisfy basic psychological needs, and players often continue to play because of rewards, freedom, and a connection with other players.[45]

Michael Brody, M.D., head of the TV and Media Committee of the American Academy of Child and Adolescent Psychiatry, stated in a 2007 press release that "... there is not enough research on whether or not video games are addictive." However, Dr. Brody also cautioned that for some children and adolescents "... it displaces physical activity and time spent on studies, with friends, and even with family."[46]

Dr. Karen Pierce, a psychiatrist at Chicago’s Children’s Memorial Hospital, sees no need for a specific gaming addiction diagnosis. Two or more children see her each week because of excessive computer and video game play, and she treats their problems as she would any addiction. She said one of her excessive-gaming patients "...hasn’t been to bed, hasn’t showered...He is really a mess."[3]

Prevention and correction

Some countries, like South Korea, China, the Netherlands, Canada, and the United States, have responded to the perceived threat of video game addiction by opening treatment centers.[20]

Because few clinical trials and no meta-analyses have been completed, research is still in the preliminary stages for excessive gaming treatment. The most effective treatments seem to be, as with addictions or dependencies, a combination of psychopharmacology, psychotherapy and twelve-step programs. [47]

China

The Chinese government operates several clinics to treat those suffering from overuse of online games, chatting and web surfing. Treatment for the patients, most of whom have been forced to attend by parents or government officials, include various forms of pain or uneasiness.[48][49]

The Netherlands

In June 2006, the Smith and Jones Clinic[50] in Amsterdam became the first treatment facility in Europe to offer a residential treatment program for compulsive gamers.[51] Keith Bakker, founder and head of the clinic, has stated that 90% of the young people who seek treatment for compulsive computer gaming are not addicted.[52] The clinic focuses on excess gaming being a result of social situations rather than an addictive dependency.

United States

McLean Hospital in Belmont, Massachusetts has set up "Computer Addiction Services".[53] Elsewhere, gamers may seek services at generalized addiction support centers.

Online Gamers Anonymous, an American non-profit organization formed in 2002, is a twelve-step, self-help, support and recovery organization for gamers and their loved ones who are suffering from the adverse effects of excessive computer game playing. The organization provides a variety of message boards, several on-line meetings and other tools for healing and support.

In July 2009, ReSTART, a residential treatment center for "pathological computer use", opened in Fall City, near Seattle, Washington.[54]

Canada

At a "Computer Addiction Services"[53] center in Richmond, British Columbia, excessive gaming accounts for 80% of one youth counselor's caseload.[55]

Deaths

Globally, there have been deaths caused directly by exhaustion from playing games for excessive periods of time.[56] [57] There have also been deaths of gamers and/or others related to playing of video games.

China

In 2007, it was reported that Xu Yan died in Jinzhou after playing online games persistently for over 15 days during the Lunar New Year holiday.[58] Later 2007 reports indicated that a 30 year-old male died in Guangzhou after playing video games continuously for 3 days.[59][60]

In June 2005, one news agency reported that "Xiao Yi was thirteen when he threw himself from the top of a twenty-four story tower block in his home town, leaving notes that spoke of his addiction and his hope of being reunited with fellow cyber-players in heaven. The suicide notes were written through the eyes of a gaming character ..."[44]

In March 2005, the BBC reported a murder in Shanghai, when Qiu Chengwei fatally stabbed fellow player Zhu Caoyuan, who had sold on eBay a "dragon sabre" sword he had been lent in a Legend of Mir 3 game,[61] and was given a suspended death sentence.[62]

South Korea

In 2005, Lee Seung Seop (Hangul: 이승섭) visited an Internet cafe in the city of Taegu and played StarCraft almost continuously for fifty hours. He went into cardiac arrest, and died at a local hospital. A friend reported: "...he was a game addict. We all knew about it. He couldn't stop himself." About six weeks before his death, his girlfriend, also an avid gamer, broke up with him, and he had been fired from his job for repeated tardiness.[63][64][65]

Vietnam

An Earthtimes.org article reported in 2007 that police arrested a 13-year-old boy accused of murdering and robbing an 81-year-old woman. A local policeman was quoted as saying that the boy "...confessed that he needed money to play online games and decided to kill and rob..." the victim. The article further related a police report that the murder by strangling netted the thief 100,000 Vietnamese dong (US$6.20).[66][67]

United States

Press reports in November 2005 state that Gregg J. Kleinmark, 24, plead "guilty to two counts of involuntary manslaughter". He "left fraternal twins Drew and Bryn Kleinmark unattended in a bathtub for 30 minutes, in order to go three rooms away and play on his Game Boy Advance console(sic)" while "in the mean time, the two ten-months old kids drowned".[68][69]

Tyrone Spellman, 27, of Philadelphia, was convicted of third-degree murder for killing his 17-month old daughter in a rage over a broken Xbox. He "killed Alayiah Turman with at least five blows to the head" that "cracked the toddler's skull several times".[70]

Ohio teen Daniel Petric shot his parents, killing his mother, after they took away his copy of Halo 3 in October 2007. In a sentencing hearing after the teen was found guilty of aggravated murder, Judge James Burge said "I firmly believe that Daniel Petric had no idea at the time he hatched this plot that if he killed his parents they would be dead forever".[71][72] On 16 June 2009, Petric was sentenced to 23 years to life.[73]

Canada

Brandon Crisp, an Ontario 15-year-old, ran away from home on Thanksgiving Monday in 2008 after his parents took away his Xbox 360 due to falling grades and excessive play of Call of Duty 4.[74] He was last seen alive on a bicycle trail. His body was found weeks later, about 3 miles away, by a party of hunters.[75] An autopsy determined that he died in a fall from a tree.[76]

  • The South Park episode "Make Love, Not Warcraft" parodies many aspects of game addiction.
  • The South Park episode "Guitar Queer-o" features a made-up game called "Heroin Hero", to which people develop a drug-like addiction.
  • In The Simpsons episode "Marge Gamer", Marge suffers from overuse of an MMORPG.
  • In CSI: Miami episode "Urban Hellraisers", a suspect is found dead after playing a game for seventy hours straight.
  • In an episode of Boston Legal, the lawyers deal with the death of a boy who died from game overuse.
  • David Barr Kirtley's fantasy story Save Me Plz is about a young woman's quest to locate her ex-boyfriend, who disappeared after becoming obsessed with an MMORPG.
  • The web-comic Ctrl-Alt-Del has a large story arc about Ethan's addiction to EverQuest.
  • The King of the Hill episode "Grand Theft Arlen" features Hank addicted to a game.
  • In iCarly episode "iStage an Intervention", Spencer becomes addicted to a game called Pak-Rat, forcing Carly to take extreme measures to get him to stop.
  • In the Star Trek: The Next Generation episode "The Game", William Riker brings a video game from Risa. It stimulates specific parts of the brain, and almost all of the Enterprise crew become mentally and physically addicted to it.[77]
  • In The Big Bang Theory episode "The Barbarian Sublimation", Penny becomes addicted to a game based on the world of Conan The Barbarian.
  • In Suite Life of Zack and Cody episode "Tiptonline", Zack and Mr. Moseby are addicted to an MMORPG.
  • The online show "The Guild" is a parody of Internet addiction and chronicles the lives of several guild mates who are all seemingly addicted to an MMORPG.
  • In Pure Pwnage, Jeremy becomes addicted to World of Warcraft and plays it continuously for 6 days before passing out and being taken to a mental hospital. He explains his character in the game to a psychologist, who appears to believe that Jeremy is psychotic.
  • The 2008 documentary "Second Skin" follows 7 individuals who play MMORPGs.

See also

References

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