Computer Game Addiction - Symptoms Treatm
Computer Game Addiction - Symptoms Treatm
Computer Game Addiction - Symptoms Treatm
FAQs
According to the DSM-IV (the current manual for classifying emotional, psychological,
and mental disorders), no. Although there have beencalls from some mental health
professionals (and parents) to recognize computer game addiction as a "real" disorder,
it has not been granted official diagnostic status. As more research on the effects of
excessive gaming is conducted, many believe that it is only a matter of time before
computer game addiction is classified as a compulsive behavior similar to gambling
addiction.
Regularly playing late into the night and which results in poor sleep habits
For more a more detailed answer, see The Signs and Symptoms of Video Game
Addiction.
To evaluate whether a child is addicted to computer games, see The Video Game
Assessment Questionnaire for Parents.
Although virtually anyone who plays computer games could become addicted (see
"Boyfriend or Husband Addicted to Video Games?"), certain groups appear to be more
likely to develop unhealthy levels of play. These groups include:
Males
Children who are more impulsive and have weaker social skills
See the article "Video Game Addiciton Risks Factors" and TechAddiction's massive
article on child video game addiction for more information.
First, note that some types of computer games are clearly more addictive than others.
For example, most research suggests that MMOs (like World of Warcraft) and FPS
games (like Call of Duty) are more addictive than racing games and platformers. For a
detailed explanation of why this is, please see "Why are Video Games Addictive?" In
brief though, the most additive video games usually employ many well-established
psychological principles to encourage longer and longer periods of play. For example,
the most addictive computer games…
are based on a leveling system that requires only minimal effort to "level-up" in the
early stages…which slowly evolves into very long gaming sessions to reach the
next stage as the game progresses
Depending on the research methodology and the definition of computer addiction used,
estimates range from 2 to 10% of all children who play video games. More accurate and
consistent estimates should be possible if formal diagnostic criteria for computer game
addiction are introduced.
Yes - although the terms are sometimes used interchangeably, which has resulted in a
fair amount of confusion. In general…
Computer Game Addiction refers to excessively playing games on a PC. Most often
these games are of the MMO (Massively Multiplayer Online) or the FPS (First Person
Shooter) genre. Competing online with and against other players is a significant factor in
what makes these particular genres more addictive than others.
The terms "internet addiction" and "online addiction" are occasionally used to describe
computer game addiction, but more appropriately describe excessive web surfing, email
checking, instant messaging, Facebook addiction, or downloading movies, images, or
music.
Whereas alcohol and drug addictions involve both psychological and physiological
addiction, computer game addiction is often viewed as an impulse control problem
involving psychological addiction only. In this regard, computer game addiction has
more in common with gambling addiction than alcohol or drug addiction.
Although somewhat similar to the symptoms of computer game addiction, the negative
consequences of excessive gaming are often divided into five main categories:
Social Consequences - As a computer game addict spends more time gaming, he /
she tends to spend less time interacting with others in person. As such, he / she may
lack face-to-face human contact, experience isolation & loneliness, and the loss of
friends or relationships.
Academic / Career Consequences - Children and teens who are addicted to computer
games very often experience falling grades and decreased academic performance and
dedication. Completing homework, studying for tests, and efforts during school become
very low priorities. Adults who are addicted to computer games may experience a
similar deterioration in work performance, job dedication, and career aspirations.
Financial Consequences - Adults and teens may spend large amounts of money on
new games, expansion packs, micro-transactions, service fees, and computer
upgrades. In extreme cases, jobs may be lost due to poor work performance, playing
while at work, and frequent absences.
Health Consequences - Computer game addicts may neglect personal hygiene, have
poor sleep habits, give up healthy physical activities, and may make meal decisions
based on quick and easy preparation (so that gaming is not interrupted) rather than
dietary needs.
Because computer game addiction is a new development in the world of mental health,
treatments are not as well established as those for depression, anxiety, anger, etc. Most
interventions take a cognitive-behavioral approach which involve changing how the
addict thinks about the addiction (for example, recognizing cognitive distortions
designed to convince the gamer that it is not a problem), and simultaneously changing
his/her behaviors (for example, setting strict limits for play, taking care of other
responsibilities before gaming, using game blocking software or devices, etc.).
Treatment can take a variety of forms including:
Cons: Computer game addiction specialists are quite rare and it may be difficult or
impossible to find one locally. Treatment can be quite expensive if multiple sessions are
required (which is usually true).
Pro: Computer game addiction almost always affects other family members, and the
chance for recovery is increased if these members are involved in treatment and are
working together toward mutually agreed upon goals.
Cons: It may be even more difficult to find a computer game addiction specialist who is
also experienced offering family therapy. Additionally, some family members may see
the problem only as the addict's responsibility and may be unwilling to participate in
therapy.
In-patient treatment facilities (very rare in North America but much more common
in counties such as China and South Korea).
Cons: Very expensive (tens of thousands of dollars), few facilities in North America and
Europe, and little research on the efficacy of the treatments.
Cons: Very expensive (again) and a limited number of programs are available. There
are few programs specifically for computer game addiction and participants generally
come with a wide variety of behavioral problems. Wilderness therapy is generally only
offered for children and teens.
Pros: Convenient, affordable advice from computer game addiction specialists or mental
health professionals.
Con: Advice and interventions may be based on outdated research and techniques
unless the book is frequently updated (Note: The books above are updated several
times per year).
Story highlights
Douglas Gentile, a psychologist at Iowa State University, has been studying the subject for
decades.
"The first study I began in 1999, to basically try to show video game addiction isn't a real thing,
and it turns out I was wrong!" he told CNN.
According to his research, roughly 8.5% percent of children who play video games in the United
States are addicted. He found similar numbers across the world.
"Even though different researchers across the world may define the problem somewhat
differently, or ask different questions in different countries with differently aged kids, we find
almost the same results across the world" Gentile says.
"The estimates perhaps vary somewhat, but they all seem to come out somewhere between
about 4 and 10 percent: that's the amount of gamers I would classify as addicted."
Access is key
Gentile sees the increased availability of technology and the spread of broadband internet
as a key reason for this.
"A risk factor for addiction is access," he says. "It's really hard to get addicted to drugs if you
can't get them.
"This is why we're seeing Internet Gaming Disorder becoming a bigger problem because
now, not only has almost everyone got a computer, and almost everyone has a video game
system in their home ... but now you've got a cell phone and you've got games on it and you
can access games pretty much everywhere."
Games can fulfill all of these, or at least they do when the players are good and become
part of an online community surrounding them.
Mark Griffiths is a chartered psychologist and director of the International Gaming Research
Unit at Nottingham Trent University. He believes that addiction boils down to being
constantly rewarded while playing a game -- whether those rewards are the physical buzz of
beating your high score, or the psychological reward of knowing that your strategic play
helped you succeed.
"Most of these rewards are -- at least to some extent -- unpredictable," he says. "Not
knowing when the next reward will come keeps some players in the game. In short, they
carry on gaming even though they may not have received an immediate reward. They
simply hope that another reward is "just around the corner" and keep on playing."
He also points out that in the last decade we have seen a shift from standalone console
gaming to massive multiplayer online games that have no end, and can't be paused.
"Many excessive gamers report that they hate logging off and leaving such games," he
says. "They don't like it as they don't know what is going on in the game when they are not
online."
Griffin Mathieu, from Southern California, is only 16, but has already been through
treatment for Internet Gaming Disorder. According to his mother, Noelle, he suffers from
anxiety and depression.
He was introduced to video games at the age of 10. Over time, his parents noticed his
behavior begin to change. Noelle's main concern was his isolation.
"He wanted to be playing more, so that takes away from family time, and takes away from
socializing with his friends," she said.
"It really started escalating more in middle school and then we noticed there was a real
change in Griffin around 8th grade," she continued. Last summer his parents sent him on a
program called Outback Therapeutic Expeditions, in Utah, where he spent time outdoors,
away from his games.
Griffin was in treatment for six weeks before returning home. Noelle says he still has
challenges with his tech use, and his depression.
Griffin says the problem goes beyond the games themselves: "I want other kids to realize
that the problems they are facing aren't because of what's going on around them, but also
due to the fact that they stay inside and won't speak to anyone about them. Sitting inside
and staring at a screen won't make it disappear."
Literature Review
Albert Gamboa
El Paso, Texas
College Student
Call of Duty, Madden NFL, Battlefield, World of War Craft, what do all these titles have in
common? They are all video games that have a top selling product in the consumer market. They are
popular not only in the United States but throughout the whole world, such as South Korea, Australia,
China and even France. They consist of a video game console or computer. You can play them at home;
at a friend’s house or even while you are walking down the street with a portable gaming device. Now,
you cannot find a house with children or teens living there without seeing some type of video game
hardware inside their home. With its high popularity and mass usage, what happens when these video
games become addictive? Do any negative or positive effects occur? These four questions will help
figure it out.
11.) How does video game addiction affect teens in school and adults in work?
44.) How much money has been spent on video games in the United States of America during the
21st century?
First, in order to understand video game addiction, you have to know how it all started. When
video games first came out back in the 1970’s, not that many people were into them because, they were
expensive and there were not many things you could play on them other than Ping-Pong and
hockey. Then, in the 1990’s Nintendo came out with a whole new console which delivered a game and
storyline people became instant fans of. The storyline of the game was about two Italian brothers, one
red and one green, who were trying to save the princess from the evil Koopa King. This game of course
was called Super Mario Bros. This was the turning point for the success of video games.
From here on out, games started getting more specific, detailed and expanding with levels. It
used to take a few days to complete a game, but with more memory and better consoles the levels are
much deeper and longer to beat. Graphics have been modified to look like real life events and
people. Video game makers have established a gaming experience where it feels as though the users
are really inside the game. Another gaming advancement has been online play. Online playing makes it
possible for a person from the United States to play with a person from China via Internet as long as
they have the same game. With headsets and texts, people can communicate with the people they are
playing with. The better the game the more a person will play. All these developments made a few
people become addicted to playing video games, playing over 15 hours a day, losing sleep, missing
school and work. There are some people who believe playing video games can be a good thing and that
it is just a childhood thing to do.
What do researchers say can cause a child, teen or adult to become addicted to video games in
the first place? According to my research, most kids ranging from 8 to 17 years old play video games for
large amounts of time because, they do not have anything to do when they get off of school. With
online video games, teens can chat with friends or meet new people. Some children and teens do not
have friends at school so they can use video games as a replacement to have fun and interact with
people. Another part of my research shows most adults who are addicted to playing video games
started when they were in their teens and they never let go of playing. In some cases these people
chose video games over their actual lives and either get a small job or do not even have a job and still
live with their parents even after high school. This gives the person more playing time without having to
worry about paying bills or living life outside.
Video games can deprive a person from the real world. According to this database, “Users may
play compulsively, isolating themselves from other forms of social contact, and focus almost entirely on
in-game achievements rather than broader life events.” (Weinstein 2010). This means video game
addicts focus all of their attention on the video game and they do not try to interact with life outside the
game. Symptoms a person can have are isolation from the outside world; the person stays quarantined
in their home, having no connection with the outside world. They spend all day playing video games
rather than being with friends and family. They also make goals for themselves, but not life goals such
as striving for good grades, being in clubs or trying to get a boyfriend/girlfriend. Instead they make
video game goals as in trying to achieve in completing a certain level, getting a high score or beating the
whole game in one day. All these are symptoms of a video game addict.
There have been various amounts of effects for video addicts. According to this database, a
study “Found that self-reported sleep problems, depression, suicidal ideation, anxiety, obsessions, and
compulsions as well as alcohol and substance abuse were positively related to the frequency of video
game playing.” (Mentzoni 2011). This means the syndromes that a video game addict can obtain range
from a minor problem (sleep problems) to major problems (suicide). When a person does not have at
least eight hours of sleep a day, he or she can develop stress and become moody. This not only affects
the video game addict themselves but also family or friends that are close to the individual. The way
suicides occur is some people try to reenact what they play in the game. Violent video games are
believed to contribute in this factor. According to this article, “One of the primary concerns with
violence in video games is that gaming is not passive. In order to play and win, the player has to be the
aggressor. Rather than watching violence, as he might do on television, he's committing the violent
acts.” (Violence and Video Games). Video games are rated to show the age appropriateness. Video
games have ratings to show the appropriateness of the video game. The ratings start at C, which means
children and range up to A which means adults only. The most common rating is E, which stands for
everyone. Most shooting and violent games are M for mature which says they are only meant for
people over the age of 17, meaning, only people over the age of 17 can purchase these types of
games. However, children and teens are still able to get their hands on these games because parents or
older siblings buy them without noticing the ratings.
Video game companies have made it easier for people to get more games at a time by making
them available for rent. People can now play a game for a week, send it back and get another
one. Another spike in video game addiction has been remote controllers’ usage. Meaning when used
for a long time, remote controllers ran out of battery and people had to keep buying batteries but now
people can buy a rechargeable pack so that the player can never stop playing.
As you can see in the graph above, males play any type of video games more than females. The graph
consists of different console categories and shows how many males and females play the console. In all
the categories, males played more than females.
There could be trends though that children and teens can go through. According to this database,
“Given trends for television usage, one might expect videogame usage to increase across elementary
school, peak at about middle school, and drop off across high school… The frequency of video-game play
appeared to be relatively steady from ages 8 to 13, and to decrease thereafter” (Gentile 2009). This
means video addiction can be just a phase a person goes through. Kids in elementary start using video
games because everyone has them, in middle school they have nothing else to do, but by high school,
kids turn into teens and start going to parties and joining sports teams which diminishes video game
use. These statistics are different for video game addicts though, because according to the pie graph
below, video game addiction affects 18-49 year old people more than 18 and under people. The average
age of a video game addict is 35 years old.
Video games do not just have negative effects on people; they can also have positive
effects. According to this database, “Players play video games due to various motivations and purposes.
Some believe video games help them boost mental skills and improve physical coordination… reading
ability, attention, hand-eye coordination, and speed reactions to novel situations.” (Shu-Hsun
2011). This means that video games can contribute mental skills because some video games require
critical thinking and that can enhance people’s reaction. Also since most video games require a remote
control, hand-eye coordination increases a person’s movement. Some video games can also help people
lose weight while exercising. This method uses a kinetic sensor device, which is a motion sensor that
does not require a remote control. All you have to do is put the sensor device near your television
where it can scan the person’s playing, and any kind of movement the person does, the player on the
television will do the same thing. This establishes an exercise activity in which people who play will not
be sitting on a couch. All kinetic games promote the act for cardio activity. For instance; pumping your
feet and arms to make it seem like you are running. Other activities include jumping up and down,
dancing and even martial arts movements.
The video games industries are also a big market for the economy. According to a Forbes
research, citizens in the United States spend roughly between 16.3 to 16.6 billion dollars on video games
a year. This also included online and mobile games as well. The U.S. is not the only country that uses
video games to boost the economy; other countries as well succeed in selling video games. According to
this database, “With the popularity of online games in South Korea, the total revenue of the online
gaming industry reached about 1.8 billion U.S. dollars in 2006, 24 percent of which was comprised of
revenue from the South Korean gaming industry.” (Bong-Won 2010). This means not only are people in
the United States buying video games, but also other countries purchase these games to increase
currency in their economy as well. The popularity and addictiveness to these games make people of all
age buy them.
Treatments for video game addicts include putting the person in a rehab facility where the
person has no access to a video game console or computer. A family and friends intervention can also
be useful to show the person what he/she’s been missing since being focused on video games. Another
example can be outdoor programs such as wilderness camps. According to this article, “"Wilderness
camps" or "outdoor education," are highly effective in treating teens struggling with behavioral
problems like video game addiction or obsessive Internet use.” (Why Wilderness Works). These
programs are designed to get people outside and interact with nature. All the person has to do is call to
get more information.
In conclusion, video game addictiveness can have various effects. As studies show video games
usage increase during middle school age but slowly decrease throughout high school. The effects
though can be more severe to some people and can go on past high school. There are helpful websites
that can instruct parents on how to control their child’s playing habits. Since this starts at an early age,
the websites target parents to be focused on what their children are playing and how long they are
playing it.
Reference List
Bong-Won, P., & Jae-Hyeon, A. (2010). Policy analysis for online game
addiction problems. System Dynamics Review (Wiley), 26(2), 117-138.
Mentzoni, R., Brunborg, G., Molde, H., Myrseth, H., Skouverøe, K., Hetland, J.,
& Pallesen, S. (2011). Problematic Video Game Use: Estimated Prevalence
and Associations with Mental and Physical Health. Cyberpsychology, Behavior & Social
Networking, 14(10), 591-596.
Shu-Hsun, H., Chutinon, P., & Chia-Ying, L. (2011). May I Continue or Should I
Stop? The Effects of Regulatory Focus and Message Framings on Video Game Players' Self-
control. International Journal Of Business & Social Science, 2(12), 194-200.
Violence and Video Games, Video Game Addiction, Retrieved from: http://www.video-
game-addiction.org/violence.html