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Is Gaming Addiction Real?

February 20, 2010


A. Reid

Computers and games are an integral part of our lives today, but at what point does
overuse become an addiction? Currently, the leading manual on mental health, the
Diagnostic and Statistical Manual of Mental Disorders (DSM), does not recognize
gaming addiction as a viable, treatable disease. Among leading physicians, there is a
debate as to whether Gaming Addiction should be recognized as a valid condition, and
treated accordingly. While the latest version of the DSM is scheduled to be released in
2013, many experts are currently arguing whether Gaming Addiction is a dangerous
addictive behavior, or if it is simply a non-addictive misuse of time management.
Meanwhile, computer games are becoming more accessible, popular and enticing to
younger audiences.

Definition
Addiction can come in many forms. A person can be addicted to a substance or a
behavior. In the case of gaming, many of the behaviors of addicts are compared to those
of online gamblers, an affliction that is recognized by the DSM. Psychiatrist Michael
Brody, MD has set forth the following criteria for exhibiting an addiction: “1. The person
needs more and more of a substance or behavior to keep him going” and “2. If the person
does not get more of the substance or behavior, he becomes irritable and
miserable”(Clark, 2006).

While there is a fine line between overuse and addiction to video games, it is undeniable
that teenagers are spending more time playing games than ever before. A study released
in April of 2009 found that 1 in 12 teens (aged 8 to 18) showed evidence of a behavioral
addiction to video games (Grohol, 2009). Additionally, Jane McGonigal, a game designer
for Institute for the Future, says “people today spend a collective 3 billion hours per week
playing online games”(Sutter, 2010). A vast amount of time spent playing video games
does not necessarily qualify an addiction, though.

Signs and Symptoms


Like other addictions, there are signs and symptoms that help differentiate between an
obsession and an addiction. Most notably, gaming becomes an addiction when it
interferes with day-to-day activities and responsibilities such as social interaction, job
duties, and even basic hygiene. The effects of gaming and Internet overuse are
comparable to those of compulsive gambling with one huge exception; computers and the
Internet are everywhere. They are in our homes, our places of work, even our pockets.
The Internet is accessible from virtually anywhere. Therefore, the problem with Gaming
addiction is that the player must learn to live moderately with computers and the Internet.
Technology, the Internet, and by extension, games, are becoming increasingly more
prevalent and available in our lives. In the case of a person addicted to smoking or
alcohol, the prescription is to disassociate himself with those products altogether. A
recovering alcoholic would not walk around with a flask of liquor in his pocket, but
recovering gaming addicts can easily access the Internet from their phone, workplace, or
home computer. Kimberly Young, clinical director of the Center for On-Line Addiction,
points out that “[Video Game Addiction] is like a food addiction. You have to learn to
live with food”(Clark, 2006). This makes gaming addiction a serious cause for concern.

The effects of excessive gaming can be detrimental. Spending too much time gaming can
inhibit younger gamers from developing socially and emotionally with his peers, and
members of the opposite sex. Compulsive gaming can result in neglecting homework,
ultimately stifling educational development. In extreme cases, especially in older gamers,
an addiction to gaming can jeopardize jobs and even lives.

Shawn Woolley was a 21-year old addicted to the fantasy game Everquest, a game with
the tagline, “Pause Life. Play Game.” His mother attributed his suicide, which was
carried out while he was logged in to the game, to his deep addiction to the fantasy game.
After being thrown into a closet for interrupting his father during an online game in 2002,
an infant in Tampa Bay, Florida suffered fatal consequences (Spain & Vega, 2005).
Although these cases are extreme and rare, they illustrate the deadly potential of being
addicted to games.

Even though the perils of excessive gaming are widely accepted, its place as a valid
addiction has not been established.

The Argument
Richard T.A. Wood, a member of the International Gaming Research Unit at Nottingham
Trent University, dismisses the concept video game addiction as being “based less on
scientific facts and more upon media hysteria”(Wood, 2007). His assertion is that the
qualities of excessive gamers match the criteria for high level of engagement, but not
necessarily addiction. He notes the following:

There have to be some negative consequences before we can say that the
behaviour has become a problem. One such negative consequence might
be that the time spent playing was causing conflict in the person’s life
through neglecting relationships, work, school, etc. (Wood, 2007).

It has been established that excessive gaming can, in fact, cause conflict in one’s personal
relationships, work, and school. These factors alone should qualify the problem as an
addiction. Yet, Wood acknowledges compulsive gambling as an addiction, but insists that
gaming and gambling are too dissimilar to group together.

According to Wood, a gambler loses money and tries to win back their losses. This cycle
leads them deeper into debt, stress, and delusion. As a result, the gambler continues to
wager bets to escape from the reality of their debts and losses. As for gamers, he says,
“no such process occurs…unless of course gamers wager on the outcome of games, at
which point it then becomes gambling”(Wood, 2007). This thought process begs the
question; does one have to lose financially to qualify as being addicted? Although online
gamers do not lose money, they lose in terms of developing social skills, jobs,
relationships, and time.

Woods’ second contention is that gamblers need to raise the stakes in order to maintain
the intensity and excitement of the game, which ultimately leads to their ruin. He argues
that video gamers cannot experience this:

“Playing for longer periods or playing more frequently does not, in itself, increase
the overall intensity of the gaming experience…” and that “Excessive video
gamers do not usually end up with huge debts, and it is unlikely that a video game
player will have their house repossessed because of video game playing
debts”(Wood, 2007).

His first statement is inaccurate. Take, for instance, Everquest. The longer one plays this
game, the more valuable his character becomes in terms of power, property ownership,
and status. This will certainly increase the intensity of the gaming experience. Secondly,
Wood contends that gamers do not end up with huge debts. This, again, is false. Although
we are not speaking in terms of dollar amounts, excessive gaming can lead to dereliction
of responsibilities such s jobs, family, and relationships, which can lead to financial ruin.

Richard T.A. Wood undermines the seriousness of the issue by stating the obvious, that
“some people are not very good at managing how much time they spend playing video
games”(Wood, 2007).

In 2007, the Report of the Council on Science and Public Health concluded that there was
an insufficient amount of research that supports the overuse of gaming as an addiction.
The council recognized the similarities between gaming and gambling addictions, but
concluded that despite dependence-like behavior, “it is not clear whether withdrawal
symptoms are associated with video game overuse…”(Khan, 2007). It was also noted that
video game addiction fell under the broader, more generic category of Internet addiction,
and the council highly recommended that the revision of the DSM manual include video
game addiction as a formal diagnostic disorder.

Solutions
Perhaps the debate on whether excessive gaming is a valid disease is not as important as
proposing solutions on how to combat it. There are several things that parents can do
ensure a responsible use of the Internet. First and foremost, specific regulations and
boundaries on time management must be established in younger children. Parental blocks
can be used to restrict gaming throughout certain times of day. Being an active parent is
the biggest line of defense against abusing computer privileges. For older adults who find
themselves unable to separate themselves from the games, there is professional help
available. More and more help centers are opening around the country as the problem
persists. Help lines are also being offered. Countries that are further immersed in
technology than the United States, such as Korea and the Netherlands, offer detox
treatment facilities.

Conclusion
As with anything, the key is moderation. Regulating video game intake and adhering to
boundaries can prevent an excessive overuse of games. While there are many dangers and
pitfalls to gaming, the advantages and benefits of gaming should not be overlooked. In
younger children, video games often prove to be a common ground when socializing. A
healthy knowledge of gaming can certainly enhance socialization among children.
Additionally, playing games online, such as educational and serious games, can improve
reading, spelling, mathematical, and problem-solving skills. Also, games involving teams
and cooperation can build partnership and collaboration skills.

The refusal to acknowledge excessive gaming as a true form of addiction can do more
harm than good. In order to begin solving the issue, it needs to first be recognized. As
with most diseases and conditions, awareness is the most effective and manageable
prevention.

Why can’t we move past the argument over the proper terminology and classification of
the problem, and begin resolving an issue that seems to be growing in numbers and
severity?

*Searchable directory of addiction treatment centers and their locations: (877)248-3026.


Clark, A.S. (2006, July 3). Detox for video game addiction? Retrieved from
http://www.cbsnews.com/stories/2006/07/03/health/webmd/main1773
956.shtml

Grohol, J.M. (2009, April 20). 1 in 12 Teens Addicted to Video Games.


Retrieved from http://www.psychcentral.com/news/2009/04/20/1-in-
12-teens-addicted-to-video-games/5438.html

Khan, Mohamed. (No date). Emotional and Behavioral Effects, Including


Addictive Potential, of Video Games. Available
http://74.125.47.132/search?q=cache:osjnNGoWqf4J:www.ama-
assn.org/ama1/pub/upload/mm/467/csaph12a07.doc+report+of+the+co
uncil+on+science+and+public+health&cd=1&hl=en&ct=clnk&gl=us&
client=safari

Spain Vega, J.W. Gina. (2005). Sony Online Entertainment: Everquest or


Evercrack?. Journal of Business Ethics, 58(1), Retrieved from
http://www.jstor.org/stable/25123495

Sutter, J.D. (2010, February 12). To Fix the Real World, Play Games
Online. Retrieved from
http://www.scitech.blogs.cnn.com/2010/02/12to-fix-the-real-world-
play-games-online/

Wood, Richard T.A. (2007). Problems with the Concept of Video Game
"Addiction": Some Case Study Examples. Int J Mental Health
Association, 6. doi: 10.1007/s11469-007-9118-0

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