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Online Games, Addiction studies were observational, anecdotal, and/or

based on case studies, primarily using samples of


and Overuse of teenage males.
The 1990s saw a small but significant increase
MARK D. GRIFFITHS of research into gaming addiction with almost
Nottingham Trent University, UK all of these studies being carried out in the
United Kingdom and on adolescents, typically
surveying children in school settings. However,
Since the early 2000s there has been a signifi- all of these studies were self-report surveys
cant increase in the number of empirical studies and relatively small scale. The main problem
examining various aspects of problematic online was that all of them assessed gaming addiction
gaming and online gaming addiction. There is using adapted versions of the criteria for patho-
a lack of consensus as to whether video game logical gambling in the American Psychiatric
addiction exists and/or whether the term “ad- Association’s Diagnostic and Statistical Manual
diction” is the most appropriate to use. Some of Mental Disorders (DSM). Although there
researchers use terminology such as “excessive” are clearly many similarities between gambling
or “problematic” to denote the harmful use of and gaming, they are different behaviors and
video games. Terminology for what appears to specific video gaming screening instruments
be the same disorder and/or its consequences could have been developed. Based on further
includes problem video game playing, prob- analysis of the adapted DSM criteria used in
lematic online game use, video game addiction, these studies, this work was later criticized for
online gaming addiction, internet gaming addic- being more likely to be assessing gaming pre-
tion, and compulsive internet use. This entry occupation than gaming addiction (Charlton,
uses the term “gaming addiction” to describe the 2002).
phenomenon of excessive problematic gaming
since there is demonstrable empirical evidence
that such behavior can include all the core com- The Rise of the Internet
ponents of addiction including salience, mood
modification, tolerance, withdrawal, conflict, and The 2000s saw a substantial growth in the num-
relapse (Griffiths, 2010). ber of studies on gaming addiction particularly
as gaming expanded into the online medium
where games could be played as part of a gam-
Precursors to Online Gaming Addiction ing community, that is, massively multiplayer
online role playing games (MMORPGs) such
Following the release of the first commercial as World of Warcraft and Everquest. Approx-
video games in the early 1970s, it took until imately 60 studies were published on online
the 1980s for the first reports of video game gaming addiction between 2000 and 2010 and
addiction to appear in the psychological and a vast majority of these examined MMORPG
psychiatric literature. These early studies claimed addiction and were not limited to the study
the disorder was like any other behavioral addic- of adolescent males (Griffiths, Kuss, & King,
tion and consisted of a compulsive behavioral 2012). Furthermore, many of these studies were
involvement, a lack of interest in other activi- based on data collected online and a significant
ties, association and friendship circles mainly minority of studies examined various other
with other video game addicts, and physical and aspects of gaming addiction using non-self-
mental symptoms when attempting to stop the report methodologies. These include studies
behavior (e.g., “the shakes”). However, all of these using polysomnographic measures and visual

The International Encyclopedia of Digital Communication and Society, First Edition.


Edited by Robin Mansell and Peng Hwa Ang.
© 2015 John Wiley & Sons, Inc. Published 2015 by John Wiley & Sons, Inc.
DOI: 10.1002/9781118290743.wbiedcs044
2 O N L I N E G A M E S, A D D I C T I O N AND OVERUSE OF

and verbal memory tests; medical examinations Negative Consequences of Excessive


including the patient’s history and physical, Online Gaming
radiological, intraoperative, and pathological
findings; functional magnetic resonance imaging; Irrespective of whether problematic video game-
electroencephalography; and genotyping (Kuss & play can be classed as an addiction, there is now
Griffiths, 2012). a relatively large number of studies all indicat-
Griffiths et al. (2012) reviewed the prevalence ing that excessive online gaming can lead to
studies examining problematic gaming and gam- a wide variety of negative psychosocial conse-
ing addiction from 1994 to 2012. The studies quences for a minority of affected individuals.
they selected were based on samples of at least In extreme cases, these can include sacrificing
300 participants and used some kind of screen- work, education, hobbies, socializing, time with
ing instrument to assess problematic gaming partner/family, and sleep; increased stress; an
(rather than self-diagnosis). They reported that absence of real-life relationships; lower psycho-
prevalence rates of problematic gaming ranged social well-being and loneliness; poorer social
from 1.7% to over 10% among general samples. skills; decreased academic achievement; increased
Prevalence rates among gamers were, in some inattention; aggressive/oppositional behavior and
cases, much higher (some as high as 17% to 34%). hostility; maladaptive coping; decreases in verbal
These studies indicated that, in general, males are memory performance; maladaptive cognitions;
significantly more likely than females to report and suicidal ideation (Griffiths et al., 2012). In
problems relating to their gaming. The differences addition to the reported negative psychosocial
in methods of assessing gaming problems may consequences, Griffiths et al. also reported many
partly account for differences in prevalence rates health and medical consequences that may result
(King, Delfabbro, & Griffiths, 2012; King et al., from excessive gaming (both online and offline).
2013). Furthermore, many studies fail to assess These included epileptic seizures, auditory hallu-
prior problems (i.e., lifetime prevalence). King cinations, obesity, wrist pain, neck pain, blisters,
and colleagues (2012) also noted that some stud- calluses, sore tendons, and numbness of fin-
ies did not consider subclinical cases (i.e., meeting gers, sleep abnormalities, and repetitive strain
some but not all criteria for problematic use), and injuries. Taken together, this relatively long list
the presence of comorbid psychopathology was of potential psychosocial and negative medical
not routinely assessed. consequences indicates that excessive online
Overall, there are some generalizations that gaming is an issue irrespective of whether it is
can be made with regard to the demographic an addiction. It also suggests that more extensive
characteristics of gamers and problem gamers. recognition by the medical community is needed
The literature suggests that adolescent males of the wide range of potential negative and life
and young male adults appear to be at greater limiting consequences of excessive gaming.
risk of experiencing problematic video game-
play. However, the course and severity of these
problems are not well known and the finding Factors Associated with Problematic
that this group is more at risk may be a conse- Gaming and Gaming Addiction
quence of sampling bias and the fact that this
group plays online video games more frequently A number of studies have examined the role
than other sociodemographic groups. It has also of personality factors, comorbidity factors, and
been suggested that university students may be biological factors, and their association with
especially vulnerable to developing problematic online gaming addiction. In relation to person-
online gaming. Reasons for this include their ality traits, gaming addiction has been shown
flexible tuition and study hours, ready access to be associated with neuroticism, aggression
to high-speed broadband on a 24/7 basis, and and hostility, avoidant and schizoid interper-
multiple stressors associated with adjusting to sonal tendencies, loneliness and introversion,
new social obligations and/or living out of home social inhibition, boredom inclination, sensation
for the first time (King et al., 2012). seeking, diminished agreeableness, diminished
O N L I N E G A M E S, A D D I C T I O N AND OVERUSE OF 3

self-control and narcissistic personality traits, Furthermore, the lack of consistent approaches
low self-esteem, state and trait anxiety, and low to treating problematic gaming and gaming
emotional intelligence (Griffiths et al., 2012). addiction makes it difficult to produce defini-
Considering the relatively high frequency of tive conclusions as to the efficacy of treatment,
co-occurring personality, comorbidity, and bio- although the effectiveness of CBT (as with the
logical factors, it is hard to assess the etiological treatment efficacy of other addictions) appears
significance of these associations with online to be supported by preliminary evidence (King
gaming addiction as they may not be unique et al., 2011).
to the disorder and further research is needed. Problematic cognitions are thought to main-
Research has also shown online gaming addic- tain problematic gaming behaviors. Research on
tion to be associated with a variety of comorbid gamers has identified several attitudes and beliefs
disorders. These include attention deficit hyper- associated with excessive playing behavior. These
activity disorder, symptoms of generalized anx- include the belief that no amount of time spent
iety disorder, panic disorder, depression, social playing is “long enough” and that time spent
phobia, school phobia, and various psychoso- playing produces a need to continue playing a
matic symptoms (Griffiths et al., 2012). video game until every level, reward, or feature
Through use of functional magnetic reso- is completed. Emotional responses associated
nance imaging (fMRI), biological research has with in-game rewards and completion of the
found that gaming addicts show similar neural video game encourage players to then seek out
processes and increased activity in brain areas and begin playing new games, thus initiating a
associated with substance related addictions and never ending cycle of playing behavior (King,
other behavioral addictions, such as patholog- Delfabbro, & Griffiths, 2010a). Other common
ical gambling (significant activation in the left cognitive beliefs among problem gamers include
occipital lobe, parahippocampal gyrus, dorso- thoughts about gaining power and status through
lateral prefrontal cortex, nucleus accumbens, the game, thoughts of mentally escaping from
right orbitofrontal cortex, bilateral anterior cin- the real world, and thinking of the computer as a
gulate, medial frontal cortex, and the caudate companion or “electronic friend.”
nucleus (Kuss & Griffiths, 2012). It has also been The lack of comparative treatment studies
reported that gaming addicts (like substance might suggest that there is a general lack of
addicts) have a higher prevalence of two specific demand for psychological services for problem-
polymorphisms of the dopaminergic system atic gamers and/or gaming addiction. However,
(i.e., Taq1A1 allele of the dopamine D2 receptor this may not necessarily be the case. In Southeast
and the Val158Met in the catecholamine-O- Asia there appears to be significant demand for
methyltransferase), which suggests that, among treatment for online related problems including
some players, there might be some genetic predis- gaming addiction. The South Korean government
position to develop video game addiction (Kuss has reportedly established a network of over 140
& Griffiths, 2012). counseling centers for treatment of online addic-
tion (Kim, 2008). In Western countries, gaming
addiction clinics have also started to emerge in
Treatment of Problematic Video Game places such as the Netherlands and the United
Use and Video Game Addiction Kingdom. There are also treatment groups that
are modeled on 12-step self-help treatment (e.g.,
Clinical interventions and treatment for prob- Online Gamers Anonymous). However, little
lematic and/or addictive video gameplay vary detail is known about the treatment protocols or
considerably in the literature, with most of the their efficacy.
very few published studies employing some type In a review of internet and gaming addic-
of cognitive behavioral therapy (CBT), phar- tion treatment, King et al. (2011) highlighted
macotherapy, and/or self-devised psychological that most studies fail to employ an objec-
interventions (King et al., 2011, 2012). The tive measurement of game usage to confirm
evidence base on the treatment of problematic participants’ self-reported usage at baseline or
and/or addictive online gaming is limited. following intervention. Another issue is that
4 O N L I N E G A M E S, A D D I C T I O N AND OVERUSE OF

many studies do not include a control group for Given the many different screening instru-
between-group comparison. Treatment dose and ments that have been developed since 2000,
duration also vary considerably across studies, for there is likely to be a refinement of video game
both pharmacological and nonpharmacological addiction measures and greater consensus on
interventions. As a result, the lack of consistent its conceptualization, either as a single disorder
approaches to treating problematic gaming makes and/or incorporated into other known disorders
it difficult to draw definitive conclusions as to the (e.g., impulse control disorder). This is also likely
efficacy of treatment. to lead to improved assessment tools based on
On May 1, 2012 the Substance Use Disorder such conceptualization(s) (King et al., 2013).
Work Group of the fifth edition of the Diagnostic Measures of gaming use and subsequent behav-
and Statistical Manual of Mental Disorders (DSM- ior are likely to diversify in terms of media use,
5) proposed that internet use disorder, which including social networking sites (SNS) and asso-
primarily refers to maladaptive video gaming (or ciated internet resources (Kuss & Griffiths, 2011).
“Internet Gaming”) behavior, should be included Already, games such as Call of Duty and Battle-
in Section 3 of the DSM-5 (“Emerging Measures field 3 are being released with their own SNS (e.g.,
and Models”) as the subject of further empirical COD Elite), which track player behavior and pro-
inquiry (King et al., 2013). Publication of clinical vide feedback to players as to how to improve their
criteria in a future DSM would facilitate and game (thus functionally reinforcing video game-
enhance standardization of research and treat- play with implications for excessive and/or poten-
ment in the gaming studies field. It may also help tially addictive play).
to minimize the potential for inappropriate clus- With the pressure on media enterprises to
tering of clinical behaviors within an overly broad monetize their business and look for different
classification of problematic online behavior. revenue streams, there is likely to be even greater
media convergence between gaming and other
more profit-making activities such as gambling
Future Trends in Online Gaming (King et al., 2010b). Given the well-established
and Online Gaming Addiction addictive potential of gambling, this may also
have implications for the incidence of gaming
The amount and the quality of research in the addiction.
online gaming addiction field have progressed There is likely to be increasing feminization
considerably over the last decade but the pro- of gaming where growing numbers of females
cess is still in its infancy compared with other not only engage in the playing of online games,
more established behavioral addictions, such as but also develop problems as a result. Casual
pathological gambling. This section suggests what gaming online is already popular among females.
might happen in the online gaming addiction However, the biggest difference between male and
field from a number of different standpoints female gaming is likely to be content based (e.g.,
(e.g., methodological, conceptual, technological). males may prefer competitive type gaming expe-
These are loosely modeled on the technological riences whereas females may prefer cooperative
trends in gambling outlined by Griffiths (2011). type gaming experiences).
There is likely to be an even bigger increase in Given the increasing number of research teams
empirical research into problematic gaming and in the gambling field being given direct access
gaming addiction especially now that internet use to gambling companies’ behavioral tracking data
disorder (which mainly consists of internet gam- (Griffiths & Whitty, 2010), there is likely to be
ing addiction) has been included in the appendix a higher number of such collaborations in the
of the new DSM-5 (American Psychiatric Asso- gaming studies field.
ciation, 2013). This will also be dependent on The increased importance of additional
appropriate funding streams. Future research is research into the structural and situational
likely to include more epidemiological and/or characteristics of consumptive behaviors (e.g.,
general population data on media use, leading smoking nicotine, drinking alcohol, gambling,
to better insights into the onset and course of etc.) suggests that research on design features
problematic gaming and addiction. within games and their psychological impact
O N L I N E G A M E S, A D D I C T I O N AND OVERUSE OF 5

(including potential addiction) will increase as sizes were typically in the low hundreds. In the
well. Such research has already begun (King et al., 2000s sample sizes in their thousands – even
2010a). if unrepresentative – are not uncommon.
As the diagnosis of gaming addiction becomes • There has been a diversification in the way
more legitimate in psychiatric and medical cir- data are collected, including experiments,
cles, this will lead to better randomized control physiological investigations, secondary anal-
trials on interventions for problematic video ysis of existing data (such as that collected
gameplay than those already carried out. There is from online forums), and behavioral tracking
also likely to be an increase in the online medium studies.
itself being used as a treatment channel. The • There has been an increase in research on
reasons that people like to engage in some online adult (i.e., nonchild and nonadolescent) sam-
leisure activities (i.e., the fact that the online ples reflecting the fact that the demographics
environment is non-face-to-face, convenient, of gaming have changed.
accessible, affordable, anonymous, nonthreaten- • There has been increasing sophistication in
ing, nonalienating, nonstigmatizing, etc.) may relation to issues concerning the assessment
also be the same reasons that people would want and measurement of problematic video game-
to seek advice, help, and treatment online rather play and video game addiction. In the last few
than in face-to-face situations. years, instruments have been developed that
have more robust psychometric properties
in terms of reliability and validity. However,
Conclusion there are still some concerns, as many of the
most widely used screening instruments were
Based on published empirical studies, and par- adapted from adult screens and much of the
ticularly those published since the early 2000s, video game literature has examined children
it appears that in extreme cases excessive online and adolescents. King and colleagues (2012)
gaming can have potentially damaging effects on assert that, to enable advances in the develop-
individuals who appear to display compulsive ment and testing of interventions for gaming
and/or addictive behaviors similar to other more related problems, there must be some con-
traditional addictions. However, the field has sensus among clinicians and researchers as to
been hindered by the use of inconsistent and the precise classification of these problems.
nonstandardized criteria to assess and identify
problematic and/or addictive gaming. Further- Clearly, there exist a number of gaps in current
more, most recruitment methods have serious understanding of problematic gaming and gam-
sampling biases with an overreliance on self- ing addiction. There is a need for epidemiological
selected samples. Despite these shortcomings, research to determine the incidence and preva-
there are several noticeable trends: lence of clinically significant problems associated
with gaming in the broader population. There are
• There has been a marked shift in how data are too few clinical studies that describe the unique
collected. Up until the early 2000s, data about features and symptoms of problematic gaming
gaming behavior were typically collected face and/or gaming addiction. Most of the studies
to face, whereas contemporary studies collect tend to examine problematic gaming from the
data online, strategically targeting online perspective of the individual. However, there
forums where gamers are known to (virtu- is a small body of research suggesting that the
ally) congregate. These samples are typically characteristics of online games themselves may
self-selecting and (by default) unrepresen- have a role in the acquisition, development, and
tative of the general population. Therefore, maintenance of video game addiction. These
generalization is almost always one of the studies have investigated the role of structural
methodological shortcomings of this data characteristics of video games in maintaining
collection approach. problem playing behavior, but there is little
• Survey study sample sizes have generally empirical research that examines why some
increased. In the 1980s and 1990s, sample individuals may be protected from developing
6 O N L I N E G A M E S, A D D I C T I O N AND OVERUSE OF

excessive playing habits, or simply mature out of Griffiths, M. D., Kuss, D. J., & King, D. L. (2012). Video
their problem playing behavior. game addiction: Past, present and future. Current
Another growing concern is the recent explo- Psychiatry Reviews, 8, 308–318.
sion of online and mobile gaming, although as Kim, J. (2008). The effect of a R/T group counselling
program on the internet addiction level and self-
yet little research has been done. There are also
esteem of internet addiction university students.
strong links between online gaming, gambling, International Journal of Reality Therapy, 17, 4–12.
nongambling fantasy games, role playing games, King, D. L., Delfabbro, P. H., & Griffiths, M. D. (2010a).
board games, and card games. These may be an Video game structural characteristics: A new psy-
additional cause for concern as youth migrate chological taxonomy. International Journal of Mental
from free gaming sites to online gambling sites, Health and Addiction, 8, 90–106.
as these have greater financial consequences and King, D. L., Delfabbro, P. H., & Griffiths, M. D. (2010b).
may lead not just to loss of time but to loss of The convergence of gambling and digital media:
money. It should also be noted that gaming does Implications for gambling in young people. Journal
not occur in a vacuum but is just one behavior of Gambling Studies, 26, 175–187.
King, D. L., Delfabbro, P. H., & Griffiths, M. D. (2012).
engaged in alongside many others. Very few
Clinical interventions for technology-based prob-
studies have been used to examine links between lems: Excessive internet and video game use. Journal
video games and other risk behaviors (e.g., gamb- of Cognitive Psychotherapy, 26, 43–56.
ling, drug and alcohol use, seatbelt use, poor King, D. L., Delfabbro, P. H., Griffiths, M. D., &
school performance, conduct problems, truancy, Gradisar, M. (2011). Assessing clinical trials of inter-
delinquency, violence, and sexual activity). While net addiction treatment: A systematic review and
the empirical base is relatively small, online CONSORT evaluation. Clinical Psychology Review,
gaming addiction has become a mainstream area 31, 1110–1116.
for psychological and psychiatric research and is King, D. L., Haagsma, M. C., Delfabbro, P. H., Gradisar,
M. S., & Griffiths, M. D. (2013). Toward a consensus
likely to become an area of significant importance
definition of pathological video-gaming: A system-
given the widespread popularity of gaming.
atic review of psychometric assessment tools. Clinical
Psychology Review, 33, 331–342.
SEE ALSO: Massively Multiplayer Online Role Kuss, D. J., & Griffiths, M. D. (2011). Online social net-
Playing Games (MMORPGs); Online Games; working and addiction: A literature review of empir-
Online Games, Effects of; Online Games, Player ical research. International Journal of Environmental
Experiences in; Online Games and Role Playing and Public Health, 8, 3528–3552.
Kuss, D. J., & Griffiths, M. D. (2012). Internet and
gaming addiction: A systematic literature review of
References neuroimaging studies. Brain Sciences, 2, 347–374.

American Psychiatric Association (2013). Diagnostic


and statistical manual of mental disorders (DSM-5). Mark Griffiths is Professor of Gambling Studies
Arlington, VA: American Psychiatric Association. at Nottingham Trent University, and Director
Charlton, J. P. (2002). A factor-analytic investigation of of the International Gaming Research Unit. He
computer “addiction” and engagement. British Jour- has published over 1500 papers and articles, is
nal of Psychology, 93, 329–344. internationally known for his work in gamb-
Griffiths, M. D. (2010). The role of context in online ling/gaming addictions, and has won 14 awards,
gaming excess and addiction: Some case study evi- including the 1994 John Rosecrance Research
dence. International Journal of Mental Health and Prize, the 2004 Joseph Lister Prize for Social
Addiction, 8, 119–125. Sciences for being one of the UK’s “outstanding
Griffiths, M. D. (2011). Technological trends and the scientific communicators,” a North American
psychosocial impact on gambling. Casino & Gaming 2006 Lifetime Achievement Award for Contribu-
International, 7(1), 77–80.
tions to the Field of Youth Gambling, and most
Griffiths, M. D., & Whitty, M. W. (2010). Online
recently the 2013 Lifetime Research Award from
behavioural tracking in internet gambling research:
the US National Council on Problem Gambling.
Ethical and methodological issues. International
Journal of Internet Research Ethics, 3, 104–117.

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