Video game addiction



Video game addiction, also called video game overuse, is a proposed form of psychological addiction composed of a compulsive use of computer and video games. While game critics may praise a game as "addictive", this article shall focus only on the perceived negative consequences of the phenomenon.

The most notable are massively multiplayer online role-playing games (MMORPGs), and related to the also-debated Internet addiction disorder. Instances have been reported in which users play compulsively, isolating themselves from social contact and focusing almost entirely on in-game achievements rather than life events.

Debate
In the United States, the question of video game addiction has occasioned much debate. The American Medical Association met in June of 2007 to discuss the topic, determining that further research was needed before video game addiction could be considered a formal diagnosis and urging the American Psychiatric Association to study whether the diagnosis would be appropriate for inclusion in the 1998 American Diagnostic and Statistical Manual of Mental Disorders. Michael Brody of the American Academy of Child and Adolescent Psychiatry indicated that though he did believe video games could be addictive, he did not necessarily believe the diagnosis warranted inclusion in the DSM. In its official statement on June 25,2007, the APA said it "does not consider 'video game addiction' to be a mental disorder at this time," but it did not rule out the possibility that such a diagnosis could be confirmed by 2012.

Possible diagnosis
Though video game addiction is not included as a diagnosis in either the DSM or the International Statistical Classification of Diseases and Related Health Problems, it is suggested that the symptoms of a video game addiction would be similar to that of other psychological addictions. Like compulsive gambling, video game addiction is said to be an impulse control disorder. While no diagnostic criteria have yet been established for video game addiction, the symptoms of impulse control disorder include regular or repetitive displays of at least five of the following:


 * 1) Persistent thoughts of the activity or performance of the activity. (Preoccupation)
 * 2) Need for increased time spent on the activity to achieve satisfaction or diminished reward for the same amount of time spent on the activity. (Tolerance)
 * 3) Inability to control, stop or diminish the behavior. (Loss of control)
 * 4) Restlessness or irritability when prevented from partaking in the activity. (Withdrawal)
 * 5) Lying to friends or family about extent of involvement with activity. (Continuance despite adverse consequences)
 * 6) Committing illegal acts to sustain activity. (Continuance despite adverse consequences)
 * 7) Relying on others to finance activity. (Continuance despite adverse consequences)

Prevalence
No formal studies have been published addressing the prevalence of a possible video game addiction. A Harris Interactive poll released in April of 2007 found that 8.5% of "youth gamers" in the United States could be "classified as pathological or clinically 'addicted' to playing video games." A British survey reported in November of 2006 indicated 12% of polled gamers exhibit addictive behaviors. Video game overuse is believed to be more of a problem in Asia. A governmental survey in South Korea estimated that 2.4% of South Koreans aged 9 to 39 are addicts, with 10.2 percent more "borderline cases."

A 2005 survey by the Entertainment Software Association found that "video game overuse" was more common in players of MMORPGs. In an interview in 2005, Dr. Maressa Orzack of McLean Hospital in Belmont, Massachusetts estimated that 40% of the 8.5 million players of MMORPG World of Warcraft are addicted, a figure she derived from the survey managed by Nick Yee at the The Daedalus Project. . However, Nick Yee has pointed out that caution should be exercised when interpreting this survey data.

A 2008 Study by Stanford University School of Medicine suggests that video game addiction in men may be more prevalent than women when the game concept revolves around territorial control.

Possible causes
Theorists focus on the built-in reward systems of the games to explain their addictive nature.

Treatment
Some countries, like South Korea, have responded to the perceived threat of video game addiction by opening treatment centers. The Chinese government operates several clinics to treat those addicted to 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.

China also introduced an anti-online gaming addiction system in 2005 intended to reduce addiction by diminishing in-game rewards after three hours of play. In 2006, the system was altered so that users over 18 did not face the limitations. Reports indicate underage gamers are finding ways to circumvent the measure.

In June of 2006, the Smith and Jones clinic in Amsterdam became the first treatment facility in Europe to offer a residential treatment program for compulsive gamers. McLean Hospital in Belmont, Massachusetts has set up Computer Addiction Services. Elsewhere, gamers may seek services at generalized addiction support centers. At one such center in Richmond, Canada, excessive gaming accounts for 80% of one youth counselor's caseload.

On-Line Gamers Anonymous a registered non-profit organization, formed in 2002, is a 12-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. On-Line Gamers Anonymous also provides a variety of message boards, several on-line meetings and other tools for healing and support.

Deaths
There have been three well-documented deaths caused directly by exhaustion from playing games for long periods. In South Korea, Lee Seung Seop died after playing Starcraft for over 50 hours. In Jinzhou, China, Xu Yan died after playing online games for over 15 days during the Lunar New Year holiday and an unnamed 30 year-old died in Guangzhou, China after playing for 3 days straight.