Video game addiction is hypothesized to be an excessive or compulsive use of computer games or video games, which interferes with a person's everyday life. Video game addiction may present itself as compulsive game-playing; social isolation; mood swings; diminished imagination; and hyper- focus on in-game achievements, to the exclusion of other events in life. In May 2013, the American Psychiatric Association (APA) proposed criteria for video game addiction in the Diagnostic and Statistical Manual of Mental Disorders, concluding that there was insufficient evidence to include it as an official mental disorder. However, proposed criteria for "Internet Gaming Disorder" are included in Section 3, Conditions for Further Study. While Internet Gaming Disorder is proposed as a disorder, it is still discussed how much this disorder is caused by the gaming activity itself, or whether it is to some extent an effect of other disorders. Researchers have found that people who play violent video games for three days have shown an increase with their aggressive behavior and hostility. They have also found that
Individuals who play nonviolent games showed no
difference in their aggression or hostility.
Preliminary diagnosis and symptoms
The American Psychiatric Association decided that
enough evidence exists to propose the potential disorder of video game addiction as a "condition requiring further study" in the Diagnostic and Statistical Manual of Mental Disorders as Internet Gaming Disorder. Video game addiction is a broader concept than internet gaming addiction, but most video game addiction is associated with internet gaming. APA suggests, like Kahn, the effects (or symptoms) of video game addiction may be similar to those of other proposed psychological addictions. Video game addiction may be like compulsive gambling, an impulse control disorder. APA explains why internet gaming disorder has been proposed as a disorder: This decision was based upon the large number of studies of this condition and the severity of its consequences. .... Because of the distinguishing features and increased risks of clinically significant problems associated with gaming in particular, the Workgroup recommended the inclusion of only internet gaming disorder in Section 3 of the DSM-5.
Excessive use of video games may have some or all
of 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, neglect personal hygiene, gain or lose significant weight due to playing, disrupt sleep patterns to play resulting in sleep deprivation, play at work, avoid phone calls from friends, or lie about how much time they spend playing video games. In one extreme instance, it was reported that a seventeen-year-old boy would play for periods of up to 15 hours, skipping meals and only stopping when he blacked out. APA has developed 9 criteria for characterizing the proposed internet gaming disorder:
Pre-occupation. Do you spend a lot of time thinking
about games even when you are not playing, or planning when you can play next?
Withdrawal. Do you feel restless, irritable, moody,
angry, anxious or sad when attempting to cut down or stop gaming, or when you are unable to play.
Tolerance. Do you feel the need to play for
increasing amounts of time, play more exciting games, or use more powerful equipment to get the same amount of excitement you used to get? Reduce/stop. Do you feel that you should play less, but are unable to cut back on the amount of time you spend playing games? Give up other activities. Do you lose interest in or reduce participation in other recreational activities (hobbies, meetings with friends) due to gaming?
Continue despite problems. Do you continue to play
games even though you are aware of negative consequences, such as not getting enough sleep, being late to school/work, spending too much money, having arguments with others, or neglecting important duties?
Deceive/cover up. Do you lie to family, friends or
others about how much you game, or try to keep your family or friends from knowing how much you game? Escape adverse moods. Do you game to escape from or forget about personal problems, or to relieve uncomfortable feelings such as guilt, anxiety, helplessness or depression? Risk/lose relationships/opportunities. Do you risk or lose significant relationships, or job, educational or career opportunities because of gaming?
One of the most commonly used instruments for
the measurement of addiction, the PVP Questionnaire (Problem Video Game Playing Questionnaire; Tiger & Bereave, 2002 was presented as a quantitative measure, not as a diagnostic tool. According to Griffiths "all addictions (whether chemical or behavioral) are essentially about constant rewards and reinforcement". Griffiths proposed that addiction has six components: salience, mood modification, tolerance, withdrawal, conflict, and relapse. But, APA's 9 criteria for diagnosing internet gaming disorder were made by taking point of departure in 8 different diagnostic/measuring tools proposed in other studies. Thus, APA's criteria attempt to condensate the scientific work on diagnosing internet gaming disorder.
Public concern and formal study
One meta-analytic review of pathological gaming
studies concluded that about 3.0% of gamers may experience some symptoms of pathological gaming. The report noted problems in the field with defining and measuring pathological gaming and concluded that pathological gaming behaviors were more likely the product of underlying mental health problems rather than the inverse.
A report by the Council on Science and Public
Health to the AMA cited a 2005 Entertainment Software Association survey of computer game players and noted that players of MMORPGs were more likely to play for more than two hours per day than other gamers. In its report, the Council used this two-hour-per-day limit to define "gaming overuse", citing the American Academy of Pediatrics guideline of no more than one to two hours per day of "screen time". However, the ESA document cited in the Council report does not contain the two- hour-per-day data.
In a 2005 Tom's Games interview, Dr. Marissa Ozark
estimated that 40% of the players of World of Warcraft (an MMORPG) were addicted, but she did not indicate a source for the estimate. She may have derived the estimate from the informal survey managed by Nick Yee at The Daedalus Project, who notes that caution should be exercised when interpreting that data. Other critics have satirized the idea of MMORPG addiction, illustrating that the genre has built-in mechanisms for burning-out players, which is contrary to the concept of addiction. (Check ref) A 2006 lecture reported by the BBC indicated that 12% of polled online gamers reported at least some addictive behaviors. The lecturer, Professor Mark Griffiths of Nottingham Trent University, stated in another BBC interview that addicts are "few and far between."
In 2007, Michael Cain, director of broadband and
gaming for Parks Associates (a media/technology research and analysis company), said that "Video game addiction is a particularly severe problem in Asian countries such as China and Korea." Results of a 2006 survey suggested that 2.4% of South Koreans aged 9 to 39 suffer from game addiction, with another 10.2% at risk of addiction.
A 2007 Harris Interactive online poll of 1,187 United
States 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 gender, from eight 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 concluded that 8.5% "can be classified as pathological or clinically 'addicted' to playing video games", but did not explain how this conclusion was reached.
Since the American Psychiatric 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. 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. The 2009 OSDUHS Mental Health and Well-Being Report, by the Centre for Addiction and Mental Health (CAMH) in Toronto, Ontario, showed almost 10% of 9,000 surveyed students from Grades 7 to 12 get at least 7 hours a day of "screen time". A little over 10% also reported having video gaming problems in the previous year. A recent article Pediatrics (journal) found a mild association between watching television and playing a video game and attention issues in more than 1,300 children ages eight to 11 years old. Children who played video games or watched television for more than the normal two hours a day maximum, which is recommended by the American Academy of Pediatrics were 1.5 2 times more likely to show signs of attention issues, the researchers found. However, the study was further criticized in letters to the same journal for failing to use well-validated measures of attention problems or control for other important variables. A more recent study using the Child Behavior Checklist and controlling for family and mental health variables, found no link between video game use and attention problems. Also, a study in Pediatrics found problematic gaming behaviors to be far less common, about 4%, and concluded that such problems were the result of underlying mental health problems rather than anything unique to gaming. Writing in the American Psychological Association journal Review of General Psychology's special issue on video games, Barnett and Coulson expressed concern that much of the debate on the issue of addiction may be a knee jerk response stimulated by poor understanding of games and game players. Such issues may lead both society and scholars to exaggerate the prevalence and nature of problematic gaming, and over focus on games specifically while ignoring underlying mental health issues.
Other scholars have cautioned that comparing the
symptoms of problematic gaming with problematic gambling is flawed, and that such comparisons may introduce research artifacts and artificially inflate prevalence estimates. For instance Richard Wood has observed that behaviors which are problematic in regards to gambling may not be as problematic when put into the context of other behaviors that are rewarding such as gaming. Similarly Barnett and Coulson have cautioned that discussions of problematic gaming have moved forward prematurely without proper understanding of the symptoms, proper assessment and consequences.
Some scholars suggest that psycho-social
dependence may revolve around the intermittent reinforcements in the game and the need to belong. Some scholars explain that the social dependence that may arise due to video games occurring online where players interact with others and the relationships "often become more important for gamers than real-life relationships". Through interviews with gamers who were addicted to a MMORPG but have quit playing, multiple reasons causing gamers to leave their game has been disclosed. This also reflects a number of aspects of online game addiction.
General critiques on addiction research
Though the study on the topic of gaming addiction
is growing, the research is still young, therefore conducive to critique. Common challenges involve the reliability of the methodology and validity of the results in some studies. Many rely on self-surveys from University students and also lack time frames making it difficult to study the impact, if any, of addiction on a long term scale. Other concerns also address the definition of addiction and how to measure it, questioning whether or not time is a proper unit to determine how addicted someone is to gaming. A 2014 study done by Bromberg, Mentone and Foreland found that video game addiction does have a correlation with negative outcomes, such as depression. However, as stated in the article, the link between time spent on gaming and the same outcomes were found to be weaker than the former, showing that time may not be the only factor in gaming addiction. Other challenges include the lack of context of the participant’s life and the negative portrayal of gaming addicts. Some state that gamers sometimes use video games to either escape from an uncomfortable environment or alleviate their already existing mental issues - both possibly important aspects on determining the psychological impact of gaming. Negative portrayal also deals with the lack of consistency in measuring addictive gaming. This leads to discussions that sometimes exaggerated the issue and create a misconception in some that they, themselves, may be addicted when they are not. Though the critiques are present, studies on this topic are still relatively young and growing and there is much too still be explored in this realm.