Jonathan Tang Annie Yaniga Writing 39C 4 May 2016 Video Game Addiction Addiction is signified by a psychological or physical dependence. Most people associate addiction with drugs, but in reality, it can apply to almost anything. A relatively recent problem both teens and adults suffer is the rise in video game addiction. Video game addiction is described as an excessive or compulsive use of video games, which interferes with a person’s everyday life (Weinstein 270). There is no formal consensus that recognizes addiction to video games as a mental disorder, but there are many studies attempting to discover factors associated with developing video game addiction and resulting consequences to the player (Irles, Flanagan, Kuss). However, video game addiction is still a prominent issue that greatly harms society, psychologically altering citizens’ minds in ways similar to substance addicts (Weinstein 275). There are many detrimental consequences to members of society, including discouraging family relations, depression, social phobias, and lower school performance. However, the greatest concern about video game addiction is its exponentially worsening psychological effects in the long-term that are caused by the bi-directional relationship between it and its factors and consequences. Video game is a prevalent problem for many current gamers. To quantitatively collect data about its prevalence, studies defined addiction as exhibiting at least half of the symptoms associated with a pathological gamer. Figure 1 Statistics on gaming addiction among the population in Norway. Source: Wittek Wittek performed a study in Norway and separated the results on the table in Figure 1 into active gamers (left) and the entire sample (right). For the active gamers, 1.41% was deemed addicted which consisted of .53% of the population (Wittek 10). Although .53% appears small, it still means gaming addiction afflicts 27,000 people in just Norway alone. Additionally, the results from Norway is a lower estimate because “recent prevalence studies found that there is a higher prevalence of problematic video gaming in East Asian populations, as compared to Western European and North American populations” (Wittek 11). Similar results were discovered in the U.S where 8.5% of American youths between 8 and 18 who played video games showed signs of gaming addiction (George 1). In Singapore, Gentile discovered that 7.6 % to 9.9 % of children in his sample were considered pathological gamers at one point (Gentile 123). An important discovery from the research is that “84% of pathological gamers are still pathological gamers 2 years later” (Gentile 123). This means that addiction isn’t just a phase in childhood and is perpetual once developed. This is likely because the factors and consequences of gaming addiction slowly trap players deeper into the addiction. To fully understand video game addiction, it is vital to know factors that lead to its development. Majority of games are constructed around a system of rewards. Whenever a player completes a mission or task, the game rewards them with some kind of power-up that fires dopamine in their brain. The player builds a relationship between the task and the reward, which causes them to continuously play to feel stimulated (Flanagan 16). This psychological addictive property aids in developing addiction by fueling the use of video game as a form of escapism. Escapism is when players seek distraction from reality by living through the virtual world of the game and was found to be the largest motivation factor for playing games (Flanagan 16). The temporary high players experience from gaming masks the struggles occurring in their life and induces isolation. For example, bullying, family issues, or discrimination causes players to form a pessimistic view of reality, leading to depression and isolation that players attempt to ignore through games (Gray 8). It is necessary to understand these factors because they are just as largely consequences as they are causes. Another factor of video game addiction is impulsiveness. Impulsiveness is defined as “the incapacity to exercise effective self-control when faced with signs that suggest reward or punishment” (Irles 98). A study by Irles measured impulsiveness with 15 questions that could be rated between 0 and 3 with a total score above 20 considered as high impulsiveness. A GASA scale was used to measure a person’s gaming addiction. By comparing two groups with high and low impulsiveness, they found that “higher impulsiveness is related to a greater likelihood of developing video game addiction” (Irles 99). Figure 2 Chart portraying relationship between impulsiveness and addiction. Source: Irles On the chart in figure 2, the left side represents participants who tested negative on a GASA diagnosis meaning not addicted to video games while the right side represents the addicted players. The results were separated by gender because it appeared to have been a confounding variable regarding gaming behavior. However, there is still a statistically significant impulsiveness score difference of 6 for girls and 4 for boys, which clearly demonstrates that higher impulsiveness is associated with addiction. Even though impulsiveness is a factor that leads to video game addiction, it is also suspected to have a “bidirectional relationship to the use of video games” meaning the increased use of video games also results in greater impulsiveness (Irles 94). Impulsiveness is another factor to be aware of when holistically analyzing the relationship between addiction and its many components. Video game addiction has lasting detrimental effects that continuously alter the player’s life. Because of a positive correlation between addiction and number of hours played, players usually are unable to properly function in other areas of their life (Zorbaz 495). For example, addicted adolescence spends less time on school and usually sees a drop in their GPA (Zorbaz 495). A parallel and similar conclusion can be made for adults. Gaming addiction will cause workers to be less productivity in the workplace resulting in a net decrease in societal productivity. Addiction also leads to a loss of social skills, which also negatively impacts the productivity of society (Zamani 36). By isolating themselves with games, players limit their social interactions and consequently lowers “opportunities to develop social skils effectively and efficiently” (Zamani 36). This also a correlates with increased depression and social phobia among addicted players (Zorbaz 494). Dr. Gentile found similar results in his longitudinal study of 3034 children. He observed that addicted kids developed social phobias, depression, and anxiety (Gentile 119). This is demonstrated by the video in figure 3 where Anthony abandoned his friendships and other responsibilities by taking a gap year just to play World of Warcraft. Figure 3 Documentary by Anthony Rosner demonstrating how his addiction to World of Warcraft made him neglect real life. Source: IGN He isolated himself from friends and eventually, lost them completely. By losing social connections, he falls further into isolation and ignores his societal responsibility to be a student and one day provide back to society. Video game addiction has a bi-directional relationship with both its factors and consequences where all three worsens with time (Zorbaz 490). An external issue like relationship issues pushes the player into isolation in the form of gaming addiction as escapism. However, the constant gaming does not resolve the issue but worsens it. After playing, those players “did not feel refreshed and energized as other players did, but felt tense and unhappy” (Gray 14). This is because the psychological needs the external issue deprived, like freedom, competence, or social relations, were still not met in real life. Attempting to resolve external issues with an addictive gaming habit worsens the original factor, which traps the player in a video game addiction cycle where they become even more reliant on video games. Similar to factors, the consequences are also mutually reinforcing. Studies support that addiction leads to decreased academic success from the inability to function in other aspects of life (Zorbaz 498). But instead of moving their focus back on school, addicted players look towards gaming to satisfy their need for success. As a result, school performance doesn’t linearly but exponentially decreases (Zorbaz 496). Other consequences and factors face the same outcome in the long run and stronger addiction further demotivates members of society. This causes a growing decline in achievement rates and productivity because addicted players are unable to assimilate back into society. The transition from mainly public arcade games to home console games made it even easier for players to isolate themselves and develop addiction. Concerns about video game addiction rekindled when thousands of space invaders machines became available for kids to play in arcades in 1978 (Duncan 0:54). Towns like Irvington successfully made it nearly impossible to open arcades and previously, in 1938, New York confiscated all pinball machines (Duncan 1:13). In 1981 in the United Kingdoms, Foulkes attempted to pass a bill that would “limit hours of opening or set an age limit” for arcade games (“Control of Space Invaders and Other Electronics” 3) People were rightfully concerned about games because kids were “pumping hundreds of dollars in quarters” into the machines and would even steal money from their home to play the machines in the Arcade (“Control of Space Invaders and Other Electronics” 5). There were still issues regarding lowered school achievement, but in the 1980s, kids were less likely to develop long-term social consequences related to isolation. Of course, dependency still relies on the player’s context and purpose for playing, but as a teen in the 1980s stated, “you make a lot more friends [in the arcade]” (Duncan 4:56). Unlike even current online multiplayer games, real people physically surround the player. The player is playing in a lively environment with other kids instead of by himself in a room. The human-to-human interaction in the arcade creates a community that minimizes the psychological consequences from addictioninduced isolation like depression and social phobia. Some people incorrectly argue that excessive gaming does not isolate the gamer because of the increasingly growing online gaming community where players interact with friends (Bowen 2). There is some truth in that statement but to assess the player’s susceptibility to be trapped in the video game addiction cycle, we need to consider their life context. Addiction is defined as compulsive use that interferes with everyday life, so it is impossible to study addiction independently of the player’s context. An individual’s context includes the culture and gaming environment and differentiates gaming addiction from gaming excessively (Kuss 22). This relates back to the idea of escapism. If the game context is particularly important for the specific player, it will provide their gaming with particular meaning and become interchangeable with cultural context (Kuss 26). That is the start of gaming addiction where the game is used to compensate and dissociate from real life. Addiction is more related to the player’s purpose for playing, so the argument is right that people who game mainly to socialize are less likely to become addicted (Vitelli 318). Subsequently, if they are playing for status or to escape problems in real life, it does become isolating and an addiction problem. For example, a case study analyzed by Kuss involved two young men who played MMORPGs, massive multiplayer online role playing games, an average of 14 hours a day and experienced contrasting results. “Dave”, a 21 year old, used the MMORPG mainly as a social device, and it boosted his self-esteem and had positive effects. He was able to decrease his playing time once he had a new job and entered a relationship. However, for “Jeremy”, his gaming addiction led to relationship problems and losing his job. He was also unable to stay abstinent from gaming. These two cases show how two similar actions can have such contrasting consequences from difference in context. So gaming could have social benefits but also detriments depending on the player’s purpose for playing. Video game addiction is a prevalent problem that lowers the achievement rate and productivity of society. The development is largely dependent on the player’s purpose and life context in relation to the game. But once addicted, it and its factors and consequences each exacerbate the others because they are mutually reinforcing. Players who play for escapism to ignore external issues fall further into isolation, making it even harder to resolve the initial problem. In order to find rehabilitation for this disorder, we need to understand the relationship between the player and the game and reduce their reliance on the game to fulfill psychological needs. Bibliography Bowen, Lisa. "Video Game Play May Provide Learning, Health, Social Benefits, Review Finds." American Psychological Association. N.p., Feb. 2014. Web. 02 May 2016. <http://www.apa.org/monitor/2014/02/video-game.aspx>. Duncan. “Video Game History: 1982 30 Minutes Segment.” Online video clip. YouTube. YouTube, 13 November 2008. Web. 2 May 2016. Flanagan, Jack. "The Psychology of Video Game Addiction." Week 6 Feb. 2014: n. pag. Web. 14 Apr. 2016. Foulkes, George. "Control of Space Invaders and Other Electronic Games." Hansard.Millbanksystems, n.d. Web. 15 Apr. 2016. <Britain. Parliament. Http://hansard.millbanksystems.com/commons/1981/may/20/control-of-spaceinvaders-and-other. By George Foulkes. Hansard, n.d. Web. 15 Apr. 2016. .>. Gentile, Douglas A. "Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study." Pediatrics 127.2 (2011): n. pag. AAP Gateway. Web. 14 Apr. 2016. George, Donna. "8.5 Percent of U.S. Youths Addicted to Video Games, Study Finds." Washington Post. The Washington Post, 20 Apr. 2009. Web. 28 May 2016. Gray, Peter. "Video Game Addiction: Does It Occur? If So, Why?" Video Game Addiction: Does It Occur? If So, Why? Psychology Today, 2 Feb. 2012. Web. 01 May 2016. <https://www.psychologytoday.com/blog/freedom-learn/201202/video-gameaddiction-does-it-occur-if-so-why>. Peter Gray is a research professor at Boston College and earned a PhD in biological sciences in Rockefeller University. He analyzes how people play video games to fulfill some kind of psychological need. He constructs a research paper that consists of his own analysis and facts from other studies. To prove his point, he pulls information from other studies. The purpose of the article is to provide his opinion about the root cause of video game addiction and for other academics to gain another viewpoint. IGN, “World of Warcraft Addiction Documentary- In Real Life by Anthony Rosner.” Online video clip. YouTube. YouTube, 12 April 2012. Web. 15 April 2016. Irles, Daniel Lloret. "Impulsiveness and Video Game Addiction." Ebscohost. 1 Apr. 2015. Web. 16 Apr. 2016. Kuss, Daria J. "Internet Gaming Addiction: Current Perspectives." Psychology Research and Behaviour Management 6 (2013): 125-37. PMC. Web. 14 Apr. 2016. Paddock, Catharine. "Video Game Addiction Tied To Depression, Social Problems And Poorer Grades In School." Medical News Today. MediLexicon International, 17 Jan. 2011. Web. 14 Apr. 2016. <http://www.medicalnewstoday.com/articles/213929.php>. Catharine Paddock is a technical writer in the computer industry and argues that video game addiction leads to depression, anxiety, and social phobia. She uses Gentile’s study in Singapore to reach conclusions about the negative effects of video game addiction. It is mainly a summary piece and opinion piece where she presents a lot of facts from different studies. The main audience is the academic audience for people who are researching negative aspects of video game and addiction specifically. Rehbein, Florian. "Https://www.researchgate.net/profile/Florian_Rehbein/publication/44682033_Prevale nce_and_risk_factors_of_video_game_dependency_in_adolescence_results_of_a_Ger man_nationwide_survey/links/02e7e537c92e675a37000000.pdf." Cyberpychology, Behavior, and Social Networking 13 (2010): n. pag. ResearchGate. Web. 15 Apr. 2016. Florian Rehbein has a PHD in Media Psychology, Differential Psychology, and Clinical Psychology. He argues that there is a clear dividing line between extensive gaming and video game dependency. He constructs an observational study for a scholarly journal to indicate risks of video game addiction. He uses data he gathered in his experiment to prove his points. His audience is narrowed to academics that are interested in video game addiction. Vitelli, Romeo. "Are Video Games Addictive?" Psychology Today. Psychology Today, 19 Aug. 2013. Web. 12 Apr. 2016. <https://www.psychologytoday.com/blog/mediaspotlight/201308/are-video-games-addictive>. Weinstein, Aviv Malkiel. "Computer and Video Game Addiction- A Comparison between Game Users and Non-Game Users." American Journal of Drug and Alcohol Abuse 36.5 (2010): 268-76. EBSCOhost. Web. 13 Apr. 2016. Wittek, Charlotte. "Prevalence and Predictors of Video Game Addiction: A Study Based on a National Representative Sample of Gamers." International Journal of Mental Health and Addiction (2015): 1-15. SpringerLink. Web. 1 May 2016. Charlotte Wittek is a professor in the Department of Clinical Psychology in the University of Bergen. He studied the prevalence and predictors of video game addiction in a sample of the population of Norway. Wittek constructs a study-driven argument for a scholarly journal. He uses data he gathered from surveys of people in Norway. His audience is the academic audience who is looking for facts in research to back up some observations about video game addiction. Zamani, Eshrat. "Comparing the Social Skills of Students Addicted to Computer Games with Normal Students." Addict Health (n.d.): n. pag. Addiction & Health. Kerman University of Medical Sciences. Web. 02 May 2016. Zorbaz, Selen Demirtas. "Relation between Video Game Addiction and Interfamily Relationships on Primary School Students." Educational Science: Theory and Practic (2015): n. pag. EBSCOhost. Web. 12 Apr. 2016.
© Copyright 2026 Paperzz