Tandel 1 Tarang Tandel Instructor Annie Yaniga Writing 39C 31 May 2016 Excessive Video Game Playing and Potential Solutions Kim Sa-rang, the three-month old daughter of a South Korean couple, died of malnutrition while her parents were playing an online game, allegedly, for sessions lasting around 10 hours (Salmon). Although this was an extreme case, excessive video game playing affects not only the player himself or herself but also the people around them. The effects of excessive video game playing on the individual aren’t to be disregarded either as they can be very devastating. These individual effects range from physical such as obesity, wrist pain, neck pain, and carpal tunnel syndrome to psychosocial such as suicidal ideation, maladaptive coping, poorer social skills, decreased academic performance, sacrificing work, education, and socializing, and reducing time spent with family (Griffiths et. al 311). Excessive video game playing is a problem that will potentially become worse in the coming decades. There are several ways to prevent and reduce its effects, however. Figure 1: Although excessive video game playing is portrayed humorously in this image, a core aspect of the problem is illustrated as well: neglecting real world responsibilities. Our world, sadly, isn’t as bright as the one portrayed. Source: Knorzer. Tandel 2 Some clarifications must be made before the possible ways to approach the problem of excessive video game playing are presented and justified. Excessive game video game playing refers to harmful use of video games that disrupts the video game player’s life and causes social and/or emotional problems (King, and Delfabbro 62; Lemmens et al. 78). When video game playing becomes harmful is different for everyone but it becomes harmful when the video game player neglects other important real world activities. One such act of neglect would be a disregard for personal health; for example, eating or sleeping irregularly or not at all, lack of personal hygiene, and living (and playing) in an unhygienic setting. Excessive video game playing has also been referred to as problematic video game playing, video game addiction, video game dependence, and pathological video game playing (King, and Delfabbro 62; Lemmens et al. 78). All of these terms generally refer to the same phenomena but “video game addiction” can be problematic as video game addiction is not recognized as a psychiatric diagnosis and instead is listed as a condition for further study in Section 3 of the most recent edition (fifth edition) of Diagnostic and Statistical Manual of Mental Disorders (American Psychiatric Association). Another issue to be cleared up is the claim that video game publishers perpetrate excessive video game playing. It is not my intention at all to blame video game publishers for excessive video game playing. It is just an observation that video game publishers, especially the publishers of massively multiplayer online games that rely on micro-transactions for revenue, benefit from having video game players that keep playing their game or games. Video game publishers that publish video games with micro-transactions as their main way of generating Tandel 3 revenue rely heavily on a player base that keeps playing their games. Thus, it would make sense for them to make video games that would keep players involved in their game. Video game design is fundamental in keeping players involved in a game over time (King et al. 329; Wood et al. 9). This also makes video game design one of the causes of excessive video game playing. Some of the structural characteristics that make a video game fun also contribute to video game players playing excessively (King, and Figure 2: An example of micro-transaction in the collectible card video game Hearthstone. Micro-transactions are generally outrageous payments for something that has no real value outside of the game. Note a pack contains only 5 cards and the cards can’t be sold once bought and they can only be used in the game. Source: Diigiio Delfabbro 71). The structural characteristics that reinforce excessive video game playing include reward and punishment features such as earning experience points, “levelling up”, finding rare items and meta-game rewards such as achievements for doing certain things (King et al. 329). Video game publishers can, obviously, control the design of the video games they publish. So it is possible that some people might accuse them, perhaps falsely perhaps not, of intentionally designing video games such that their video games incite or reinforce excessive video game playing. Structural characteristics of video games are not the only factors contributing to excessive video game playing, however. One such factor is neural activity during video game playing. Research, using fMRI, has shown that excessive video game players have neural processes that are similar to other addictions, both substance based and behavioral, and increased activity in the Tandel 4 Figure 3: The brain activity of the control group. Notice the increased activity in Fig. 4. Source: Ko et al. Figure 4: The brain activity of video game players. Source: Ko et al. areas of brain associated with these other addictions. There was an increased activity in right orbitofrontal cortex, bilateral anterior cingulate and medial frontal cortex, right dorsolateral prefrontal cortex (DLPFC), right nucleus accumbens, and right caudate nucleus of excessive video game players (Ko et al. 745). All of the above 6 areas in the brain are related to urge or craving for certain substances or behaviors, but of particular note are the anterior cingulate, the DLPFC, and the right caudate nucleus. The anterior cingulate is associated with “cue-induced drug craving” and is involved in “salience to emotional, motivational information, and regulatory control over reward-seeking behavior” (Ko et al. 745). In other words, it is responsible for determining how intense the urge or craving for video game playing is. The DLPFC plays a role in craving for both substance based addiction and behavior addiction as it is activated in both cocaine addicts and gambling addicts (Ko et al. 745). Therefore, the activation of DLPFC in excessive video game players suggests that excessive video game behavior is similar to other Tandel 5 addictions at least on some level. The caudate nucleus contributes to stimulus-response habit learning, which means that a goal-directed action-outcome process (for example, taking drugs for their euphoric effects or playing games because they are fun) becomes an automatic process triggered by stimuli associated with the substance or behavior (Vanderschuren 78; Ko 746). The increased activity in the various areas of brain related to other addictions suggests that neurobiological components are responsible for inducing and reinforcing excessive video game behavior to a certain extent. There are also several personal factors of the video game player that facilitate excessive video game behavior. For instance, video game players who are “more impulsive, have lower social competence and empathy, and have poorer emotional regulation skills are more likely to become pathological gamers” (Gentile et al. 325). Thus, excessive video game behavior of a video game player could be caused by several factors but how does it affect the player and how many does it affect? Video game players that engage in excessive video game playing make up a relatively small portion of all video game players. In studies, the prevalence rate of excessive video game behavior has been found to be generally around 8% of video game players. In the US, 8.5% of video game players in a national weighted sample of 1178 adolescents were found to be excessive video game players, 10.3% in China, 8.0% in Australia, 11.9% in Germany, and 7.5% in Taiwan (Gentile et al. 320). There are about 155 million video game players in the US (ESA). Thus, there would be about 13 million excessive video game players in the US if the percentage from the study holds true for the entire population of US video game players. The AMA reported (in 2007) that up to 90% of American adolescents played video games and that “up to 15% [more than 5 million youths] might be addicted” (Tanner). Of course, this probably is an overestimation of the number of excessive video game players, but the true number of excessive Tandel 6 video game players even by conservative estimates is bound to be in the tens of thousands or hundreds of thousands. Excessive video game behavior is a problem that affects both the individual and the people around them. Those that are victims of excessive video game behavior suffer from both physical and psychosocial problems. The physical problems could take the form of fatigue, reduced sleep time, physical pain, and skipped meals among other things (Liu, and Peng 1306). A few of the psychosocial problems that excessive video game players experience are increased thoughts of committing suicide, maladaptive coping, decreased academic performance, and sacrificing work. Excessive video game players are also more likely to feel irritable or be in a bad mood, feel nervous, feel tired, and afraid (Brunborg et al. 281). These are only some of the effects excessive video game playing has on the individual. Excessive video game playing also affects the individual’s family and other real-life relationships. Married couples have broken up or divorced as a result of one of them playing excessively and neglecting their relationships (Young 359). For instance, Griffiths provided case study evidence of two excessive video game players, one of them being “Jeremy”. Jeremy was a 38-years old financial accountant and had been married for 13 years and had two children. He was so invested in video game playing that he “constantly rang in sick to work so that he could spend the day playing online game” (Griffiths 122). As a result of his excessive video game behavior, he lost his job and his family as his wife left him (Griffiths 122). This isn’t the only instance where the people close to the excessive video game player have been affected. A 22 month old son and 11 month old daughter of a Nevada couple were malnourished and near death due to their parents being too engrossed in video games and neglecting them (Associated Press). Excessive video game playing has severe Tandel 7 consequences for both the player and the people related to them such as their family, friends, coworkers, and employers. Excessive video game playing is a growing problem and there are several treatment clinics and online support forums to counteract it. The treatment clinics generally approach the phenomena in one of two ways: total abstinence, and moderation (Griffiths, and Meredith 251). Treatment clinics employing the former strategy believe gaming behavior can’t be re-learned and thus encourage total abstinence. Supporters of the latter, however, believe it can be re-learned and that video games in moderation aren’t a problem. Both these ways of treatment do have some common ground. In both, the aim is increasing pro-social skills through social activities and replacing the time spent playing video games with real life activities (Griffiths, and Meredith 251). There are also online support forums that provide practical advice and tips for identifying and dealing with excessive video game playing; some of which are run by professional organizations while some are run by parents (Griffiths, and Meredith 249). One of these support forums is On-Line Gamers Anonymous (OLGA), a nonprofit organization in the US. OLGA uses supportive treatment approach based on the 12-step model used by other addictive behavior recovery groups such as support groups for alcoholics and gamblers (Griffiths, and Meredith 249). Another support forum is Computer Gaming Addicts Anonymous (CGAA) which is not affiliated with any organization and is more open to users than OLGA. For instance, the latter requires one to be a member to access certain features while CGAA does not. Tandel 8 Figure 5: The home page of CGAA. Notice the various ways CGAA help each other demonstrated in the "Make Connections" section in the lower right. Source: CGAA Both the treatment clinics and the support forums have an obstacle that diminishes their efficacy. The person that needs treatment or support may not be aware that these treatment clinics or support forums exist. Providing them with this information would enable them to seek help for their problem. Since the video game publishers have various data about the players of their game such as the amount of time and the time of the day when they play, the video game publishers can identify excessive video game players and provide those players with information regarding the treatments clinics, support forums, and other referral services (Yousafzai et al. 184). Since most online games require email address of the player before he or she play, the video game publishers can email this information to the players they have identified as playing excessively. Another alternative is providing this information to the player in-game when he or Tandel 9 she logs in to the game. Most of the online video games have a website with information regarding the game, customer support, and perhaps tutorials. Video game publishers could also host this information on such websites. Note that this is most likely to only help those who know their video game playing behavior is a problem but don’t know what steps to take to solve the problem. This approach to excessive video game behavior may not be helpful to the majority of excessive video game players. But that is not a reason to not implement this method as there are those that do benefit from having this information made available to them. At first glance, it seems that video game publishers would have no reason to implement a mechanism that helps players who play excessively. In the case of online video games, the publishers gain more revenue by having a player base that keeps playing. This sentiment is reflected in the design of video games where many of the characteristics of the game such as a reward system are intended to keep a player invested in the game. As mentioned earlier in this paper, this structural characteristics of the game are also responsible for excessive video game behavior. So it seems that the video game publishers would have no reason to do something that could potentially make them lose money. In fact, money is the reason video game publishers would want to implement this mechanism of helping excessive players. As Shumaila Yousafzai et al. state in their editorial, “companies in online video games sector have started to face criticism around the addictive and problematic nature of the use involved with certain online games…suggesting that it is a controversial industry” (182). Companies in controversial industries could lose stakeholders if the stakeholders believe that the companies are engaging in unethical activities (Yousafzai et al. 182). Video game publishers might also want to be proactive in this matter to avoid governmental intervention that most likely will reduce their revenue (van Rooij et al. 492). Implementing mechanisms in their games to help excessive video game players Tandel 10 would help reduce the negative perception of video game publishers and would also prevent potential monetary loss. Most video game publishers would not implement features that would provide referral services to excessive video game players even when it would be beneficial for them. Governmental pressure is key in getting video game publishers to do this. In fact, Senator Joseph Lieberman and Herb Kohl were responsible for a major change in the video game industry in 1994. Lieberman and Kohl spearheaded a congressional hearing about the video game industry marketing extremely violent video games (Kohler). The video game industry “under threat of official regulation” that Lieberman was proposing decided to form Interactive Digital Software Association (which is now ESA) and create the Entertainment Software Ratings Board (Kohler). The ESRB still exists today and “applies and enforces ratings, advertising guidelines, and online privacy principles adopted by the computer and video game industry” (Gray, and Nikolakakos 94). Arguably, Senator Lieberman brought about a major change in how the video game industry operated. Getting a senator or a congressman to support the notion that video game publishers should provide referral services to players that need them could be just the pressure the publishers need to act. Referral services, as mentioned earlier, would only be helpful to a minority of excessive video game players: those that acknowledge that video game playing is a problem for them but are unsure of how overcome their problem. Helping the rest of the excessive players –those that don’t realize or can’t accept that their video game playing is problematic– would require government regulation in some form. There already has been government regulation to combat excessive video game playing. South Korea passed two laws: the “Shutdown Law” and the “Cooling Off” law. The Shutdown law forces children under the age of 16 to stop playing online Tandel 11 video games from 12:00 AM to 6:00 AM (Hawkins). In the Cooling off law, a video game player is forcibly removed from the game after having played for two hours; the player can get back into the game after 10 minutes (Hawkins). China also introduced a policy to combat excessive video game playing. According to China’s policy, henceforth referred to as “fatigue law”, video game players can play normally for three hours and after those three hours the rate of acquisition of rewards in the game is halved and after five hours the player cannot gain any rewards (Davies, and Blake 49). Online video game developers in China are forced to implement a system in their game that complies with this policy. The Shutdown Law is a case that we would want to avoid as the law generally worsens the problem while a system akin to the fatigue law is desirable as it has the potential of working. There are several reasons to adopt a system that resembles the fatigue law and avoid a system that resembles the Shutdown Law. Bryan Davies conducted a study precisely to test the effectiveness of these two strategies. The participants of the study played a game without any modification (the control), with a fatigue system implemented, and a shutdown system implemented. The study consisted of three sessions to test the above three conditions with one session each week. There are several reasons for the participants in the shutdown group to want to get back immediately into the game. The shutdown policy forcibly removes players from the game which takes away agency from the players (Davies, and Blake Figure 6: The figure shows how soon the players intended to return to the game after a session ended. Notice players showed less desire to continue playing while the players showed a strong desire to continue playing (in some cases they wanted to get back in to the game immediately). Source: Davies Tandel 12 50). Loss of agency along with the possibility of the game being shut down at an inopportune time is likely to aggravate players. There could be several occasions in the game where being forcibly removed from the game is highly undesirable such as in the middle of a boss fight, or in the middle of a “story scene” or cinematic (if available in the game). This isn’t the case for the fatigue system where the player can choose to exit the game at a desirable time such as right after the end of a quest or a boss fight. Another disadvantage of the shutdown policy is that since the players are negatively affected by the policy and have a strong desire to get back into the game right away, they might find alternative ways to “play” the game (Davies, and Blake 55). For example, the players might go on forums to discuss the game or watch online streams of players that are not affected by the shutdown policy. The fatigue system has the most potential for addressing the excessive behavior of video game players. There are drawbacks to it, however. The fatigue system for each genre of game and possibly every single game would need to be designed separately because the way a first-person affects a player could be vastly different from how a role-playing game affects him or her. Analyzing genres of games (or every single game in the worst case) and designing a fatigue system viable for them would be costly and timeconsuming. This and other potential drawbacks of the fatigue system can be addressed, however. There are several obstacles to the fatigue system. The video game publishers, without a doubt, would be heavily opposed to a fatigue system. It adds additional work for them that they do not benefit from. There is likely no way of accommodating the goals of video game publishers while also working for the benefit of video game players. Governmental regulation is necessary for the implementation of the fatigue system. Credible and substantial research about excessive video game behavior (that supports the idea that it negatively impacts individuals and society) along with public outrage would be essential in getting governmental support. Another Tandel 13 obstacle is that most of the video game players would be opposed to a fatigue system because most are not excessive video game players and would be outraged at having to abide by a system that is not beneficial for them. Another obstacle was mentioned earlier in this paper: designing a viable fatigue system would be costly and time-consuming for each genre of game (and possibly for each video game). However, there is a solution to the two predicaments mentioned above. The fatigue system does not have to affect every single player. Since the video game publishers have data regarding which players are playing excessively (Yousafzai et al. 184), the fatigue system could be enabled only for these players which are, currently, bound to be in the minority. Thus, the majority of video game players are not affected. The solution to the design problem is similar. The fatigue system only needs to be implemented for video games that have excessive video game players. The data to do this would be the same data mentioned above. Video games that have a significant number of excessive video game players. This drastically reduces how many video games need to be analyzed and accounted for. Excessive video game playing is a growing problem that affects both the individual and the people around them. It is likely to get worse in the coming decade. Two potential solutions were presented to counteract it. The first solution while being feasible only benefits a minority of excessive video game players while having no to minimal effect on the majority. The second solution while potentially beneficial for most of the excessive video game players would require tremendous work from those involved in carrying it out and considerable public support as it would face the most opposition. The best course of action, for now, would be to implement the first solution and keeping the second solution in mind in case the situation worsens. Tandel 14 Works Cited American Psychiatric Association (2013). Diagnostic and Statistical Manual of Mental Disorders, 5th Ed. Arlington, VA: American Psychiatric Association. Associated Press. "Nev. Couple Blame Internet for Neglect." Washington Post. The Washington Post, 17 July 2007. Web. 27 May 2016. <http://www.washingtonpost.com/wpdyn/content/article/2007/07/16/AR2007071600355.html>. Brunborg, Geir Scott, Daniel Hanss, Rune Aune Mentzoni, and Ståle Pallesen. "Core and Peripheral Criteria of Video Game Addiction in the Game Addiction Scale for Adolescents." Cyberpsychology, Behavior, and Social Networking 18.5 (2015): 280-85. Print CGAA. "Computer Gaming Addicts Anonymous - Help for Video Game Addiction." Computer Gaming Addicts Anonymous. N.p., n.d. Web. 31 May 2016. <http://cgaa.info/>. Davies, Bryan, and Edwin Blake. "Evaluating Existing Strategies to Limit Video Game Playing Time." IEEE Comput. Grap. Appl. IEEE Computer Graphics and Applications 36.2 (2016): 47-57. Print The main point of this source, as also evident by the title, is evaluating some strategies to limit video game playing. The author is reporting the results of a study he was involved in that tested this two strategies: shutdown and fatigue. The basic idea of the “shutdown” strategy is shutting the game down at a certain point in time no matter what and removing the player forcibly from the game. The basic idea of the “fatigue” strategy is to progressively make the game less fun so that the player voluntarily stops playing at a certain time. This source is in unique in the sense that this was the only article that had actual data regarding the two abovementioned strategies/policies. I plan to use this source Tandel 15 to explore these two strategies in my AP and use the data in the source to support my claims on these strategies. Diigiio. "What Has Hearthstone Become?" Amino Apps. N.p., n.d. Web. 16 May 2016. <http://www.aminoapps.com/page/hearthstone/8849425/what-has-hearthstone-become>. Entertainment Software Association (ESA). "Essential Facts about the Computer and Video Game Industry." Entertainment Software Association, 2015. Web. 28 May 2016. <http://www.theesa.com/wp-content/uploads/2015/04/ESA-Essential-Facts-2015.pdf>. Gray, Garry C., and Tomas Nikolakakos. "The Self-Regulation of Virtual Reality: Issues of Voluntary Compliance and Enforcement in the Video Game Industry." Canadian Journal of Law and Society Can. J. Law Soc. 22.01 (2007): 93-108. Print. The main point of this source is to criticize the legal regulation of the video game industry, specifically the lax ESRB ratings and the rating system being generally ineffective as vendors not enforcing the rating system. The author proposes some solutions to the problem such as stricter ESRB ratings, ESRB playing a bigger role in having vendors enforce the rating system, and features integrated into the design of video games as means of regulation. The importance of this source for me lies in the last proposed solution: the integration of features designed as a means of regulation. I plan to use this source to explore this aspect of regulation; that is changing the design of the video game to incorporate features that would help gamers (or their parents) to prevent or reduce the effects of video game addiction. Gentile, Douglas A., Hyekyung Choo, Albert Liau, Timothy Sim, Dongdong Li, Daniel Fung, and Angeline Khoo. "Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study." Pediatrics 127.2 (2011): 319-29. Print. Tandel 16 Griffiths, Mark D. "The Role of Context in Online Gaming Excess and Addiction: Some Case Study Evidence." International Journal of Mental Health and Addiction Int J Ment Health Addiction 8.1 (2009): 119-25. Print. Griffiths, Mark D., and Alex Meredith. "Videogame Addiction and Its Treatment." J Contemp Psychother Journal of Contemporary Psychotherapy 39.4 (2009): 247-53. Print. Griffiths, Mark D., Daria J. Kuss, and Daniel L. King. "Video Game Addiction: Past, Present and Future." Current Psychiatry Reviews CPSR 8.4 (2012): 308-18. Print. Hawkins, Matthew. "South Korea Introduces Yet Another Law to Curb Gaming's Ills." NBC News. N.p., 15 Feb. 2012. Web. 30 May 2016. <http://www.nbcnews.com/technology/south-korea-introduces-yet-another-law-curbgamings-ills-158168>. King, Daniel L., and Paul H. Delfabbro. "Understanding and assisting excessive players of video games: a community psychology perspective." Australian Community Psychologist 21.1 (2009): 62-74. King, Daniel L., Paul H. Delfabbro, and Mark D. Griffiths. "The Role of Structural Characteristics in Problematic Video Game Play: An Empirical Study." International Journal of Mental Health and Addiction Int J Ment Health Addiction 9.3 (2010): 320-33. Print. The main point of this source was to report on the findings of a study about whether structural characteristics of games played a role in the initiation, development, and maintenance of problematic video game playing. The results of the study were that certain structural characteristics played a significant role in influencing problematic video game playing and that some structural characteristics were stronger predictors of Tandel 17 problematic video game playing than gender, age, and time spent playing. This source supports my claims that video game design can be responsible for gamers being addicted and that many of these designs are also what makes games fun for gamers. I plan to use this source to show that video game design can be problematic for gamers and that forcing game developers to remove design choices that can be problematic would be questionable as this is also what makes game fun. Knorzer, Powree, and Oliver Knorzer. Video Game Addiction. Digital image. Sandra and Woo. N.p., 24 Nov. 2008. Web. 16 May 2016. <http://www.sandraandwoo.com/2008/11/24/video-game-addiction/>. Ko, Chih-Hung, Gin-Chung Liu, Sigmund Hsiao, Ju-Yu Yen, Ming-Jen Yang, Wei-Chen Lin, Cheng-Fang Yen, and Cheng-Sheng Chen. "Brain Activities Associated with Gaming Urge of Online Gaming Addiction." Journal of Psychiatric Research 43.7 (2009): 73947. Print. Kohler, Chris. "July 29, 1994: Videogame Makers Propose Ratings Board to Congress." Wired.com. Conde Nast Digital, 29 July 2009. Web. 30 May 2016. <http://www.wired.com/2009/07/dayintech_0729/>. Lemmens, Jeroen S., Patti M. Valkenburg, and Jochen Peter. "Development and Validation of a Game Addiction Scale for Adolescents." Media Psychology 12.1 (2009): 77-95. Print. Liu, Ming, and Wei Peng. "Cognitive and Psychological Predictors of the Negative Outcomes Associated with Playing MMOGs (massively Multiplayer Online Games)." Computers in Human Behavior 25.6 (2009): 1306-311. Print. Rooij, Antonius J. Van, Gert-Jan Meerkerk, Tim M. Schoenmakers, Mark Griffiths, and Dike Van De Mheen. "Video Game Addiction and Social Responsibility." Addiction Research Tandel 18 & Theory 18.5 (2010): 489-93. Print. The author draws parallels to other industries which are heavily regulated and explores the issue of social responsibility of the video game industry. The author argues that video game publishers should provide referral services and customer care to reduce the effects of video game addiction. The author claims that doing so is in the best interest of both the video game industry and the customers as this might prevent governmental intervention that could possibly hurt the revenue of the video game industry. This source is the basis for my second and third solutions. I plan to use this source to introduce and explore my solutions and provide some credibility to them. Salmon, Andrew. "Couple: Internet Gaming Addiction Led to Baby's Death." CNN. Cable News Network, 02 Apr. 2010. Web. 16 May 2016. <http://www.cnn.com/2010/WORLD/asiapcf/04/01/korea.parents.starved.baby/>. Tanner, Lindsey. "Too Much Video Gaming Not Addiction, Yet." Washington Post. The Washington Post, 27 June 2007. Web. 26 May 2016. <http://www.washingtonpost.com/wpdyn/content/article/2007/06/27/AR2007062700995.html>. Vanderschuren, Louk J.m.j., and Barry J. Everitt. "Behavioral and Neural Mechanisms of Compulsive Drug Seeking." European Journal of Pharmacology 526.1-3 (2005): 77-88. Print. Wood, Richard T.A., Mark D. Griffiths, Darren Chappell, and Mark N.O. Davies. "The Structural Characteristics of Video Games: A Psycho-Structural Analysis." CyberPsychology & Behavior 7.1 (2004): 1-10. Print. Young, Kimberly. "Understanding Online Gaming Addiction and Treatment Issues for Tandel 19 Adolescents." The American Journal of Family Therapy 37.5 (2009): 355-72. Print. Yousafzai, Shumaila, Zaheer Hussain, and Mark Griffiths. "Social Responsibility in Online Videogaming: What Should the Videogame Industry Do?" Addiction Research & Theory 22.3 (2013): 181-85. Print.
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