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Video Game Addiction

Game over.
by

James Cummins

on 12 May 2014

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Transcript of Video Game Addiction



Video Game Addiction

"Playing for increasing amounts of time"
"Thinking about gaming during other activities"
"Gaming to escape from real-life problems, anxiety, or depression"
"Lying to friends and family to conceal gaming"
"Feeling irritable when trying to cut down on gaming"
"Failed attempts to control behavior"
"Heightened sense of euphoria while involved in computer and Internet activities"
"Neglecting friends and family"
"Neglecting sleep to stay online"

(Young, 2013)
Phones and tablets are just a small part of the problem; the real problem is in the

online gaming worlds of the PC, PS3, PS4, Wii, Xbox360, and Xbox One systems.

Parents buy theses system for their kids not know the possible impact they may have

on the child. “One out of twelve children has a preposition for an addictive personality

in today’s world.” Even when a child does not own a system "99% of boys under 18

and 94% of girls under 18 report playing videogames regularly." Sadly, grown men

buy these systems for themselves and their girlfriends either join in or put up with it.

How long they put up with it could be a few months to a few years but eventually

women get tired of living with a child and move out. An example of this can be seen

in "Life 2.0" (Spingarn-Koff, 2010).

Could playing games on your phone be considered an addiction?

What about playing the mini games on Facebook?

Would you consider gaming an addiction at all?

Or even a social problem?
How much is too much?
Phone and Facebook games are advertised as being

socially acceptable and a way to connect with friends

while using network capable devices. Are you really

connecting with someone or just getting the free gems/

currency for the game and pushing free advertising when

you “tell a friend” about the game?


(Mielach, 2013)
(“Top gun: Video gaming obsession and addiction,” 2009; McGonigal, 2011)
What is an Addiction Really?
Most would think of:
"compulsive physiological need for and use of a habit-forming substance (as heroin, nicotine, or alcohol) characterized by tolerance and by well-defined physiological symptoms upon withdrawal; broadly : persistent compulsive use of a substance known by the user to be physically, psychologically, or socially harmful."
(Merriam-Webster's Medical Desk Dictionary, 2006)
Nope!
The ASAM (American Society of Addiction Medicine) put together a team of 80 experts, four years later the experts determined “that outward behaviours are manifestations of an underlying disease."

"Addiction is a primary, chronic disease of brain reward, motivation, memory and related circuitry. Dysfunction in these circuits leads to characteristic biological, psychological, social and spiritual manifestations. This is reflected in an individual pathologically pursuing reward and/or relief by substance use and other behaviours."
(Addiction Today, 2011)
Basically humans are pre-wired to be addicted to whatever we find pleasure in. Some just show more restraint than others.
(McGonigal, 2011; People QuickFacts, 2013)
Things to look for in a videogame addict:
This starts to become a problem when the communication within the family, friends and community breaks down. How many times in the past few days have you noticed people looking at their phones while in the grocery store or sitting at the coffee shop? People use to talk to others while waiting in lines, now they have their nose pressed firmly in their phones. It really becomes a problem once you sit back and listen to the way children talk and treat each other while playing online games.
Out of the three main distributors of gaming consoles (Microsoft, Sony, and Nintendo) Nintendo is the only system that has been truly family oriented. The other two and the game creators of online games focus on single player games. Single player games force gamers to play alone in a room. Most single player games are designed for adults, not kids. So what you get are young adults/adults sitting around playing games with unknown children of all ages (parent buy the games not truly know and/or caring what the game is about or who the child interacts with online).


"Currently there are more than half a billion people worldwide playing computer and videogames at least an hour a day -- and 183 million in the U.S. alone." With so many logging in to play single player games how many are disconnecting from reality and forming social phobias, disorders, and/or depression. According to the USA census for 2013 there are 316,128,839 people in the U.S. This means that over half of the U.S. population is playing videogames an hour a day minimum.


(VGChartz, 2014)
(American Psychiatric Association, 2013)
(VGChartz, 2014)
(VGChartz, 2014)
Total system sales in the USA:
"
Playstation, 38.94 Million
Playstation Portable, 21.40 Million
Playstation 2, 53.65 Million
Playstation 3, 28.41 Million
Playstation Vita, 1.92 Million
Playstation 4, 3.20 Million
"
Total system sales Globally:
"
Playstation, 104.25 Million
Playstation Portable, 80.78 Million
Playstation 2, 157.68 Million
Playstation 3, 82.96 Million
Playstation Vita, 8.06 Million
Playstation 4, 6.89 Million
"
Total system sales in the USA:
"
Xbox, 15.77 Million
Xbox 360, 46.38 Million
Xbox One, 2.92 Million
"
Total system sales Globally:
"
Xbox, 24.65 Million
Xbox 360, 81.14 Million
Xbox One, 4.21 Million
"
Total system sales in the USA:
"
Nintendo Entertainment
System (NES), 33.49 Million
Super Nintendo
Entertainment System (SNES), 22.88 Million
Nintendo DS (DS), 57.37 Million
Game Boy (GB), 43.18 Million
Wii (Wii), 45.18 Million
Game Boy Advance (GBA), 40.39 Million
Nintendo 3DS (3DS), 13.31 Million
Nintendo 64 (N64), 20.11 Million
Wii U (WiiU), 2.59 Million
"
Total system sales in the USA:
"
Nintendo Entertainment
System (NES), 61.91 Million
Super Nintendo
Entertainment System (SNES), 41.90 Million
Nintendo DS (DS), 154.88 Million
Game Boy (GB), 118.69 Million
Wii (Wii), 100.97 Million
Game Boy Advance (GBA), 81.51 Million
Nintendo 3DS (3DS), 43.96 Million
Nintendo 64 (N64), 32.93 Million
Wii U (WiiU), 6.00 Million
"
References

Addiction Today, (2011) The latest definition of addiction. Retrieved from
http://www.addictiontoday.org

American Psychiatric Association. (2013). Internet Gaming Disorder. Diagnostic and statistical manual of mental
disorders (5th ed.). Arlington, VA: American Psychiatric Publishing.

Carbonell, X., Guardiola, E., Beranuy, M., Belle, A. (2009). A bibliometric
analysis of the scientific literature on internet, video games, and cell
phone addiction. Retrieved from http://www.ncbi.nlm.nih.gov

DeMaria, R. (2007). Reset : Changing the way we look at video games. Retrieved from
http://site.ebrary.com/

McGonigal, J. (2011). We spend 3 billion hours a week as a planet playing videogames. Is it
worth it? How could it be MORE worth it? Retrieved from
http://www.Ted.com/

Merriam-Webster's medical desk dictionary. (2006). Clifton Park, N.Y: Thomson Delmar
Learning

Mielach, D. (2013). Americans spend 23 hours per week online, texting. Retrieved from
http://www.businessnewsdaily.com

Mileham, R. (2008). Powering up: Are computer games changing our lives?. Chichester,
England: Wiley/Dana Centre.

People QuickFacts. (2013). Retrieved from http://quickfacts.census.gov/

Spingarn-Koff, J. (Producer). (2010) Life 2.0. Retrieved from https://www.netflix.com

Top gun: Video gaming obsession and addiction. (2009). Retrieved from
http://digital.films.com.siskiyous.idm.oclc.org/

VGChartz. Platform totals. (2014). Retrieved from http://www.vgchartz.com

Wohlman, R. (2012). ‘EPIC FAIL’: How video games an internet overuse create problems with
college students. Retrieved from http://www.d.umn.edu

Young, K. (2013). A growing epidemic. Retrieved from
http://netaddiction.com/

The American Psychiatric Association considers excessive online gaming a disorder that " may lead to school failure, job loss, or marriage failure. The compulsive gaming behavior tends to crowd out normal social, scholastic, and family activities."
(Wohlman, 2012).
"The average user spends 23 hours a week emailing,

texting and using social media and other forms of

online communication."

396 out of 596 people studied "were considered computer-dependent." This averages out to 66% or two out of three people.
While the content of games has always been an issue, are we looking at the overall side effects of playing the games? How many are becoming addicted?
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