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Is gaming addiction a problem?

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Yes
69% 1385 votes Total: 1995 votes
No
31% 610 votes

Yes

by Dr. G. A. Anderson

Created on: August 11, 2007   Last Updated: April 01, 2010

A story in the news some time ago caught my attention. A young Chinese man died in a gaming room after playing an Internet game for three days straight. He had no sleep during that time. This is a prime example of gaming addiction that is extremely troubling in today's society. Certainly, this is an alarming trend among children and young adults, with no limits at either end of the age spectrum.

Being compelled to repeat a certain behavior is an addiction, and any addictive behavior is a problem. When I was writing a paper about electronic and Internet gaming recently and doing research on the subject, I was appalled to learn the extent of this trend. The statistics and case histories are growing, and this is not only disturbing but also tragic. A very high percentage of American youth play electronic or Internet games, and a large number of these youth admit to being addicted. But the addiction is not selective about age, and this phenomenon extends to older ages, as well.

Internet gaming has been cited as a cause of suicide, mental illness, anti-social tendencies, poor health, obesity, with addicts ranging from young childhood through adulthood. People from all walks of life have fallen prey to this insidious form of addiction. It starts out innocently enough, with players intrigued and drawn to a game by its sophisticated graphics and sound effects. It is the beginning of a game that hooks the player when it is fairly simple to advance and accumulate wealth or status. Many of the most popular games are based on fantasy warfare. A player may create one or more characters to compete against other on-line players and electronic characters. Adherence to a particular gender is not necessary, and there is a great deal of "gender-bending" that takes place in the creation of new game characters.

In my research, I heard and read many stories of gaming out of control. Very young children are addicted to electronic or on-line games, and get very little physical activity, either in or out of doors. Their time is taken up by their fantasy world. School work, family involvement, socialization, and health suffer as a result. They become too preoccupied with their fantasy life to care about the real world, and this can begin early in life if electronic games are made available by adults.

As children enter their teenage years, the type of games change to what is popular among peers, and the same patterns of behavior continue. By this time, a young person is losing his or her true sense of identity. Interaction with friends and family has dwindled, and life revolves around the many hours spent on gaming. A truly antisocial personality develops, and the teen finds little enjoyment in activities other than those in that fantasy world. Education has little or no appeal to the gaming addict, so grades decline. Sleep is lost, and personal grooming decreases. Some mental health professionals report seeing clients who have not showered or slept in days.

There have been suicides that have resulted from this addiction that has taken over the lives of many. The reasons for suicide appear to be directly related to negative aspects of gaming-betrayal, killing off of a character, loss of fortune, or other gaming events that mimic real life events. A person who lives primarily in a fantasy world views gaming setbacks as seriously as they would view real life setbacks. The line between fantasy and real life becomes more blurred as gaming continues.

As adults, addicts may suffer incredible losses in their real lives as a result of spending most of their time gaming. In fact, there have been cases where gamers have resigned their jobs or positions in order to have more time to play. Eventually, adults run the risk of losing spouses, families, jobs, homes, and ultimately, their entire connection to reality. These people have fallen victim to the lure of a fantasy world, and too many times, they have lost interest in everything that had once been important to them. In some extreme cases, their very lives are lost.

The manufacturers of electronic and on-line games take issue with the idea that their games may be the cause of such disastrous outcomes. The most that can be hoped for at this point is the addition of warning labels on game boxes or Internet sites that host fantasy games. It is sad to know that even with more stories of gaming out of control in the news, game manufacturers are not more concerned with the quality of human life than they are with their own bottom line. They continue to make gaming even more addictive as they add special effects to make gaming more appealing and sophisticated.

Learn more about this author, Dr. G. A. Anderson.
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No

by Paul Baggarley

Created on: June 30, 2009   Last Updated: July 03, 2009

The problem when discussing gaming addiction is that gaming is far too varied for the umbrella term of 'gaming' to encompass completely. For instance, it is beyond doubt that an addiction to a Massively Multiplayer Online RPG such as World of Warcraft can in some instances be damaging. This is down to the potentially unending nature of the game, combined with communicative aspects which not only serve to fulfil social needs that would otherwise necessitate a break in playing time, but also on some level discourage time away from the game. Often certain in-game events (such as WoW's 'raids') are scheduled by a group and everyone is expected to be there at a specific time and for a specific, often prolonged, length of time. Nobody likes to let down their friends, and online friends are no exception. MMORPGs can create conditions whereby addiction can cause health issues, that much is at least confirmed by anecdotal evidence.

Now, before I begin to receive accusations of writing on the wrong side of the debate, herein lays my argument. Only a small portion of 'gaming' as a whole comprises of MMORPGs or other games requiring the kind of time investment needed to endanger one's health. With the length of games decreasing, even those in the RPG category, possibly due to development costs increasing with the advance of technology, the average game lasts between 3 to 10 hours. Many RPGs still hit the 30hr+ mark, but social requirements, toilet breaks, food cravings, etc are usually enough to drag someone away from even the most engaging of stories. After all, the ability to pause the game facilitates easy breaks, even if the player does just end up eating a cheese sandwich while carrying on with the game.

Once a game has been completed, even someone who is massively fanatical about gaming will tend to take a break. Financially speaking, a gamer cannot usually afford to go out and buy a new game straight away when one is completed. If someone is addicted enough to be playing instead of having a job, then they will hardly have the income to sustain a habit. At the risk of controversy, this particular writer has never heard of someone selling their body for gaming money. Not even massive crazes such as Pokmon have been enough to cause damage even close to scratching the surface of 'real' addictions like drugs or gambling. Again, that honour lies almost exclusively with the realms of the MMORPG.

Of course there will always be people who will pursue a leisure activity at the dangerous exclusion of necessities such as food, water, etc, but these are the same people who would likely show the same behaviour regardless of the chosen activity. It could be gaming, that conclusion cannot be ruled out, but it could also be crosswords or macaroni pictures. The point is that 'gaming' addictions are as rare and relatively safe as addictions to many other innocuous pastimes. I would be less worried about my child/friend/partner spending hours on end playing Super Paper Mario on the Wii than I would be if they took up opium as a recreational activity or started binge drinking on a regular basis.

As it stands, an addiction to online gaming could well be a problem, but an addiction to 'gaming' on the whole is a relatively rare phenomenon. While in these few cases it could be damaging, the odds would appear to be slim. Ultimately, gaming addiction will likely be portrayed in the media as the new smallpox at some point, and I can guarantee that many articles will contain a sidebar detailing all the many acts of violence and stupidity that have been blamed on gaming in the past. The problem, as with past transgressions supposedly committed by gaming, is that it all comes down to individuals and the focus of the press. Yes, some people will go on massive gaming binges and die 50 nonstop gaming hours later, but those people do not die because of gaming, they die because the owner of the internet cafe doesn't moderate their usage, or the parent doesn't tell them that it's time to turn the console or pc off.

In summary, 'gaming' addictions are not, in my humble opinion, a problem, with the occasional exception of MMOs (the only games I believe capable of causing a 'true' addiction), usually if the player lives alone. However, who can afford to live alone and spend all their time gaming? And if they can then perhaps the benefits system needs an overhaul designed to get them into work. If they can afford broadband, a pc, and a monthly MMORPG subscription, then they're getting too much money for not doing anything. That, however, is a whole different debate. The problem is that excessive gaming, like any excess, needs to be taken seriously at the time rather than when it is too late. If little Jimmy has been playing a video game for 10 hours straight, then step right up and do some parenting. How many games that are rated suitable for kids last 10 or more hours anyway? Look at the rating certificate folks. Is there a guy who hasn't left your internet cafe for 24 hours? Send them home. Employ a maximum usage policy. Yes, they may just head to a different internet cafe, but I strongly believe that they will suddenly realise they need to stop somewhere for food and drink on the way. It's funny how hunger can kick in after prolonged distraction.

So, is gaming addiction a problem? Not particularly. Is anything taken to excess a problem? Yes, I would say so.

Learn more about this author, Paul Baggarley.
Click here to send this author comments or questions.


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