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Video Game Addiction: a Growing Threat to Health and Society

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Published: Jun 13, 2024

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The nature of video game addiction, psychological and physical health implications, social and academic consequences, counterarguments and mitigation strategies.

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Can You Really Be Addicted to Video Games?

The latest research suggests it’s not far-fetched at all — especially when you consider all the societal and cultural factors that make today’s games so attractive.

Credit... Concept by Pablo Delcan. Photo illustration by Justin Metz.

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By Ferris Jabr

  • Published Oct. 22, 2019 Updated Oct. 23, 2019

Charlie Bracke can’t remember a time when he wasn’t into video games. When he was 5, he loved playing Wolfenstein 3D, a crude, cartoonish computer game in which a player tries to escape a Nazi prison by navigating virtual labyrinths while mowing down enemies. In his teenage years, he became obsessed with more sophisticated shooters and a new generation of online games that allowed thousands of players to inhabit sprawling fantasy worlds. Ultima Online, World of Warcraft, The Elder Scrolls — he would spend as much as 12 hours a day in these imaginary realms, building cities and fortifications, fighting in epic battles and hunting for treasure.

During his childhood, Bracke’s passion for video games, like that of most young Americans, didn’t cause him any serious problems. At school, he got along with just about everyone and maintained straight A’s. His homework was easy enough that he could complete it on the bus or in class, which allowed him to maximize the time he spent gaming. After school, he would often play video games for hours with his cousin and a small group of close friends before going home for dinner. Then he would head to the den and play on the family computer for a few more hours before bed. When his parents complained, he told them it was no different from their habit of watching TV every night. Besides, he was doing his homework and getting good grades — what more did they want? They relented.

When Bracke went to Indiana University Bloomington, everything changed. If he skipped class or played games until 3 in the morning, no one seemed to care. And only he had access to his grades. After a difficult breakup with a longtime high school girlfriend and the death of his grandmother, Bracke sank into a period of severe depression. He started seeing a therapist and taking antidepressants, but by his junior year, he was playing video games all day and seldom leaving his room. He strategically ignored knocks at the door and text messages from friends to make it seem as though he were at class. Eventually, he was failing most of his courses, so he dropped out and moved back in with his parents in Ossian, Ind., a town of about 3,000 people, where he got a job at Pizza Hut.

His life there fell into a familiar rhythm: He woke up, went to work, returned home, played video games until late and repeated the whole cycle. “It did not strike me as weird at all,” he recalls. It felt a lot like high school, but with work instead of classes. “And the time I used to spend hanging out with friends was gone, because they had moved to different areas,” he says. “And I kind of just thought that was the way of the world.”

When Bracke was 24, he decided to get his real estate license and move from Indiana to Virginia to work at the same brokerage as his brother Alex, a decision that led to another breakup with another girlfriend and a deep sense of loneliness in a town where, once again, he had no friends. He eventually got in touch with his ex, hoping she would take him back, only to find out that she was dating someone else. “At that point, I lost it,” he says. By his estimate, he started playing video games about 90 hours a week. He did the bare minimum amount of work required to pay his bills. When it was time to log his progress in the brokerage’s internal system, he would just make something up: sent an email to this client; left a voice mail message for that one.

His employer got wise to the scheme and put Bracke on probation. Realizing he had a problem, Bracke dismantled his computer, stashed the pieces among a bunch of storage boxes in the garage and tried to focus on work. About a month later, after making a big sale, he talked himself into celebrating by playing League of Legends for an evening. He retrieved the components of his computer, reassembled them and started gaming around 6 p.m. Ten hours later, he was still playing. The week slipped away. He kept playing.

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Internet gaming addiction: current perspectives

Daria j kuss.

Psychology Research and Behavior Management, Birmingham City University, Birmingham, UK

In the 2000s, online games became popular, while studies of Internet gaming addiction emerged, outlining the negative consequences of excessive gaming, its prevalence, and associated risk factors. The establishment of specialized treatment centers in South-East Asia, the US, and Europe reflects the growing need for professional help. It is argued that only by understanding the appeal of Internet gaming, its context, and neurobiologic correlates can the phenomenon of Internet gaming addiction be understood comprehensively. The aim of this review is to provide an insight into current perspectives on Internet gaming addiction using a holistic approach, taking into consideration the mass appeal of online games, the context of Internet gaming addiction, and associated neuroimaging findings, as well as the current diagnostic framework adopted by the American Psychiatric Association. The cited research indicates that the individual’s context is a significant factor that marks the dividing line between excessive gaming and gaming addiction, and the game context can gain particular importance for players, depending on their life situation and gaming preferences. Moreover, the cultural context is significant because it embeds the gamer in a community with shared beliefs and practices, endowing their gaming with particular meaning. The cited neuroimaging studies indicate that Internet gaming addiction shares similarities with other addictions, including substance dependence, at the molecular, neurocircuitry, and behavioral levels. The findings provide support for the current perspective of understanding Internet gaming addiction from a disease framework. The benefits of an Internet gaming addiction diagnosis include reliability across research, destigmatization of individuals, development of efficacious treatments, and the creation of an incentive for public health care and insurance providers. The holistic approach adopted here not only highlights empirical research that evidences neurobiologic correlates of Internet gaming addiction and the establishment of a preliminary diagnosis, but also emphasizes the necessity of an indepth understanding of the meaning, context, and practices associated with gaming.

Introduction: the mass appeal of Internet gaming

Internet gaming is a booming market. In 2012, more than one billion individuals played computer games, which fuelled the 8% growth of the computer gaming industry in the same year. 1 A recent report by the market research company Niko Partners has estimated the People’s Republic of China’s online gaming market at $12 billion in 2013. 2 Massively Multiplayer Online games (MMOs) offer the possibility to play together with many other players and can be differentiated based on game content and player experience. A latent profile analysis of survey data from 4,374 Hungarian online gamers (91% male, mean age 21±6 years) indicated that the most prominent MMOs were role-playing games, first-person shooters, real-time strategy, and other games. 3 First-person MMO shooter games are based on skill because they require good reaction time and attention, and competition is a key aspect of these games. In real-time MMO strategy games, players organize teams, develop their skills, and play for status in the game. 4

Massively Multiplayer Online Role-Playing Games (MMORPGs), on the other hand, appear of particular interest to players because they offer a variety of incentives for play relative to other game genres. Of all online gamers, 46% play MMORPGs, 3 confirming their position as the most popular online games. MMORPGs are game universes inhabited by thousands of players at the same time (massively multiplayer) with no spatial or temporal boundaries because they are played online, and they allow players to adopt various virtual personas vis-à-vis their avatars (role playing). 5 Today’s most popular MMORPG is “World of Warcraft”, the latest game in Blizzard’s Warcraft series, situated in the fantasy world of Azeroth that is populated by members of the opposing factions of the Alliance and the Horde. 6 According to a recent report published by the Entertainment Software Association, 7 World of Warcraft’s extension “Cataclysm” was among the top five selling computer games in 2011. In 2013, eight million players immersed themselves in the world of Azeroth, 8 clearly demonstrating the game’s mass appeal. The game tailors to most age groups, both sexes, and various player interests and preferences, 6 making it an MMORPG success story par excellence.

Online games such as World of Warcraft satisfy various gaming motivations. The analysis by Yee 9 of 3,000 MMORPG players’ gaming motivations revealed that MMORPGs allow players to achieve game goals, be social, and immerse in the game. Each of these factors is composed of a number of subcomponents as particularized by the gamers. First, achievement includes advancing in the game, namely progressing via leveling up, acquiring status and power in the game, the game’s mechanics, including the possibilities for optimizing game play, and competition, including challenging and dominating others. 9 Reputation and admiration from the gaming community for gaming achievements are further key factors motivating players to keep playing. 6 The game mechanics or structural characteristics have been claimed to reinforce the potentially addictive qualities of games because they contribute to initiation, development, and maintenance of gaming. 10

Second, the social factor is composed of socializing, including chatting and making new friends in the game, forming new relationships, and working in a team. 9 Research 11 suggests that the social element in MMORPGs is particularly important for gamers because it is an integral component of the enjoyment of playing. Moreover, it denotes a complex interaction between real and virtual social networks, further blurring the boundaries between these networks, making MMORPGs inherently social spaces. 12

Third, immersion in the game is denoted by discovery, ie, exploring the game and “hidden” game content, role-playing via one’s avatar, customization of one’s online character (such as sex, race, profession, appearance), and escapism, ie, playing in order to avoid real life. 9 Escapism is an aspect of mood modification whereby individuals suffering from addictions induce a subjective shift in their mood by way of engaging in an addictive behavior, making the latter a coping strategy to deal with everyday problems. 13

The variety of gaming motivations satisfied by MMOR-PGs indicates that these types of games are particularly versatile because they can be tailored to individual players with different game preferences. Consequently, one could assume that there are many ways that might lead some individuals to get hooked on MMORPGs. In a sample of 696 MMORPG players (93% male, mean age 26±7.4 years), achievement, socializing, and escapism motivations were found to be predictive of addictive play, together with sex accounting for 19% of variance in the MMORPG addiction score. 14 Similarly, in a sample of 175 primarily Dutch MMORPG players (87% male, mean age 21±6.5 years), escapism and game mechanics predicted excessive gaming over and above the contribution of the time spent gaming, together explaining 46% of the variance in problematic gaming. 5 In a nutshell, the mass appeal of MMORPGs rests on their versatility because they are tailored to gamers young and old, male and female, who have different game preferences. MMORPGs are particularly good at meeting various players’ different needs. This mass appeal may have contributed to findings from research which indicate that online games, and specifically MMORPGs, are more addictive than any other types of both offline and online games 15 because they reward players on partial reinforcement schedules, leading to maintenance of play. 16

Internet gaming addiction

In recent years, research about Internet gaming addiction has increased both in quantity as well as in quality. Research on gaming addiction dates back to 1983, when the first report emerged suggesting that video gaming addiction is a problem for students. 17 Shortly thereafter, the first empirical study on gaming addiction was published by Shotton, 18 based on self-reports of young male players who claimed they were “hooked” on their games. The early studies suffered from a lack of standardized psychometric instruments used for assessing gaming addiction. 19 However, research 20 indicates that self-reports correlate with standardized measures. Following on from that, further studies were carried out in the 1990s, initially assessing gaming addiction based on the criteria for pathologic gambling as stipulated in the third and fourth editions of the Diagnostic and Statistical Manual for Mental Disorders (DSM). 21 Although similar, pathological gambling and excessive gaming do not present with the same clinical picture, and some have argued that using the diagnostic criteria for pathological gambling in order to diagnose pathological gaming only taps into obsessive use and preoccupation rather than actual psychopathology. 22 In the 2000s, online games became popular, while studies of Internet gaming addiction emerged. 23 , 24

The studies on Internet gaming addiction in the new millennium reported prevalence estimates which vary significantly and range from 0.2% in Germany 25 , 26 to 50% of Korean teenagers. 27 This discrepancy in estimates is due to various conceptualizations, diverse measurement instruments, as well as the different cutoff points used. Further, dissimilar constructs (“Internet gaming addiction”, “dependence”, “problematic”, and “excessive play”) are measured in various samples (children, adolescents, gamers) and cultures. In most studies, self-reports have been used, which puts the reliability and validity of the potential diagnosis in question. 28 However, research 20 indicates that self-diagnosis correlates with standardized measures of addiction, suggesting that the individual’s perception of problems can be relatively accurate.

In South-East Asian countries, the negative impacts of Internet gaming addiction have led governments and health care providers to take the problem seriously and to develop a series of initiatives to curb and alleviate the problem. In South Korea, Internet gaming addiction is viewed as a significant concern for public health, 29 and up to 24% of children who have been diagnosed with Internet addiction are hospitalized. 30 In Japan, the government has recognized the problem following a study by the Ministry of Education, which has led to the development of “fasting camps” where individuals suffering from Internet and gaming addiction are helped by being cut off from technology completely. 31 It has been stated that the higher the Internet penetration and social acceptance of gaming, the higher the prevalence of gaming problems, 32 partially explaining the higher prevalence rates reported in South-East Asian countries. In addition to this, there is good reason to think that the lower acceptance of excessive gaming in a culture, the more distress (not less) gamers experience in engaging in the activity, potentially fuelling problem perception. Therefore, a lack of acceptance of excessive gaming and thus stigmatization of the behavior might contribute to higher rates of addiction and problematic play in some way. Following growing concern, specialized treatment centers and programs have been established in Europe (including the outpatient clinic for behavioral addictions in Mainz, Germany, and the Capio Nightingale Hospital in London, UK) and the US (including the inpatient centers RESTART Internet Addiction Recovery Program in Seattle and the recently opened digital detoxification and recovery center in Pennsylvania), reflecting the growing need for professional help.

The concerns appear to be grounded as a growing number of studies indicate that Internet gaming addiction is associated with various negative consequences. 15 The psychological consequences include the following: sacrificing real-life relationships, other pastime activities, sleep, work, education, socializing, and relationships, 33 – 40 obsession with gaming and a lack of real-life relationships, 41 lack of attention, 33 , 42 aggression and hostility, 42 , 43 stress, 33 dysfunctional coping, 33 , 44 , 45 worse academic achievement, 38 , 46 problems with verbal memory, 47 and low well-being and high loneliness. 48 Moreover, psychosomatic consequences have been found in a number of studies. These included problems with sleeping, 41 , 47 seizures, 49 and psychosomatic challenges. 33 This long list indicates that Internet gaming problems must be taken seriously as they can affect the individual negatively in a variety of ways.

Internet gaming addiction is a behavioral problem that has been classified and explained in numerous ways. According to Griffiths, 13 biopsychosocial processes lead to the development of addictions, such as Internet gaming addiction, which include the following components. First, the behavior is salient (the individual is preoccupied with gaming). Second, the individual uses the behavior in order to modify their mood (ie, gaming is used to escape reality or create the feeling of euphoria). Third, tolerance develops (the individual needs increasingly more time to feel the same effect). Fourth, withdrawal symptoms occur upon discontinuation of the behavior (the individual feels anxious, depressed, and irritable if they are prevented from playing). Fifth, interpersonal and intra-personal conflict develops as a consequence of the behavior (the individual has problems with their relationship, job, and hobbies, and lack of success in abstinence). Finally, upon discontinuation of the behavior, the individual experiences relapse (they reinitiate gaming). 13

Although the core criteria appear to be established, the etiology of Internet gaming addiction has yet to be studied in detail. Research 15 indicates that a number of risk factors are associated with Internet gaming addiction. These risk factors include certain personality traits, gaming motivations, and structural game characteristics. The personality traits most commonly associated with Internet addiction include neuroticism, 37 , 50 aggression and hostility, 43 , 50 – 52 and sensation-seeking. 43 , 50 Factors that appear to protect frequent online gamers from developing problems with their gaming were found to be conscientiousness and extraversion, 53 suggesting that for different individuals the same behavior can have different psychological repercussions.

In addition to this, the following gaming motivations were found to be most commonly associated with gaming addiction: coping with daily stressors and escapism, 5 , 16 , 44 , 54 – 57 online relationships, 16 , 51 , 57 – 59 and mastery, control, recognition, completion, excitement, and challenge. 34 , 56 , 60 This indicates that the reasons for game play may be an important indicator of potential risk for Internet gaming addiction. Specifically, in comparison with non-MMORPG players, MMORPG players preferred their online friends over their real-life friends. 16 Similarly, significantly more dependent gamers were found to prefer spending time with their online friends than their offline friends relative to nondependent gamers and felt their social needs were met better online than offline. 44 Moreover, while online games provide nonaddicted players with satisfaction, addicted players play to avoid dissatisfaction, 55 which can be an indication of withdrawal symptoms they want to overcome by engaging in gaming compulsively. The motivational differences to play games between dependent and nondependent as well as MMORPG and other gamers appear to be useful clinical information because these motivations can be specifically targeted in treatment sessions. For instance, elements of exposure therapy may be used for the socially fearful in order to decrease discomfort and reintroduce clients to real-life social environments. Also, alternative pastime activities that are perceived as satisfying can be encouraged specifically in group therapy sessions. Encouraging engagement in group sports might satisfy both the need to engage in competitive and satisfying activities and the need to interact with peers in real life.

Moreover, a number of structural game characteristics have been found to increase the risk for developing Internet gaming addiction, namely online relative to offline gaming, 61 positive reinforcement, 62 the enjoyment of particular game features, such as adult content, finding rare in-game items, and watching game cut scenes, 63 and viewing one’s virtual persona as better than oneself. 64 These characteristics indicate that particular games can be more addictive than others, 15 which appears important for game developers and public prevention campaigns that focus on decreasing risk and raising awareness of potential problems. Prevention campaigns could target school-aged children, teachers, and parents in education settings. They could be based on the principles of providing information and a discussion platform concerning Internet and gaming use and possible negative consequences via psychoeducation, with the ultimate goal of encouraging healthy media use. Success could be determined over the long term using triangulation of data and reports obtained from the targeted populations.

Most reviews to date have primarily focused on specific aspects of Internet gaming addiction, including methods used to assess gaming addiction, 65 , 66 structural characteristics, 60 and treatment. 67 – 69 In light of this, the aim of this review is to provide an insight into current perspectives on Internet gaming addiction using a holistic approach, taking into consideration the mass appeal of online gaming, the context of Internet gaming addiction, and associated neuroimaging findings, as well as the current diagnostic framework adopted by the American Psychiatric Association. 70 It is argued that only by understanding the appeal of Internet gaming, its context, and neurobiologic correlates can the phenomenon of Internet gaming addiction be understood comprehensively. An evaluation of the findings will be presented in the overall discussion.

Gaming addiction: context

Research on gaming addiction has paid little attention to the context of online gaming. However, a few studies have now shed some light on the embedding of Internet gaming addiction in the context of the individual, 71 the game and gaming environment, 6 , 72 and the broader framework of culture. 73 Each of these will be addressed in turn.

Griffiths 71 provided case study evidence of two young men who spent an average of 14 hours a day playing MMORPGs in order to emphasize that the context of the individual’s life is an important factor demarcating gaming excess from gaming addiction. Aged 21 years, unemployed and single, “Dave” reported that gaming had a positive influence on his life because his social life revolved almost exclusively around the game, and playing boosted his self-esteem and gave structure to his everyday life. Dave did not perceive that his excessive gaming impacted upon his life negatively at all. For Dave, his extensive gaming did not lead to significant distress or have a negative impact in his daily life, and therefore his behavior cannot be classified as a condition that would fulfill the requirements of a mental disorder classification as outlined in the DSM-5. 74 Upon starting a new job and entering into a relationship with a woman he met in-game, his excessive gaming decreased significantly.

The second case reported was that of “Jeremy”, a 38-year old financial accountant who was married with two children and experienced detrimental consequences due to his “severe gaming addiction”, namely a relationship breakdown, lack of time for family activities, and loss of his job. Moreover, his playing time, craving for the game, and feelings of low mood and anxiety had increased dramatically. He used gaming to escape from his real-life problems and tried to quit on several occasions, but was unsuccessful in staying abstinent. This led to a number of relapse episodes. 71 The examples of Dave and Jeremy make a compelling case for how the same behavior (namely regular online gaming for excessive periods of time) can have almost diametrically opposed consequences due to different individual contexts, with one experiencing gaming as pleasurable and ultimately beneficial, whereas the other’s entire life was negatively affected by his excessive gaming.

In addition to the individual context, the context of the game appears important in determining the extent to which excessive gaming can truly be an addiction. 6 , 72 Karlsen 72 conducted 12 interviews with online gamers (75% male, mean age 23±2.4 years) who play World of Warcraft and used virtual ethnography 75 in order to assess the consequences of their excessive gaming. The results indicated that some of the players experienced behavioral addiction symptoms as specified by Griffiths, 13 namely salience, mood modification, tolerance, withdrawal, conflict, and relapse, with the latter two demarcating excessive from potentially addictive play. However, rather than advocating current diagnostic frameworks for “pathologizing” gaming, Karlsen 72 advocates to view gaming excess from the vantage point of game structure and gaming context, including the social practice and cultural meaning of games as well as the individual’s connection to the game from the perspective of game and media studies. This understanding entails a move away from the overly simplistic approach of focusing on the psychological rewards that reinforce gaming to include an indepth exploration of gaming motivations, gaming structure and mechanics, as well as the meaning of gaming for the individual. 72

Kuss 6 analyzed online gaming and potential gaming excess by interviewing eleven World of Warcraft players (72% male, mean age 27±7.3 years) and used virtual ethnography 75 as well as ludology principles 76 to understand how playing this particular game mirrors participation in popular media culture. In this context, media culture is understood as a flexible and evolving area of engagement that requires active participation. Potential gaming addiction was found to be associated with escapist motivations and in this context gaming was understood as fulfilling a “narcotic” function. The game context gained particular significance in one participant’s life because of two features of the game. First, he was able to enact heroic tales through his avatar and faction membership. As a member of the Horde, he fought the opposing faction, the Alliance, and was involved in killing their king, an episode “he would not forget until the end of his life”. Second, he was enabled to return to a familiar cultural context by means of his guild which consisted of fellow countrymen, after he had physically migrated to a foreign country. In this way, the provisions of the game (namely participation in the game’s narrative, 77 community, and belonging) 78 were utilized to a problematic extent, leaving the participant feeling “addicted to wow [World of Warcraft]”. Eventually, the analysis revealed that the meaning that is attached to the game can lead to excessive play which may cause a retreat from real life. 6

Snodgrass et al 73 surveyed 252 respondents (78% male, mean age 27±9.0 years) using Yee’s 9 motivational factors achievement, social and immersion to assess problematic MMORPG play in World of Warcraft from the perspective of culture under the supposition that gaming allows for formation of communities and cultures. 12 , 79 , 80 The cultural context situates the individual and his potentially addictive game play (assessed using Young’s Internet Addiction Test) 81 within the framework of commonly shared beliefs and practices. 82 Snodgrass et al 73 used an anthropological approach focusing on meaning, practice, and experience, mirrored in their understanding of gaming motivations and problematic play. They found that achievement motivation may lead to problematic play if players are less successful in real life (ie, less “culturally consonant”) and use game success to compensate, 73 causing stress and negative health outcomes. 83 In terms of social motivation, the extent to which online relationships gain significance over offline relationships was analyzed 73 because research indicates that lack of cultural consonance regarding social networks impacts negatively upon health. 84 Regarding immersion, the amalgamation of online and offline life and identities was assessed, 73 because association of the self with the game and the avatar could lead to dissociation. 85 , 86 The results indicated that game play in World of Warcraft mirrors cultural models of success regarding objectives and responsibilities, indicating that the game world can in some ways substitute the real world. Moreover, the culturally sensitive motivations achievement, social and immersion significantly predicted problematic MMORPG play if they were incongruent with real life, that is, if the game was used to compensate for lack of success and relationships in real life, and to dissociate from real life. 73

Taken together, the individual, game, and cultural contexts appear to have a significant impact upon the extent to which problems occur as a consequence of excessive gaming in terms of how Internet gaming addiction is conceptualized. In this way, the cultural context can be seen as a lens through which individuals and others around them perceive and give meanings to behaviors and their consequences. It is critical to understand gaming problems not only by means of the observable symptoms, but to situate them within the broader context of the game, the individual, and culture.

Gaming addiction: neuroscience

In the last decade, psychiatry has increasingly made use of neuroscientific evidence to understand and conceptualize mental disorders. 87 The major funding body for mental health research, the National Institute of Mental Health, has recently introduced research domain criteria to reclassify mental disorders as based on neuroscience and shared underlying pathophysiology rather than the more subjective approach of phenomenology and clinical presentation that has been utilized previously. 88 The ultimate aim is to improve the reliability and validity of clinical diagnosis and accordingly to deliver optimal treatment. 89 In accordance with this approach, research on Internet gaming addiction is now increasingly making use of neuroimaging techniques to allow for analysis of neurobiological changes due to excessive gaming and neurochemical correlates of addiction. 90

Some studies have shown that changes in brain activity and structure related to addiction are relevant for brain regions involved in reward, motivation, and memory, as well as cognitive control. 91 It has been hypothesized that initially the prefrontal cortex and ventral striatum are involved in the decision to initiate the addictive behavior. Over time, the individual habituates to the behavior and develops a compulsion to engage in it, which is accompanied by alterations of activity in the dorsal striatum as it becomes activated through dopaminergic innervation. There is some evidence for the idea that dopamine is released. 92 The longer the engagement continues, the more permanent the changes in the dopaminergic pathways become. It has been suggested that activity in the anterior cingulate, orbitofrontal cortex, and nucleus accumbens is modified in such a way that natural rewards are experienced as less pleasurable, further reducing control over the behavior. 93 , 94 Research suggests that over time, synaptic activity is reduced, leading to long-term depression and neuroadaptation, 95 as well as behavioral sensitization. The synapses in the ventral tegmental area become stronger, glutamate in the nucleus accumbens is reduced, and activity in the amygdala and hippocampus (related to memory) is increased, which can in turn result in craving 91 , 96 and increased response to the availability and particular context of the addictive behavior. 93 , 97 Some studies have shown that the addictive behavior becomes associated with these cues through activity in the nucleus accumbens, which reinforces the effects of the behavior. 98 With time, tolerance to the addictive behavior develops and natural rewards are depreciated, resulting in a reward system deficiency and activation of the antireward system. 99 The consequent lack of dopamine in mesocortical brain regions can lead to withdrawal symptoms, and in order to overcome these, renewed engagement in the addictive behavior ensues, and may ultimately impact upon the functions of the orbitofrontal cortex and cingulate gyrus. 91 , 100 , 101

Over the last decade, a number of neuroimaging techniques have been applied to Internet gaming research, allowing for an analysis of addiction correlates regarding both brain function as well as brain structure. Electroencephalograms measure brain activity via changes in voltage in the cerebral cortex via electrodes, 102 and were used in six studies of Internet and gaming addiction. 103 – 108 Positron emission tomography measures neuronal metabolism through photons from positron emissions via positively charged electrons. 109 Two studies 110 , 111 made use of positron emission tomography to measure Internet and gaming addiction. Like positron emission tomography, single photon emission computed tomography measures metabolic activity in the brain at the level of individual photons, 112 and was applied in one study of Internet addiction. 113 Eight studies 114 – 121 used functional magnetic resonance imaging to measure changes in blood oxygen levels in order to indicate brain activity in individuals with Internet and gaming addiction. 122 Finally, structural magnetic resonance imaging uses methods such as voxel-based morphometry 123 and diffusion-tensor imaging 124 to image brain morphometry, 125 and was used in two studies 126 , 127 in order to assess Internet addiction.

A systematic review of all Internet and gaming addiction studies using neuroimaging methods until 2012 90 revealed that Internet gaming addiction appears similar to other addictions, including substance-related addictions, at the molecular, neurocircuitry, and behavioral levels. From a molecular perspective, gaming results in the release of striatal dopamine. 111 On the other hand, it has been suggested that, in small samples, Internet and gaming addiction is associated with a reward deficiency whereby dopaminergic transporters in the brain are reduced. 110 , 113 In order to reinstate a biochemical equilibrium, 99 individuals whose reward system is deficient seek substances and activities which result in the release of dopamine. Under normal circumstances, pleasure drives (including eating and reproduction) are natural rewards that are craved, whereas unnatural rewards include psychoactive substances and addictive behaviors. 128 Over time, the individual habituates to the hedonic feelings produced by Internet gaming and develops abstinence symptoms, tolerance, and withdrawal. 129 Internet gaming addiction is initiated and maintained. 90 The decreased dopaminergic transporters in Internet gaming addiction may explain its frequent co-occurrence with depression, 130 bipolar disorder, 131 and borderline personality disorder and dissociative symptoms. 132

With regards to neural circuitry, when gaming, brain areas associated with addictions are frequently utilized and therefore the activity in regions such as the orbitofrontal cortex and cingulate gyrus is high, which over time can lead to significant alterations in neuronal connectivity 114 , 116 , 118 , 119 and brain structure. 115 , 126 , 127 Internet gaming becomes increasingly salient and individuals lose control over their gaming. 90 The individual is immanently motivated to play online games as they have learned the behavior, eventuating in continuous engagement. 133

In terms of behavior, excessive Internet gaming can result in problems with impulse control, behavioral inhibition, executive functioning, attention, and general cognitive functioning. 103 , 104 , 107 , 115 , 126 , 127 However, there are plus sides as well, in that the frequent gamer develops and improves a number of other capabilities, namely the integration of perceptual information into the brain and hand-eye coordination. 118 , 120

Taken together, research on Internet gaming addiction has made use of various neuroimaging techniques in order to shed light upon the neurochemical and neuroanatomic correlates of addiction. Although in most studies the direction of the relationship has not been investigated (ie, it is unclear whether Internet gaming addiction causes changes in brain structure and activity or vice versa), the current evidence suggests a relationship between brain alterations and Internet gaming addiction. Neuroimaging studies of Internet gaming addiction contribute to the current understanding of addiction as based on a disease framework. 128 , 134 This indicates that, similar to cardiovascular diseases, lifestyle (ie, excessive gaming) can result in changes to underlying neurobiology. Moreover, the utilization of sophisticated imaging methods in Internet gaming addiction research is in line with research domain criteria, 88 which makes a significant contribution to our understanding of Internet gaming addiction as a chronic neurobiological disease requiring professional care and adequate treatment. 135

Gaming addiction: clinical diagnosis

Following nearly two decades of research, the American Psychiatric Association has now officially recognized Internet Gaming Disorder as a condition that requires consideration by clinicians and researchers. In June 2013, Internet gaming disorder appeared in the appendix of the updated version of the Diagnostic and Statistical Manual for Mental Disorders (DSM-5) for the first time. 70 It stands alongside the only other behavioral addiction, ie, pathological gambling, situating it clearly within the diagnostic category of Substance-Related and Addictive Disorders. Internet gaming disorder has pulled ahead of other behaviors that can become addictive, such as exercise, 136 , 137 work, 138 and shopping. 139

Up until now, researchers have understood Internet addiction or Internet gaming addiction as similar to either impulse control disorders in general or pathological gambling specifically, 140 – 142 substance dependence, 33 , 38 or a combination of the two. 143 , 144 This has led to the development of multiple psychometric instruments, each measuring different aspects associated with Internet gaming problems and addiction. 144 – 153 The multiplicity of conceptualizations used for Internet gaming addiction have led to a diagnostic conundrum leading some researchers to question its existence, 29 and have called for commonly agreed upon criteria which increase reliability across studies and advocate adequate and efficacious treatment. 15

Under the new DSM-5 framework, Internet gaming disorder refers to the “persistent and recurrent use of the Internet to engage in games, often with other players, leading to clinically significant impairment or distress as indicated by five (or more) [criteria] in a 12-month period”. 70 The diagnostic criteria are a preoccupation with gaming, withdrawal symptoms, tolerance (ie, spending more time gaming), lack of control, loss of other interests, use despite negative consequences, deception, mood modification, and losing a relationship, job, and similarly important aspects of life. 70 From a public health perspective, an official diagnosis of Internet gaming addiction is necessary for a number of reasons. First, it will encourage individuals who suffer from associated symptoms to ask for professional help, decreasing morbidity rates, hospitalizations, and potential legal and medical problems. 30 Second, the diagnosis may decrease barriers to care and stigmata with regards to public perception of problematic Internet and gaming use. Third, the diagnosis will support research efforts. 134 Fourth, a diagnostic category will provide the necessary incentive for health care and insurance providers to develop, test, and finance adequate treatment. Ultimately, individuals who require professional care because of substantial distress, suffering, and individual impairment must be helped in an appropriate way. 74 Accordingly, an official diagnosis of Internet gaming addiction is critical for a number of reasons, further emphasizing the need to fully acknowledge and utilize it.

The aim of this review was to provide an insight into current perspectives on Internet gaming addiction using a holistic approach encompassing gaming appeal, context, neuroimaging research, and the diagnostic framework adopted for Internet gaming addiction. It has been shown that Internet gaming has gained increasing popularity since the new millennium, and has led to a substantial growth of the gaming industry and the player fan base. MMORPGs have further been highlighted as offering a wide variety of incentives for players to initiate and maintain playing because they satisfy a variety of needs and tailor to various gaming motives relative to alternative online game genres. Some of these motives, especially escapism, the game’s mechanics, achievement and socializing have been found to be indicative of gaming addiction, 5 suggesting that MMORPGs are more addictive than other offline and online games. 15

This review further shows that until now few studies have investigated the gaming context. Therefore, the context of the individual, the game and gaming environment, and the broader framework of culture are specifically addressed. It has been shown that the individual’s context is a significant factor that marks the dividing line between excessive gaming and gaming addiction. 71 Moreover, it has been emphasized that gaming cannot simply be medicalized if done in excess, but it must be understood from within the context of gaming and the meanings the individual attaches to it. 72 The game context can gain particular importance for players, depending on their life situation and gaming preferences, including the enactment of heroic tales as well as the re-embedding in a (virtual) cultural context that differs from the players’ real-life context. Ultimately, this may lead to a retreat from real life for some individuals. 6 In addition to this, the cultural context is significant because it embeds the gamer in a community with shared beliefs and practices, endowing their gaming with particular meaning. If gaming is used to compensate for lack of success and relationships in real life and to dissociate from real life, Internet gaming addiction can be the consequence. 73 In this context, the “disease” model of addiction can be viewed from the perspective of diseases other than those based on Mendelian genetic mutations or other simple biologically determined pathways. Cardiovascular diseases or adult onset diabetes appear as better models/prototypes for Internet gaming addiction, because these are medical conditions where lifestyles and experiences systematically reshape the body and thus “get under the skin”. That is, the cultural context can become the disease (here addiction) through repeated experiences. Alternatively, cultural norms related to how acceptable game-play is might structure the appeal of the game, which in turn promotes addictive play patterns, which would not be the case in places without such norms.

The cited neuroimaging studies of Internet gaming addiction and associated changes in brain structure and function furthermore correspond with the research domain criteria developed by the National Institute of Mental Health 88 because they emphasize a move away from phenomenology to focus on pathophysiology for clinical diagnosis. Internet gaming addiction was found to share similarities with other addictions, including substance dependence, at the molecular, neurocircuitry, and behavioral levels. These similarities include altered dopaminergic and neuronal activity and brain morphometry, as well as deficient impulse control, behavioral inhibition, and general cognitive functioning. However, there are no known biomarkers of Internet addiction at this point in time. Indeed, there are no known biomarkers of any mental disorder. Ever since Kraepelin, 154 and thus for a century, psychiatrists have been searching to understand mental disorders as underlying physiological diseases, providing an additional incentive to continue research on the neurobiological underpinnings of mental health problems, including Internet gaming addiction.

The findings provide support for the current perspective of understanding Internet gaming addiction from a disease framework. 128 , 134 The dependence classification adopted in previous classification systems 74 , 155 is stigmatizing to patients who require medication because dependence refers to a normal physiological response to the use of a substance (including medication) which, when discontinued, can lead to withdrawal symptoms. 74 The term addiction, on the other hand, denotes a chronic neurobiological disease, 135 which is less stigmatizing because it does not suggest that patients who require medication become “addicted” to their required psychopharmacological treatment. 156 Addiction, unlike dependence, leads to compulsively pursuing rewarding behaviors irrespective of associated biological, psychological, and social problems. 135 Ultimately, the current research base on Internet gaming addiction has led the American Psychiatric Association 70 to include Internet gaming disorder in the appendix of the DSM-5 as the second behavioral addiction alongside pathological gambling, suggesting that the problem is taken seriously. The benefits of such a diagnosis include comparability across research, destigmatization of individuals, development of efficacious treatment, and creation of an incentive for public health care and insurance providers. Once the behavioral problem has an official code, it is worthy of being taken seriously and treated adequately.

However, research concerning the natural course of Internet gaming addiction, the most appropriate interventions, and large-scale epidemiology is scarce, 157 suggesting that more work needs to be done to understand this behavioral problem more fully. King and Delfabbro 158 further question the blurring of the boundaries between Internet addiction and video gaming addiction, as this may “promote further confusion”. Instead, they advocate a conceptualization of Internet addiction which incorporates various subtypes of online behavior, and establishing a diagnostic category of “video gaming disorder” which applies to both online and offline gaming addiction. Ultimately, however, King and Delfabbro 158 concede that the research diagnosis has sparked discussion regarding the nature of behavioral addictions, which testifies to a move away from acknowledging substances only as potentially addictive, and to broaden our understanding of addiction in general.

Moreover, there appear to be problems with regards to the criteria for Internet gaming disorder adopted by the DSM-5 taskforce. Starcevic 29 points out that there exists a debate of whether tolerance is a valid criterion as researchers have validated scales on problematic video game use 159 and compulsive Internet use 160 that do not contain tolerance as a symptom, and some question whether tolerance is a factor involved in gaming. 44 This exemplifies the intricacy of measuring Internet gaming addiction, particularly in light of the reliability of studies as well as the equivalence of findings across studies. Based on these issues, Starcevic 29 recommends the following research approaches: understand when online gaming can be considered a mental disorder; study risk factors and comorbidities, and its position as primary or secondary condition; test a continuum of video gaming problems and video gaming disorder; and revisit its classification as “addiction” rather than an impulse control disorder. 161 Moreover, Pies 134 specifies further that only if the following criteria are satisfied, the condition would qualify to be understood as disease: identify a pattern of genetic transmission; understand its etiology, pathophysiology and/or pathological anatomy; and its course, prognosis, stability, and response to treatment. The current review indicates that research on Internet gaming addiction is on its way to fulfilling these requirements. In terms of understanding the context of Internet gaming addiction, more research is necessary.

Limitations, implications, and suggestions for future research

This review has shown that research on Internet gaming addiction has increased in quality and quantity, particularly over the last decade. Future research is required to overcome the limitations of current research, including closer scrutiny of gaming context (including the individual, game, and culture) and the direction of the relationship between Internet gaming addiction, as well as neuroanatomical and neurochemical changes. Specifically, the following research question requires further exploration: How do individual, game-related, and cultural factors contribute to the etiology, phenomenological experience, and treatment approaches of Internet gaming addiction? Furthermore, the causality of the relationship between neurobiological alterations and neurostructural abnormalities and Internet gaming addiction symptoms should be explored. The further exploration of these issues will enhance our understanding of this potential mental health concern. Moreover, a solid and unequivocal research base will enable the American Psychiatric Association and the World Health Organization to include Internet gaming addiction as an actual diagnosis in their diagnostic systems, which will in turn facilitate future research endeavors as well as clinical parlance.

The context appears crucial to the meaning of the game for the player, and is influenced by individual characteristics, the gaming culture, and the broader society that gamers are situated in. Ultimately, this will allow for developing treatment approaches which can be tailored to different individuals and meet idiosyncratic needs most effectively. The reviewed literature can inform procedures for improving the current treatment of Internet gaming addiction because it puts an emphasis on exploring the life and cultural context of the individual. In terms of neuroimaging studies, the reviewed empirical research has revealed associations between excessive online gaming and alterations in brain structure and function associated with substance addictions. However, understanding the direction of this relationship is crucial because it will provide invaluable insights into the etiology of Internet gaming addiction as well as its status as a primary or secondary disorder. In terms of treatment, establishing the treatment seeker’s most pressing present problem will allow an efficient and efficacious treatment plan to be developed and structuring of treatment sessions. Overall, this literature review suggests that targeting pathogenic neurobiological mechanisms and associated neurological and neurochemical alterations only does not suffice when the clinician’s goal is to alleviate the individual’s idiosyncratic problems. It indicates that Internet gaming addiction must be viewed from a holistic perspective, integrating the neurobiological, individual, game-related, and cultural factors contributing to pathogenesis and symptom experience.

The present review of current perspectives on Internet gaming addiction has shown that research has progressed significantly over the last decade, leading to a larger evidence base which includes important findings from neuroimaging research. Further, it indicates that contextual factors play an important part in our understanding of Internet gaming addiction as a holistic phenomenon. It is suggested that an official diagnosis of Internet gaming addiction must regard embedding of the problematic behavior within the context of the individual, the game, and gaming practices, as well as the broader sociocultural environment as the meaning of the gaming behavior derives from its context. The holistic approach adopted here not only highlights empirical research that confirms neurobiological correlates of Internet gaming addiction and establishment of a preliminary diagnosis, but also emphasizes the need for an indepth understanding of meaning, context, and practices associated with gaming. Ultimately, a holistic understanding will benefit individuals who seek professional help for problematic online gaming as treatment approaches become more targeted and consequently more efficacious.

The author reports no conflicts of interest in this work.

Andrew Fishman LCSW

The Argument for Video Game Addiction

Some research suggests video games can be addictive..

Updated August 10, 2023 | Reviewed by Tyler Woods

  • What Is Addiction?
  • Find counselling to overcome addiction
  • Video games use psychological tricks to be habit-forming.
  • Self-professed "gaming addicts" report similar experiences to people addicted to other substances.
  • Video game playing is associated with less brain activity in certain regions.
  • Video games appear to be addictive, so "gaming disorder" may meet the criteria for an official diagnosis.

This is half of a pair of articles that highlight the evidence for and against the existence of video game addiction . Read the counter-argument here .

In 1982, three psychiatrists warned of a new concern, which they named Space Invaders Obsession . They had observed three men in their 20’s and 30’s whose time spent playing the popular arcade game was undermining their personal relationships. Mental health professionals worldwide noted similar patterns in their clients for the next several decades.

As a result of these reports and accompanying research, the World Health Organization added “Gaming Disorder” to the list of recognized health conditions in 2019. Although this inclusion was controversial, it reflected a growing understanding of the harm which video games can cause.

Consumer psychology

Many popular video games are intentionally designed to be habit-forming. Psychologists at major game studios frequently replicate strategies from the gambling and retail industries to ensure that players keep coming back.

For example, people are easily fooled into believing that they were very close to winning a game of chance. When McDonald’s releases Monopoly pieces, customers must complete a set of three tokens to win a prize. Random tokens accompany many of the food items. Anyone who acquires all three could win a car, one million dollars, or other sizable prizes. For the biggest prizes, McDonald’s prints a flood of the first two tokens and only a few of the third.

This means that, in practice, the prize would go to whomever found the third, rare token. However, consumers who had gathered the first two tokens in the set assumed that they were close to winning and therefore were motivated to continue buying McDonald’s food. They were not close to winning, but they felt they were.

Slot machines also use this strategy; the first two of the spinning wheels usually contain many iterations of the winning icons, but the third has very few. This results in many “near misses,” which excite us and make us more likely to keep playing . If all three wheels were distributed evenly, the game would not be as thrilling.

Video games use similar mechanics. For example, on-screen roulette wheels often do not actually represent the game’s programming. When players spin a virtual wheel, the animation is likely to show the needle almost lining up with a winning segment. In reality, the game simply selects a random number, decides that the player has lost, then plays an exciting animation to convince them that they were very close to winning. This keeps players coming back.

The “near miss” is just one of many strategies developers use to keep players engaged. Others include:

  • Chasing: “You just lost some money; you should keep playing to get it back.”
  • Entrapment: “You might be about to win. If you leave, you could miss a huge reward.”
  • Fear of missing out: “This special helmet is only available for the next three days,” or, “This deal only lasts for two more hours.”
  • Exclusivity: “We only produced 10,000 of this cool, golden sword; you will miss it if you don’t buy it now.”

Although most consumers are aware of these tricks, they influence our decisions without our conscious knowledge or consent. This is especially true for children and adolescents.

Neurological Differences

Our brains do not finish developing until around age 25. Because of this, young people’s more pliable brains are particularly susceptible to the gaming industry’s tricks. In fact, studies suggest that playing fast-paced video games can actually change our brains’ structure. Several studies have found that people who play internet games have less gray matter in regions of the brain responsible for impulse control, attention , emotional regulation , among others.

Critics of these studies note that they are correlative, not causal. They argue that the studies have not demonstrated that the video games caused these changes, only that these changes are observed in people who play games. People with less self-control , ability to focus attention, regulate emotions, etc. might simply be more drawn to video games than those with more of each.

are video games addiction essay

However, recent studies have found more compelling evidence for a causal link. Half of the participants in one study were instructed to spend ten hours playing violent video games over a period of one week, then refrain from playing for a second week. After the first week, those who had played violent video games showed less activity in areas of the brain responsible for controlling emotion and aggression . After a week of abstaining from gaming, these observed changes reduced significantly. Although the study included only 22 subjects, the research provides some evidence that video games do contribute to changes in brain functioning.

Financial Difficulty

These strategies sometimes cost players more money than they can afford. More than 95 percent of players never spend money on optional purchases. However, the players who do spend money on otherwise free games spend so much that they subsidize the game for everyone else. Developers compete for these “whales”—an industry term for gamers who spend the most money on free-to-play games.

Some whales are wealthy enough that they can easily afford to spend a few thousand dollars on a hobby. However, the allure of in-game purchases is so strong that some choose to buy items in a video game instead of paying rent or buying food.

Whales often use similar language to those with a gambling addiction to explain their purchases: "I had this unbeatable rush of adulation and excitement. For someone who didn't get out much, I was on cloud nine. And at that point things changed—I started chasing that high.” “There were nights where I'd be up until 3am, drinking beer and playing Team Fortress and chasing those silly hats with purple text, ignoring the gambler's fallacy and swearing that if I dropped another $50 I'd be sure to win this time.” “I'm in a position where I'm living paycheck to paycheck for the moment as the result of that spending—beyond incurring overdraft for my rent.”

In my therapy practice, I frequently counsel people who were failing classes or have dropped out of school as a result of their gaming. They report that they were unable to balance video games, homework, and class attendance. They felt so compelled to continue playing that they also regularly skipped meals and in-person social events. When describing why they are seeking treatment, some have told me that they had done nothing in the preceding weeks except sit in front of a computer and play their favorite game.

Some report that they have tried and failed to quit numerous times. One man told the New York Times that he disassembled his computer and hid the pieces in different boxes in a desperate attempt to get work done. He reassembled it a month later when he found it too difficult to stay away from the game. Others worry about “missing out” so much that they play mobile games while driving .

Many researchers note that some also experience difficulty sleeping , dehydration, malnutrition, irritability, depression , and even seizures as a result of playing for long periods of time.

International Response

As a result of these reports, video game overuse or addiction has become a major concern for many organizations and countries. In 2006, South Korea declared internet addiction to be the most significant health problem for young people . The country enacted a controversial “shutdown” law in 2011, which prohibited children from playing between midnight and 6am. The law was repealed in 2021 and replaced by a "choice permit" system, which empowers parents to decide when to limit their children's game time.

Some governments have proposed or made sweeping changes to protect children from games. China’s government banned all minors from playing video games on weekdays and restricted play to one hour per day Fridays, Saturdays, and Sundays from 8 to 9pm. American Senators Josh Hawley and Chris Lee have both proposed legislation banning children from accessing randomized rewards for purchases within games. Although this legislation was not enacted, it reflects growing concern within the United States government. Several countries have already enacted laws regulating randomized rewards, to varying degrees.

Video Games Can Be Addictive

The vast majority of gamers do not meet the criteria for a diagnosis of “gaming disorder.” For most, video games are a source of social connection , relaxation , and fun.

However, a very small percent of gamers do experience significant harm due to the games they love. Even though they face significant social, financial, and health-related problems, they report that they cannot stop playing without help.

People are considered “addicted” to a substance or behavior like gambling when it causes significant harm to them and they cannot quit without help. This is what self-professed gaming addicts report: they are unable to stop despite harm to their relationships, financial and job security, and other aspects of their life.

The Diagnostic and Statistical Manual (DSM-5) is the book mental health professionals use to diagnose clients. The DSM-5 categorizes gaming disorder only as a “condition for further study.” It may be formalized as an official diagnosis in the future.

This has led a number of clinics and rehabilitation facilities to specialize in treating video game addiction. Each reports great success helping people regain control over their lives and break free from technology’s grip. Although many of these reports have not been independently validated, they align with anecdotal reports of mental health professionals helping patients reduce their use of video games.

In short, video games have a unique allure. Psychologists and game developers use proven strategies from consumer psychology research to augment their intrinsic appeal, which makes them difficult to turn off. Some gamers report that they cannot put the controller down, even when the games cause them significant harm. Should it not, therefore, be considered an addiction?

CNN staff, CNN Business. (2021, August 31). China bans kids from playing online video games during the week. CNN Business. https://www.cnn.com/2021/08/31/tech/china-ban-video-games-minor-intl-hn…

Fishman, A. (2019, January 22). Video games are social spaces. Psychology Today. https://www.psychologytoday.com/us/blog/video-game-health/201901/video-…

Fishman, A. (2019, May 14). The Protecting Children from Abusive Games act. Psychology Today. https://www.psychologytoday.com/us/blog/video-game-health/201905/the-pr…

Fishman, A. (2019, December 12). "Gotta catch 'em all": How random-number generators make video games addictive. Psychology Today. https://www.psychologytoday.com/us/blog/video-game-health/201912/gotta-…

Fishman, A. (2020, February 6). 5 ways video games can help with stress and mindfulness. Psychology Today. https://www.psychologytoday.com/us/blog/video-game-health/202002/5-ways…

Flunger, R., Mladenow, A., & Strauss, C.. The free-to-play business model. In: Indrawan-Santiago, M., Salvadori, I.L., Steinbauer, M., Khalil, I., Anderst-Kotsis, G. (eds.) The 19th International Conference on Information Integration and Web-based Applications & Services (iiWAS). ACM Conference Proceedings Series, 2018. Retrieved from https://www.researchgate.net/publication/322234515_The_Free-to-play_Bus…

Hardawar, D. (2021, August 25). South Korea to end its controversial gaming curfew. Engadget. https://www.engadget.com/south-korea-gaming-shutdown-law-end-163212494…

Jabr, F. (2019). Can you really be addicted to video games? (2019, October 22). The New York Times Magazine. https://www.nytimes.com/2019/10/22/magazine/can-you-really-be-addicted-…

Karlsen, F. (2010). Addiction and randomness: A comparative analysis of psycho-structural elements in gambling games and massively multiplayer online role-paying games. In U. Carlsson (Ed.) Children and Youth in the Digital Media Culture. Retrieved from https://www.researchgate.net/publication/272677969_Addiction_and_Random…

Reid, R.L. (1986). The psychology of the near miss. Journal of Gambling Behavior, 1986 (2). Retrieved from https://www.stat.berkeley.edu/~aldous/157/Papers/near_miss.pdf

Rose, M. (2013, July 9). Chasing the whale: Examining the ethics of free-to-play games. Game Developer. https://www.gamedeveloper.com/business/chasing-the-whale-examining-the-…

Ross, D.R., Finestone, D.H., & Lavin, G.K. (1982). Space Invaders Obsession. JAMA. 1982;248 (10). Retrieved from https://jamanetwork.com/journals/jama/article-abstract/377399

Saunders, J.B., Hao, W., Long, J., King, D.L., Mann, K., Fauth-Buhler, M., Rumpf, Hans-Jurgen, Bowden-Jones, H., Rahimi-Movaghar, A., Chung, T., Chan, E., Bahar, N., Achab, S., Lee, H.K., Potenza, M., Petry, N., Spritzer, D., Ambekar, A., Derevensky, J...& Poznyak, V. (2017). Gaming disorder: Its delineation as an important condition for diagnosis, management, and prevention. Journal of Behavioral Addictions, 6 (3). Retrieved from https://akjournals.com/view/journals/2006/6/3/article-p271.xml?body=pdf…

Straub, N. (2020, October 5). Every country with laws against loot boxes (& what the rules are). Screen Rant. https://screenrant.com/lootbox-gambling-microtransactions-illegal-japan…

Tassi, P. (2018, February 13). EA, Activision and others should be afraid of Hawaii's new loot box bills. Forbes. https://www.forbes.com/sites/insertcoin/2018/02/13/ea-activision-and-ot…

Wang, Y., Hummer, T., Kronenberger, W., Mosier, K., & Mathews, V. (2011) One week of violent video game play alters prefrontal activity. Radiological Society of North America 2011 Scientific Assembly and Annual Meeting, November 26 - December 2, 2011 ,Chicago IL. Retrieved from https://archive.rsna.org/2011/11004116.html

Weinstein, A., Livny, A., & Weizman, A. (2017). New developments in brain research of internet and gaming disorder. Neuroscience & Biobehavioral Reviews, 75. Retrieved from https://www.sciencedirect.com/science/article/abs/pii/S0149763416302925

World Health Organization (2020, Oct. 22). Addictive behaviours: Gaming disorder . https://www.who.int/news-room/questions-and-answers/item/addictive-beha…

Andrew Fishman LCSW

Andrew Fishman is a licensed social worker in Chicago, Illinois. He is also a lifelong gamer who works with clients to understand the impact video games have had on their mental health.

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15.9 Cause-and-Effect Essay

Learning objective.

  • Read an example of the cause-and-effect rhetorical mode.

Effects of Video Game Addiction

Video game addition is a serious problem in many parts of the world today and deserves more attention. It is no secret that children and adults in many countries throughout the world, including Japan, China, and the United States, play video games every day. Most players are able to limit their usage in ways that do not interfere with their daily lives, but many others have developed an addiction to playing video games and suffer detrimental effects.

An addiction can be described in several ways, but generally speaking, addictions involve unhealthy attractions to substances or activities that ultimately disrupt the ability of a person to keep up with regular daily responsibilities. Video game addiction typically involves playing games uncontrollably for many hours at a time—some people will play only four hours at a time while others cannot stop for over twenty-four hours. Regardless of the severity of the addiction, many of the same effects will be experienced by all.

One common effect of video game addiction is isolation and withdrawal from social experiences. Video game players often hide in their homes or in Internet cafés for days at a time—only reemerging for the most pressing tasks and necessities. The effect of this isolation can lead to a breakdown of communication skills and often a loss in socialization. While it is true that many games, especially massive multiplayer online games, involve a very real form of e-based communication and coordination with others, and these virtual interactions often result in real communities that can be healthy for the players, these communities and forms of communication rarely translate to the types of valuable social interaction that humans need to maintain typical social functioning. As a result, the social networking in these online games often gives the users the impression that they are interacting socially, while their true social lives and personal relations may suffer.

Another unfortunate product of the isolation that often accompanies video game addiction is the disruption of the user’s career. While many players manage to enjoy video games and still hold their jobs without problems, others experience challenges at their workplace. Some may only experience warnings or demerits as a result of poorer performance, or others may end up losing their jobs altogether. Playing video games for extended periods of time often involves sleep deprivation, and this tends to carry over to the workplace, reducing production and causing habitual tardiness.

Video game addiction may result in a decline in overall health and hygiene. Players who interact with video games for such significant amounts of time can go an entire day without eating and even longer without basic hygiene tasks, such as using the restroom or bathing. The effects of this behavior pose significant danger to their overall health.

The causes of video game addiction are complex and can vary greatly, but the effects have the potential to be severe. Playing video games can and should be a fun activity for all to enjoy. But just like everything else, the amount of time one spends playing video games needs to be balanced with personal and social responsibilities.

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All About Gaming Disorder

are video games addiction essay

Playing video games can be an immersive hobby. But if gaming interferes negatively with your life, you may have internet gaming disorder.

As a gamer, it’s easy to find yourself spending hours playing one of your favorite video games, from World of Warcraft and Fortnite to Candy Crush. But there’s a difference between gaming as a fun, enriching hobby and excessive gaming that negatively impacts your life.

The latter is known as internet gaming disorder (IGD). Knowing the symptoms of this compulsive behavior can ensure that your hobby is healthy and not potentially problematic.

Is video game addiction real?

Gaming disorder is a mental health condition that involves compulsive playing of video games that significantly interferes with your ability to function in important areas — like school, work, or personal life — over an extended period.

The World Health Organization (WHO) recognized internet gaming disorder as a diagnosable mental health condition in its International Classification of Diseases, 11th Revision (ICD-11) in 2018.

Internet gaming disorder is also the only behavioral addiction, or “excessive behavioral pattern,” listed under section III of the Diagnostic and Statistical Manual of Mental Disorders, 5th Edition (DSM-5) . IGD is considered a non-substance-related addiction disorder and a subtype of internet addiction disorder.

The DSM-5 does not classify IGD as a formal diagnosis, though, due to the current lack of evidence to support it as a unique condition.

There isn’t a consensus among clinicians and researchers around gaming disorder or the DSM-5’s diagnostic criteria. There’s an ongoing debate over what the line separating highly-engaged gaming and problematic gaming should be and whether IGD pathologizes normal teen behavior.

Some academic commentary calls the criteria laid out by the DSM-5 both constraining and lacking clarity.

But this doesn’t make it any less valid for those who live with obsessive and overwhelming compulsions to play video games.

In fact, it can feel just as real as any other addiction, says psychotherapist Hanly Banks Callahan, LPC, MA of The Zilker Center , a teen mental health center that primarily focuses on gaming disorders. “It can prevent people from doing daily tasks, hold jobs, relationships, and really consume them.”

Gaming disorder symptoms: WHO and DSM-5

In the WHO’s ICD-11 and the American Psychiatric Association’s DSM-5, internet gaming disorder is characterized by the following behaviors, lasting 12 months or longer:

  • lack of control over time spent gaming
  • prioritizing gaming over other interests, important tasks, and daily responsibilities
  • continued or escalated gaming despite negative consequences
  • significantly impaired functioning in personal, family, social, work or school life
  • denying or concealing gaming habits or amount of time spent playing
  • using video games to escape negative emotions

If the above symptoms are severe, the ICD-11 says a diagnosis can be made sooner than 12 months. The ICD-11 also notes that gaming behavior can be online or offline — one of the points some clinicians and academics call confusing.

According to Olivia Grace, a clinical psychologist who specializes in therapy for video game addiction at The Mindful Gamer , other symptoms of internet gaming disorder include:

  • obsessive thinking about video or internet games
  • loss of interest in other hobbies or activities
  • poor work performance and strained relationships
  • poor concentration or motivation
  • lack of social engagement outside of gaming communities
  • symptoms of anxiety or depression
  • decline in physical health and hygiene
  • digital eye strain or repetitive strain injuries

Grace adds that someone with IGD may not exhibit all of these symptoms, and they may vary in intensity for different people. But “if compulsive gaming is having a significant negative impact on their life, then it may be time to take action.”

Connection to mental health and other effects

A 2012 literature review found evidence that excessive gaming is associated with various mental health conditions, including:

  • attention deficit hyperactivity disorder (ADHD)
  • obsessive-compulsive disorder (OCD)

It’s unclear whether gaming disorder causes these mental health conditions or vice versa.

Some people may use video games as a coping method to help them deal with the symptoms of a primary diagnosis, like anxiety or depression. In these cases, effective treatment for the primary mental health conditions may improve any issues that arise around gaming.

The 2012 review also looked at neuroimaging studies on IGD and found excessive gaming increased brain activity in regions typically associated with addiction. It also concludes that IGD might cause neuroadaptation, meaning brain structure and function changes.

A 2017 study indicated that transgender people who engage in problematic gaming are typically younger, with depression and interpersonal problems.

Poor mental health is also commonly associated with gamers who meet the criteria of IGD compared to gamers who don’t meet the compulsion threshold, according to a 2021 study . But as with related mental health conditions, it’s not clear if there’s a cause and effect.

Potential causes

Several factors can cause gaming to go from hobby to compulsion — or internet gaming disorder:

Dopamine desensitization

It’s not so much the games that are addictive but the act of playing (and its effect on our brains). This is because video games are extremely stimulating and cause high levels of dopamine to release when playing.

Grace explains that this increased dopamine feels good to the gamer in the moment but can lead to their brain receptors becoming desensitized after time. “So they must play more for longer hours to feel the same level of satisfaction they once used to.”

Gamers often play to escape stress or distract themselves from other tough emotions or real-life problems. “Gaming has the unique ability to immerse an individual and distract them from these sensations from the comfort of their own home,” says Grace.

“When [people with compulsions] can’t deal with their negative emotions, they get overwhelmed and resort to playing video games again, and the cycle continues,” she says, noting that this escapism can exacerbate existing issues.

Escapism is seen in both highly-engaged and problematic gaming and isn’t necessarily a harmful coping strategy. A 2016 study found that escapism can be a positive coping mechanism, providing a forum to relieve stress and build self-confidence.

Sense of belonging

Multiplayer gaming is a great way to build communities and virtually connect with like-minded people. This is especially true if you’re naturally introverted or feel anxious in offline social settings.

“As humans, our need for social interaction has to be satisfied, and video games offer this without having to meet face to face,” says Grace. “The anonymity of interacting online makes it very appealing to those who are shy or suffer from social anxiety.”

Identity factors

Gaming disorder can affect folks of all genders and ages. But neuroimaging studies outlined in a 2018 study suggest that males have a genetic predisposition to be more susceptible to compulsive gaming.

“In summary, it explains that the areas of the brain that respond to the addictive qualities of gaming, such as reward-based behaviors, show more activity in males than in females,” says Grace.

Instant gratification

“Video games create challenges that are achievable and consistent, which shortcut and distract us from important goals outside of gaming,” says Grace, noting that humans tend to feel good when finishing tasks.

She explains that gaming can be addictive because we’re instantly gratified for completing these in-game achievements. This reward system ultimately leads to reinforced behavior (e.g., more gaming).

Management and treatment

Support is available for folks with gaming disorder or an unhealthy relationship with gaming.

Working with a therapist can help you find the root cause of obsessive gaming and offer helpful coping skills to better manage compulsions that come up.

A 2018 study suggested that cognitive-behavioral therapy (CBT) can be an effective approach for reducing symptoms among people with gaming disorder.

Mindfulness

For folks with gaming disorder, Grace notes that “a large part of [treatment] is learning to healthily deal with their thoughts so that they can act in a rational way consistent with their values.”

Mindfulness meditation practices can help you cope and develop self-awareness. “The importance of this is to help the gamer to ground themselves in the presence of negative thoughts that lead to gaming or escapism,” she adds.

Gaming breaks

Banks Callahan notes that taking breaks and becoming aware of screen time use are two important keys to healing your relationship with gaming. “Parents, teachers, and teens [also] need to be aware of the mental fatigue and [compulsions] that can come with overuse of screens and gaming.”

Residential programs

Detoxification programs are another long-term recovery option for those whose condition is more severe, where taking breaks may not be an easy task.

“This is a great option if it’s beyond the point of self-control,” says Banks Callahan. “A residential program would benefit in helping to find new outlets, healthier hobbies, and inclusive therapy.”

Internet gaming disorder is a mental health condition recognized in the ICD-11 and the DSM-5, which calls for more research. Whether or not it’s officially labeled as an “addiction” or goes by another name like “problematic gaming,” gaming can become an unhealthy obsession and negatively impact your life.

If you feel a loss of control over how much time you spend playing video games, speak with a mental health professional about whether you have internet gaming disorder.

You don’t have to completely give up the fun and community of gaming to discover more control. Instead, pursue positive options for managing excessive gaming to make sure time spent online and in-person relationships is rewarding.

14 sources collapsed

  • American Psychiatric Association. (2013). Diagnostic and statistical manual of mental disorders (5th ed.). Washington, DC: American Psychiatric Association.
  • Arcelus J, et al. (2017). Video gaming and gaming addiction in transgender people: An exploratory study. https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5572994/
  • Banks Callahan H. (2021). Personal interview.
  • Blasi, et al. (2019). Problematic video game use as an emotional coping strategy: Evidence from a sample of MMORPG gamers. https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7044601/#B8
  • Bowditch L, et al. (2018). Do coping strategies moderate the relationship between escapism and negative gaming outcomes in World of Warcraft (MMORPG) players?  https://www.sciencedirect.com/science/article/abs/pii/S0747563218301948
  • Dong G, et al. (2018). Gender-related differences in neural responses to gaming cues before and after gaming: implications for gender-specific vulnerabilities to Internet gaming disorder. https://academic.oup.com/scan/article/13/11/1203/5110390
  • Grace O. (2021). Personal interview.
  • Kristensen J, et al. (2021). Problematic gaming and sleep: A systematic review and meta-Analysis. https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8216490/
  • Kuss DJ, et al. (2012). Internet and gaming addiction: A systematic literature review of neuroimaging studies.  https://www.mdpi.com/2076-3425/2/3/347/htm
  • Kuss DJ, et al. (2017). Chaos and confusion in DSM-5 diagnosis of Internet Gaming Disorder: Issues, concerns, and recommendations for clarity in the field. https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5520132/
  • Kuo A, et al. (2016). Brave new World of Warcraft: A conceptual framework for active escapism. https://www.emerald.com/insight/content/doi/10.1108/JCM-04-2016-1775/full/html
  • Starcevic, V. (2017). Internet gaming disorder: Inadequatediagnostic criteria wrapped in a constraining conceptual model https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5520112/
  • Stevens M, et al. (2019). Cognitive-behavioral therapy for Internet gaming disorder: A systematic review and meta-analysis. https://pubmed.ncbi.nlm.nih.gov/30341981/
  • Zastrow M. (2017). News Feature: Is video game addiction really an addiction? https://www.pnas.org/content/114/17/4268

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Video Games Addiction: Is It Real? Research Paper

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There have been increased cases of people being addicted on video games. A video game can be defined as the electronic entertainment which involves user interface for the purpose of making visual response on a video appliance. Addiction is associated with the need of substance while in some cases a behaviour which someone finds hard to move on without it, where the unavailability to a way out leads to abnormality.

Video game habit which is referred as addiction involves playing and watching video games for the purpose of changing someone’s mood that results to some interference of individual’s responsibilities at the same time distracting personal connection and relationships within the family (Orzack).

There are many debates regarding the video game addiction where some people do not view it as a disorder but the impacts caused by the same cannot be overlooked. The following discussion therefore is inclusive of the behaviours of the video game addicts.

To start with, no one is immune in becoming a video addict. The addicts are known to be self-referred as they do not like distractions once they are playing and watching games. With the current technological improvement, it is hard to do away with computers which are playing significant roles in our lives.

They are therefore found even at our homes where the children can easily access them as a family property, but they have ended up taking over their lives rather serving the intended purpose. There are characteristics which are associated with video addicts such as depression, sense of loneliness, people who are always afraid of what the outside world holds for them, running away from family conflict; basically people who find hard to do anything once they start playing a game.

For most addicts, playing video games is just a normal exercise during a day. They actually argue that video games are just as good for consoling, thus being in a position to manage several demands of life such as school workloads. The positive effects played by continuous video game access cannot however be overlooked.

Some of the shy children become gregarious by the fact that they become sociable as they are able to maintain friends because the games serve as an interactive means while some passive children start becoming more active (Schlimme). When the aggression however takes place or tremendous change of behaviours mostly on the negative perspective then the child is believed to be addicted.

Many debates have risen concerning excessive video gaming where some believe it is not a problem at all to be considered as an addictive behaviour. The behaviour is however not accepted due to the consequences that accompany it. This behaviour is viewed as symptom that has resulted from another problem.

Other addictions are also reported to be also symptoms of other problems such as alcoholism addiction due excessive stress and depression. Gaming addiction is known to serve two aspects of what addiction entails. For one to be addicted to certain behaviour, the activity in reverence to that behaviour must either be positively strengthening the addict or else negatively strengthening (Turner, Griffiths and Wood).

Video addiction is often associated to the pathological gambling. In this they find hard to control the habit. As a result of it, many of the addicts are reported in becoming rebellious, getting angry very quickly and tending to a dangerous emotional set up where one becomes emotionally closed. A relevant case to these symptoms is well explained in a 16 years teen whom the parent could not control the behaviours.

These behaviours often start as a good thing thus no harm that can easily be experienced at early stages. But as the time progressed, the teen found watching video game as a solace when he was faced by difficulties (Tournemille). This is a turn where one always runs away from the reality into the virtual realism. There are also cases of withdrawing from the collective living where one always uses most of his free time on video game hence having no time to interact with others.

Schooling becomes a problem as the addicts perform poorly in their class work by the fact that it is even hard for them to do homework or revision while video games steals away such important time to do such important activities of life. Health problems are among the negative effects on the video game addicts by the fact that they spend less time to rest, which involves sleeping while playing video games; the condition affects much of their health.

There are health problems related to lack of sleep like obesity and increase of blood sugar just to name a few where in some instances they forget to take their medication. They portray at least six symptoms which are related to pathological gambling (Jones, Ferlazzo and Gentile). A pathological disorder is associated with the harming caused by an act of doing something excessively, where the normal functioning is distorted which does not mean the act of doing it a lot although there is some relationship on the same.

Violence in children and teens is a common behaviour which is believed to have its roots on video games. Out of playing violent games, many results putting into practice of what they do into the real world. In terrorism war games, there are tactics which terrorists employ in the act where the addicts try to use the same tactics first as a way of entertainment to others but the behaviours certainly change from what looked as a joke into seriousness.

The violence is sometimes turned towards the parents as they try to instill the right behaviours and actions. The games are only played by electronic devices but the removal of these devices may not be the actual solution to the problem. When this happens, the situation is otherwise aggregated where some end up moving away from home searching for access of the electronic devices.

The worst of the behaviour is where the addicts are involved in stealing in order to have money for purchasing video games as well as shoplifting video games themselves when they do not have money. Them that are said to be addicted on gaming are said to have no problem to the access of computers and televisions. Technological involvement in schooling where the children are required to use internet as they do their homework, has also amplified gaming.

Excessive luxuries where there are availabilities of televisions even in the bedrooms cannot be under looked as one of the major contributor to gaming addiction. Boys are more likely to be addicted to gaming than the girls by the fact that girls are much involved in household cores as compared to boys (Gentile).

There is however regrets that come out of the consequences of the much time spent on video games. When the family relationships are weakened beyond limit, they become hard to restore them up. This further leads to loneliness and the worst part of it, is when there are results of life time loneliness. One man was reported to have separated with his wife and children where he regretted the kind of life without the love of them that he considered to be close (Garsys).

There are other disorders which are related to the addiction. Many are said to portray anxiety disorders and depression such that the only solution to them is being on computer. Some of them are also said to be hyperactive while others paying less attention to the instructions given, thus failing to do what is expected of them.

There is a need for the treatment to the problem. The most challenging part is that computers play a very significant role in daily lives thus someone cannot talk of eradicating them which could be the best treatment if it were possible. There is a need therefore of learning various ways of living with computers.

There has never been any reported cases of the addiction being criminalized, thus it becomes hard to convince someone that he is an addict. Responsible use of computers is one of the effective treatments, but the question lies on how to go about it. Gamers therefore need to be made to understand that it is as if they hold powerless positions as a result of their addiction while encouraging them to get more involved in real life experiences rather than online fantasies (Clark).

There is a necessity to provide direct emotional treatment to the addict who are said to experience serious disruptions in their every day livelihood. These people may not be aware whether they are addicted, where they might feel that as one tries to help them, he or she is interfering with their own lives. A lot of understanding is therefore needed, acknowledging that this is a disorder like any other as much condemning to the behaviour, is more likely to worsen the situation.

There are others who may not be addicted but they are directly or indirectly affected by the behaviours and outcomes of their close friends, family members, or even workmates. These too need psychological support so as to cope with the problems at hard thus learning different ways to deal and help the addicted persons.

Many outreach programs need therefore to be put into place so as to promote awareness in schools, work places and to the entire society at large. These programs can be in form of counseling programs, undertaking of workshops that provide health services on video addiction treatment and worker support systems. There is only one aim of facing the problem rather than running away from it.

In conclusion, there has been over estimation of the occurrence of gaming addiction which does not support the argument of the non existence of the addiction. Many addicts have in one way or another tried to quite the behaviour but they fail to, despite their determined efforts. Some have even resulted to violence if other people around them tried to stop them.

It is therefore an addiction like any other thus ignoring the problem is not the solution to the behaviour but instead it is a creation of some more room for worsening the addiction (Hartney).

Negative effects are associated to the addiction rather than just time loss by the fact that some have ended up losing their jobs due to poor performance at work places, poor performance in school which leads to school dropouts and the worst of it all are social isolation and decline in health status.

Clark, Amy S. Detox For Video Game Addiction? Web.

Garsys, Linas. Are you addicted to video games? Web.

Gentile, Douglas A. Pathological video game use among youth 8 to 18: A national study. 2009. Web.

Hartney, Elizabeth. What Is Video Game Addiction? Web.

Jones, Steve, Mike Ferlazzo and Douglas Gentile. ISU’s Gentile authors study finding nearly 1 in 10 youth gamers addicted to video games. Web.

Orzack, Maressa Hecht. Q&A with Dr. Orzack: Computer Addiction Services . 1997. Web.

Schlimme, Mary. Video Game Addiction: Do we need a Video Gamers Anonymous? Web.

Tournemille, Dale. First-person shooter: The video gamer’s addiction. Web.

Turner, N., M Griffiths and R Wood. Video game addiction – Is it a “real” disorder ? Web.

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3.2: Cause and Effect Model Essay 1

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Read the essay and answer the questions that follow.

First Name Last Name

Professor Name

Course Name and Number

Day Month Year

Video Game Addiction

(1) Video game addiction is a serious problem in many parts of the world today and deserves more attention. It is no secret that children and adults in many countries throughout the world, including Japan, China, and the United States, play video games every day. Most players are able to limit their usage in ways that do not interfere with their daily lives, but many others have developed an addiction to playing video games. Regardless of the severity of the addiction, many suffer detrimental effects.

(2) One common effect of video game addiction is isolation and withdrawal from social experiences. Video game players often hide in their homes or in Internet cafés for days at a time—only reemerging for the most pressing tasks and necessities. The effect of this isolation can lead to a breakdown of communication skills and often a loss in socialization. While it is true that many games, especially massive multiplayer online games, involve a very real form of e-based communication and coordination with others, and these virtual interactions often result in real communities that can be healthy for the players, these communities and forms of communication rarely translate to the types of valuable social interaction that humans need to maintain typical social functioning. As a result, the social networking in these online games often gives the users the impression that they are interacting socially, while their true social lives and personal relations may suffer.

(3) Another unfortunate product of the isolation that often accompanies video game addiction is the disruption of the user’s career. While many players manage to enjoy video games and still hold their jobs without problems, others experience challenges at their workplace. Some may only experience warnings or demerits as a result of poorer performance, or others may end up losing their jobs altogether. Playing video games for extended periods of time often involves sleep deprivation, and this tends to carry over to the workplace, reducing production and causing habitual tardiness.

(4) Finally, video game addiction may result in a decline in overall health and hygiene. Players who interact with video games for such significant amounts of time can go an entire day without eating and even longer without basic hygiene tasks, such as using the restroom or bathing. The effects of this behavior pose significant danger to their overall health.

(5) In conclusion, the causes of video game addiction are complex and can vary greatly, but the effects have the potential to be severe. Playing video games can and should be a fun activity for all to enjoy. However, just like everything else, the amount of time one spends playing video games needs to be balanced with personal and social responsibilities. Otherwise, the effects can be detrimental in many ways.

Questions about Model Essay 1

  • Highlight the thesis and the concluding sentences. Is this essay about causes or effects?
  • Which transitions and signal words are used to show cause & effect? NOTE: there are various sentence structures featured in this essay.
  • Underline the topic sentences for each body paragraph—those are the sentences that introduce each new subtopic.
  • List the three subtopics of this essay.

Writing fo success citation

Refer back to the essay “Video Game Addiction” and complete the following outline with the missing information.

I. Introduction:

Thesis: Regardless of the severity of the addiction, many suffer detrimental effects.

II. Supporting Topic Sentence 1: One common effect of video game addiction is isolation and withdrawal from social experiences

A. Hiding at home or an internet cafe

B. some interaction in gaming communities but

C. ___________________________

III. Supporting Topic Sentence 2: Another unfortunate product of the isolation that often accompanies video game addiction is the disruption of the user’s career.

A. some people don’t have problems; some do

1. demerits / poor performance

2. ______________________

B. sleep deprivation

1. ______________________

IV. Supporting Topic Sentence 3: ______________________________

___________________________________________________________

A. days without eating

B. _________________

V. Conclusion: In conclusion, the causes of video game addiction are complex and can vary greatly, but the effects have the potential to be severe.

Essay on Video Games Addiction

Addiction to anything happens when it starts being used excessively and when without it something seems incomplete in life. Like the additions of tea and coffee, now people are also getting additions of video games . From morning till night, they have started living in captivity of android phones or laptops. While doing some work, many people are seen playing games on their phones even during a slightest break. Such people are so lost in their world of games that they do not remember their stop in the bus and train or other important works. This situation can be very stressful if not controlled in time.

Although gaming addiction is a new word, there is no difference between it and other addictions. Just like a drug addict needs drug all the time. In the same way in video gaming addiction, one needs to play a video game all the time. If he does not get to play the game, he starts getting restless. People with gaming addiction spend most of their day playing video games. It is not just the youngsters playing big games on the computer but adults are also involved. Younger children and older people may get addicted to it.

Long and Short Essay on Video Game Addiction in English

Order custom essay Essay on Video Games Addiction with free plagiarism report

Here some long and short important essay on video game addiction in English are given into different word limits according to the need and requirement of students. These essays will provide you the specific knowledge of the affects of playing video games.

You will know about the symptoms and adverse effect of playing video games continuously. It is also discussed in the essay on video game addiction that how people get attracted towards them and spent their valuable time on it and get addicted.

You can use the essay on video game addiction in your school assignments on video games or in discussions on the subject with your classmates and teachers. You will also get aware about the facts that how video games leave their good and bad impact on its users.

Essay on Video Game Addiction – 1 (200 Words)

Video game addiction is also known by the term gaming disorder. It is known as an irresistible use of video games that promotes significant imbalance in the various life realms over a long period of time.  Too much indulgence into anything or work leads to addiction. Addiction can ruin the life of any human being, because in this man becomes crazy about the things he is addicted to.

Any kind of addiction causes loss of health, money, relationship and respect for human beings. World Health Organization has described video gaming addiction as a mental disorder.

The common children will enjoy this most, but the truth is that gaming could lead to a level where one can feel lonely and becomes an introvert personality. Instead of playing outside the children have preferred playing games on their electronic gadgets at home.

This makes them physically unfit and it can also cause problems in the eyes. Children who play games tend to talk less to the people around them and in this way they get lonely because they spend most of their time at home with their gadgets.

Children become flabby with this habit and this also causes problems in their careers in future. Many researchers have also revealed that men are more addicted to gaming than women.

Essay on Video Game Addiction – 2 (300 Words)

Excess of anything is harmful. Likewise, if a child plays excessive games on a portable device, such as on a TV, or on a computer, it can affect his/her life. Playing games is a great source of entertainment for children, but its addiction can become very harmful to children’s health. Children who are addicted to video games are affected both emotionally and physically. Gaming addiction not only affects their health but also their studies. In addition, children who are addicted to video games do not participate in any social things.

Children who are addicted to playing games are unable to concentrate and to take interest either in their work or studies. If children play games for a long time, this affects their education very badly. Due to the addiction of playing games, children also face problems in getting good sleep.

Apart from this, due to the addiction of the game, children remain deprive of sleep late nights and can’t sleep for the recommended hours of sleep. Inadequate sleep is harmful to their overall health.

Children who are addicted to playing games are always seen playing games all the time. They are socially separated from people and at the same time they do not want to attend any social event. Because of this their mental health is not fully developed.

Gaming addiction affects their behavior. Children become irritable due to gaming addiction and they get angry on every small issue.

If these symptoms are seen in any child then we should have to teach them to spend more time with family and friends. Set a time limit for any task and say them to follow it seriously. Do not allow children to use more mobiles, laptops and internet and keep an eye on them. Despite all the efforts, if the children are not able to distance themselves from these digital games then there should be no hesitation in seeking psychological help.

Essay on Video Game Addiction – 3 (400 Words)

According to experts, the heart of a person with gaming addiction does not fill up very easily. In this, the person is constantly excited to play games. Things like crossing new levels and making high scores make them excited to play more. He keeps playing games all the time without thinking about himself and the works. It is believed that mental satisfaction is also hidden behind it.

The personal life of many people who play more games is not very good. They are not able to achieve in the real world what they achieve in the game. So they spend much time in the artificial world of games more than the outside world. The gaming addiction has increased so much that it has been declared as ‘mental illness’.

The people, who have been addicted to play the video games, start getting restless. Their minds do not agree to do any other work. A person addicted to playing video games tries to stay away from the world. He wants to spend as much time playing games as he can.

As this intoxication of video gaming increases, the person suffering from it becomes more mentally disturbed. Sometimes they also have to face depression. Many things like sleeplessness during night, headache, red eyes, waist ache and pain in the neck happen to the person if he plays more games. Many addicted people do not even eat properly. The most important thing for them is to remain in the game. More anger is also a symptom of gaming addiction.

Gaming addition has become a big problem today, but it can be removed and for this extra ordinary strong willpower and patience are needed. There is no harm in playing video games. The video games can be played to keep boosting the mood but it should be played for a limited time. It is also very important to have ‘family time’ in order to emerge from it. Sitting and talking and playing with family are good methods to keep distance from video games. The most important of these is to give time to you. You know about yourself better so enjoy from your other hobbies. Go somewhere to roam.

Games addiction affects a person’s mental health. In this case, we must take some precautions or else this problem can be harmful to the individual’s overall health. The amount of time the addicted person gives to the game, if he gives this time for himself, his habit can improve.

Essay on Video Game Addiction – 4 (500 Words)

There are some symptoms of gaming addiction like spending most of the time playing games and its impact on studies, jobs and relationships etc. If one ignore all these things and keep engaging in the game, then within few months he get addicted to it.

More involvement in playing game increases the tension in a person’s personal life and relationships. When a person starts tolerating all the positive things due to gaming addiction in his life, then his mental health also starts to affect and it has been named addiction. Addiction not only affects one’s life but also affects the people around him.

Let us find out its positive and negative effects.

  • Improves reflex and IQ

Studies have proved that playing video games improves players’ reflection in many aspects. Studies have also proved that people who are regular gamers have improved brain activity.

  • Better functioning

Functioning refers to the ability to allocate mental capacity to individuals. Video games have improved attention and decision making skills. Studies have proved that people who play video games are good at making better decisions. Often gamers are good at multi-tasking.

  • Brain health

Video games increase the speed and capacity of the brain to work. Playing video games improves children’s mental fitness.

  • Aggressive thoughts and behavior

Studies by The American Psychological Association have proved that children exposed to violent sports become more aggressive in thoughts and feelings. This resulted in several incidents.

  • Socially isolated

Lots of gaming players can overcome from social responsibilities and increase the chances of social isolation. In addition, in the case of children it may increase the lack of interest in engaging in household chores, outdoor games and social activities. It is dangerous to be alone even in a virtual world.

  • Adverse health issues

There are adverse health issues after addiction of video games. Risk of heart attack, obesity, and depression etc. are observed in some of them. There are health risks for children, such as video-induced seizures, muscle and skeletal disorders, etc.

  • Parental concerns

The amount of violence in video games is an important concern for parents. To help deal with this problem it is important to monitor the child. If a child plays a violent video game then the difference between the game and reality should be discussed.

  • Common problems

Children often become very involved in video games and do not want to stop playing them. It is necessary to set solid boundaries about the time that can be spent playing the game and then apply these limits.

It is very important to avoid this kind of addiction; otherwise it can affect the personal life of an individual. Continually ignoring work or relationships is not beneficial in any way. Hence children can also be encouraged to play games with other children, as discussing strategies and problem solving in groups is a positive social activity. Even educational games should not be played much, as playing video games is not a substitute for positive social interaction or traditional education.

Essay on Video Game Addiction – 5 (600 Words)

According to a study, Internet gaming disorder is quite common in adolescent children between 12 and 20 years. Even Internet gaming disorder cases are more prevalent in Asian countries than in North America and Europe.

Although the American Psychological Association is studying the growing cases of Internet gaming addiction, so far it has not been included in the list of diseases. But given the speed with which Internet gaming addiction cases are increasing worldwide, experts fear that it will get the status of a disease soon.

Exciting online games found on the Internet are now dominating the hearts and minds of children. Every second changing world and the thrill increasing moment by moment combination of music with colorful themes on the small screen of a computer or mobile, there is a virtual world, which allows the elders to fascinate. Then small children are bound to be attracted to them.

It is easy to get caught in the Internet gaming addiction but it is very difficult to get out of it. According to experts, the addiction of playing games on the Internet not only makes children physically and mentally ill, but it is a big threat to the personality development of the child.

In the changing environment, children’s friends, playgrounds, parks, everything is confined to one application of the Internet. More attention is paid to indoor games than outdoor games. That leads to obesity and many other disorders. The prohibition from outdoor games is making children physically weak and there is a problem of socialization among them.

  • Children who play Internet games for more time are reduced in the ability to focus and concentrate on their studies.
  • The inclination of such children is mostly on negative models.
  • Patience starts decreasing in children.
  • Children want to accumulate power near their surrounding events.
  • Self control is lost.
  • Sometimes children become violent.
  • Children start away from social life and prefer to live alone.
  • The impact of Internet gaming has been seen on both the child’s behavior and thoughts.
  • Children fall prey to obesity and diabetes in a tender age.

It is not that every child playing online games is a victim of gaming addiction. But according to experts, when the hobby of playing the game turns into a habit, for this, the parents have to keep an eye on the child’s activities.

  • Parents should decide which gadget / game or device to give to the child and at what age.
  • Do not show songs or poem on mobile to keep the little ones busy.
  • Let the children use the Internet only for the necessary work related to studies.
  • If the child plays games on the Internet, then decide to play outdoor games with him/her.
  • Do not let internet games to be played for more than half an hour every day.
  • Promote outdoor games.
  • If the child has started giving more time to internet games, then encourage him/her for some other productive activity.
  • Keep an eye on what games a child plays on the Internet.

According to psychologist Dr. Pooja Shivam Jaitley, once a child becomes addicted to internet gaming, then it becomes difficult for the child to live without internet. Children insist on the Internet. Many times children become aggressive after parents refusal.

If your child has symptoms of video game addiction, see a psychiatrist without delay. Take care of the child mentally and emotionally. But for the safe future of the child, let the growing children use the Internet as much as is necessary. It should not happen that the addiction of internet gaming makes your child sick socially, physically and mentally.

Sports vs Video Games

To reduce the growing population of obese children in the world the parents need to encourage sports and outside play over video games. Kids in the world today know little about sports and the rules. But spend more time playing video games than outside being active. What happened to neighborhood hide and seek, or pick-up basketball games with other neighborhood kids. Today children are more interested in video games, computers and television, and parents are afraid of letting their children run around the streets because of kidnappings.

When I was a kid I had video games but I spent most of my time outside playing. Being outside with the fresh air and the sunshine was the best thing for me. This year today there are a lot of kids who don’t know how to play sports or are too obese to play sports. Take basketball for instants I personally think it’s one of the easiest sports besides football. The rules are simple in basketball, dribble the ball one hand at a time, and don’t carry the ball. Also in basketball, it’s up to you and your team to score as many points as you can.

But in the game of basketball like any other sport you have to work as a team. One of the major benefits you get from playing sports is understanding how to work really good with other people. In my mind TEAM means Together Everyone Achieves More, which means if you try to do everything by yourself you won’t get very far. Video games don’t teach you how to work with others. Also most of the video games today prompt violence and use profanity. (Gump, 3) The majority of kids are no longer interested in physical activity.

There are a certain percentage of kids today that are addicted to video games. I believe that at a youth age kids shouldn’t be addicted to anything. Video games in today’s society have a negative influence on kids because it separates them from reality. Besides working together basketball also benefits you in other ways like it will keep you healthy and moving like other kids. I played basketball for 7 years. I maintained a bodyweight of 145 lbs. With my body being and looking the way it did, it made me feel extremely good and confident.

There is so much that comes with playing basketball the constant practicing and working out in the weight room. All the extra running and lifting weights that you have to do keeps the body healthy and muscular. Aerobic exercise strengthens the heart and lungs. Not only does exercise help the internal organs but it also increases strength and stamina. Sports do not only help you physically but mentally as well. There is no match to the happiness that sports bring. Playing sports is energy put to good use.

Sports are a form of exercise which generates happiness in your body, thus restoring your mental health. Video games don’t help lose weight it helps gain weight. Also, video games can mess up a kid mentally instead of making you happy it makes you violent or sad. Sports improve you physical and psychological health; physical because sports involve exercise and psychological because playing is something you enjoy, it’s something that relaxes your mind. The lack of encouragement from parents when it comes to sports needs to be cut down. As many parents, there are in this world that has played sports.

There should be twice as many kids playing these sports. I believe if parents get more involved in their child’s physical life there will be less obese children. What these kids need most is love and supporting parents teaching them the benefits of sports and a healthy life. So by parents being active with their children, this would also cut down on the violence in the world today.

  • http://www.tribtoday.com/page/content.detail/id/565582/BOYS--VIDEO-GAMES-VS--STUDYING.html? nav=5059-By LAUREN GUMP - Warren G. Harding High School

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Essay on Video Games Addiction | Video Games Addiction Essay for Students and Children in English

February 14, 2024 by Prasanna

Essay on Video Games Addiction: In a world where the youth are already struggling with different types of addictions, the emergence of video game addictions is an unwelcome addition. Every day there seems to be a rise in the number of video game addicts. Be it children, teenagers, and even adults. Video games are very entertaining and can hook anyone of any age in. Especially since a person’s emotions are involved in it. It is very easy to get hooked and spend hours and hours playing video games.

There needs to be regulation of the time spent playing video games and intervention from friends and family if they see someone whose life revolves around the video games they play. Addictions do not affect only the person who is addicted. Like any other, this addiction can take over a person’s life and affect their education, work, family life, and the lives of those who love them.

You can also find more  Essay Writing  articles on events, persons, sports, technology and many more.

Long and Short Essays on Video Games Addiction for Students and Kids in English

We provide children and students with essay samples on a long essay of 500 words and a short essay of 150 words on the topic “Video Game Addiction” for reference.

Short Essay on Video Games Addiction 150 Words in English

Short Essay on Video Games Addiction is usually given to classes 1, 2, 3, 4, 5, and 6.

Video games are a great source of entertainment and a way to fight boredom. They also help people wind down and relax after a stressful day at work. Gaming communities can also often be a safe space for individuals to make friends and interact with peers. However, there are also negative consequences of spending too much time playing video games. Gamer Rage is a well-known thing that can have adverse effects. Individuals that experience this can end up destroying things at home and even hurting family members.

In other words, excessive gaming can cause great harm. People who spend hours and hours on end playing video games can lose their bearings in the real world when they get off the game. They can find themselves disoriented and unable to function normally. This means that there must be some self-control when gaming, not to let it consume a person’s life.

Introduction

Video game addiction is as harmful an addiction as any other. Individuals even suffer from withdrawal syndrome if they are away from their consoles or systems for too long. Those who are addicted end up playing video games for multiple hours at a stretch without taking a break except for something necessary.

Most video games rely on the gamer coming back to beat the next high score or make the next discovery for open-world games. For those who are a part of gaming communities, it is about beating the next team together and gaining more resources or whatever else it is that is required in the game to advance. This is especially true for role-playing games where the player can customize their character and interact with others.

One of the main problems resulting from excessive gaming is gamer rage that comes from frustration and anger when a player cannot beat their opponent. It results in swearing and abusing opponents and family members verbally. They also sometimes end up attacking family members if the game happens to be cut short or if they are asked to leave the game to tend to their other duties for some time.

Physical Consequences

This addiction can result in carpal tunnel syndrome, poor eyesight, migraines, backaches, pain from poor posture, and even obesity and cardiovascular diseases. With a lack of routine in the outside world, it can have significant physical consequences.

Those who play video games need to be mindful of the amount of time that is spent. They also need to be careful that they do not neglect other responsibilities that they may have. Especially for those who have young children at home that cannot be ignored.

Long Essay on Video Games Addiction 500 Words in English

Long Essay on Video Games Addiction is usually given to classes 7, 8, 9, and 10.

Video games are a fun and entertaining way to relax. They help people who are isolated to form friends and be a part of a community. There are many stories where children with developmental issues learn how to interact and be a part of society. It helps them with brain development and helps them grow in many ways. However, there is a downside to it, with excessive gaming that can result in addiction. This is an extreme that we cannot go to as it harms everyone involved.

Massive Multiplayer Online Role-Playing Games play a huge role in players that get addicted to gaming. In this sort of gaming, the player can create their character and play with others on quests to get better gear. These are games that one pays for, which means that there is a waste of money if a person isn’t playing. That, coupled with how enjoyable the game is, can result in players playing for hours on end. The visuals’ effects and quality are generally very high in these, which makes gameplay all the more captivating. It is difficult for players to reorient themselves when they come back to the real world.

As unique and fun as the games are, this is also a problem that needs to be addressed. Precisely because the games are so enjoyable that players find it difficult to disconnect and be a part of the real world.

Social Consequences

People often find a way to balance their time to either go to work or school, finish what they have to do, come home, and spend all their time playing games. Often they think that this is a good compromise. It is not.

It is not healthy to divide life between the two in that manner. There needs to be a balance where individuals spend time with their family and friends as well. This can result in isolation in social life and regression in learning how to function in society. This can result in behavioral issues as well. When teenagers spend time in this manner, they do not learn the basic skills required to function in society and to hold jobs.

This is an issue that affects individuals that are married as well. There are many stories where the spouse works through the day and comes home and plays, neglecting the house or the children. Resulting in one parent handling all the load of the house, which is extremely stressful and challenging. It can lead to a break in relationships as well.

When a person spends hours gaming, they give no time to walking around or any physical activity. It can lead to poor eyesight, carpal tunnel syndrome, and pain and aches due to bad posture. It can lead to migraines and, in extreme cases, neurological issues. Not walking around can result in obesity, cardiovascular diseases, and posture issues for years. Gamer rage can also result in strokes.

Mental Consequences

Many times, gamers find it difficult to be a part of the real world after gaming for so many hours. They tend to try functioning in the real world as they would in games. In this manner, they can harm themselves and other people. Like the incident of the boy who shot a random person on the street expecting him to become a zombie as people were doing in the game that he was playing. This is an extreme case of disorientation and disconnect from the real world.

Addiction can also result in paranoia and anxiety if excessive time is spent playing intense games. It can also lead to mental regression and a loss of social skills.

Fortunately, rehab centers for this addiction also exist so that people who seek help can go back to having a normal life. Even so, rehabs are not a guarantee of freedom, and therefore people must be careful and practice self-control themselves when it comes to how much time is spent playing video games.

Video Games Addiction Essay Conclusion

While video games are an excellent source for an individual to be able to wind down and relax and entertainment, there still needs to be control and regulation. Excessive gaming can result in the development of an addiction, which can severely hamper a person’s growth and well-being. Video games are a tool that is meant to be used for fun or to connect with other people. But it becomes a significant issue if we let this become a lifestyle. It also disrupts family life. Therefore, this is an issue that we need to deal with so that it doesn’t take over people’s lives and futures.

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Whistleblower tied to Charlotte Dujardin video 'wants to save dressage'

The whistleblower who released a video that led to dujardin's withdrawal from the olympics 'does not feel like a hero,' her lawyer says..

PARIS − The whistleblower who released a video that depicts Charlotte Dujardin , a British dressage Olympian, inappropriately whipping a horse at the legs during training, "does not feel like a hero," according to her attorney, Stephan Wensing.

The video, obtained by the BBC, prompted Dujardin's provisional suspension by the International Equestrian Federation, and withdrawn support from two of her sponsors. Per Wensing, his client believes abuse is widespread in dressage.

"It's not fun to ruin a career. She's not celebrating; she doesn't feel like a hero," Wensing said, per BBC Sport . "But she told me this morning this had to be done because she wants to save dressage."

Dujardin said the video is several years old. She withdrew from the Paris Games Tuesday amid backlash, and expressed regret in a statement.

"What happened was completely out of character and does not reflect how I train my horses or coach my pupils, however there is no excuse," Dujardin's statement read.

Per the BBC, Denmark reserve rider Carina Cassoe Kruth was replaced for the Paris Games earlier this month, also following the release of a controversial training video.

Who is Charlotte Dujardin?

Dujardin, 39, has won six Olympic medals as Britain's famed dressage rider, including two golds in 2012 and another gold in 2016. Along with cyclist Laura Kenny, she holds the most Olympic medals of any British female athlete ever.

What is dressage?

Dressage is an equestrian discipline in which horse and rider perform from memory. The word dressage comes from the French, meaning "training." The most recent Olympic dressage medalist from the United States came in the team competition by the trio of Sabine Schut-Kery, Adrienne Lyle and Steffen Peters, with a silver in 2021 at the Tokyo Games delayed by the pandemic.

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Historical Fiction - Genre and Video Games

Genre and Video Games - Historical Fiction: Global Histories 

We are seeking short chapters of approximately 2500-2700 words for an edited collection on literary genres in video games. We invite submissions for the “Historical Fiction” category of the collection.  

The collection fits into an ongoing genre studies series and will examine how literary genres function in video games, thereby bringing video games into the existing literary canon of genre studies. Each subsection will explore key themes in the existing canon while expanding on the interactive elements of video games that update and/or alter existing conversations about genre. The essays will be educational and accessible in nature with the aim of producing a comprehensive teaching companion for future courses in game studies, game development, or the digital humanities. 

This section of the collection looks to explore a range of perspectives and periods, with special interest in exploring both Western and Non-Western historical perspectives.The below period breakdown is not exhaustive nor should it be limiting. The periods are broken down here in a Western understanding but need not follow Western periodization.

Periods (non-limiting): 

Antiquity-Classical

500-1400 (Medieval)

1500-1800 (Early Modern)

1800-1900 (19th Century) 

1800-2000 (Modern and Contemporary representations)

Games that might be considered (but are not limited to): 

Where the Water Tastes like Wine

Assassin’s Creed series

Prince of Persia series 

  • Never Alone (Kisima Ingitchuna)

We invite proposals that look at various aspects of how different historical periods are represented, received by the audience, glorified through non-critical engagements, or criticized through active reimagining. Topics may include but are not limited to: (pre)Industrialism & Economy, Environment, Feudalism, Monarchy and/or Empire, Colonialism, Myth and storytelling (written, oral, or otherwise), Class, Gender and/or sexuality, Race, and Disability.

Particular interest will be paid to pieces that engage with Indigenous and Non-Western perspectives in the chosen game or through the chapter’s proposed scholarship. Please submit an abstract of 250-300 words alongside a brief (100 word) bio to [email protected] by the date below.

Abstract due by: August 15, 2024 Prospective draft due date: December 15, 2024

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Violent Video Games Bring Violence To Kids And Society

When the topic of video games is brought up with the media, it only focuses on the belief that video games bring violence to kids and society. Video games improve people in numerous ways and on numerous scales. for starters Video games usually receive the negative side of the bargain instead of the positive side. The true colors of topics covered by media are always influenced or shadowed by the overbearing false accusations and rumors created by the powerful overseers of media. Credit is never given for the good they actually do, indefinitely it is always shadowed. People who play video games have heightened sensitivity to what is going on around them. Higher order thinking occurs in the prefrontal cortex, also known as the brains control center. Very complex decisions with varied positive and negative outcomes are deciphered and decrypted here. It is the same space that uses the memory function. It cycles through the information we need to make quick decisions with no hesitation. The other part of the brain known as the FEF, controls the visual-motor information on how to handle external stimuli. Hand in hand, it helps us choose the best reaction for a given situation at that time. A test at the university of Rochester proved …show more content…

For kids with these, playing video games is not necessarily a bad thing. A child with ADHD can be horrible at focusing on school work, but when those hands touch a controller they can actively and accurately focus on the task at hand. Some video games improve memory and sensorimotor skills for kids. Also, with moderation can focus be improved by playing video games. With no moderation, it may become an addiction and that will be counterintuitive to the goal meant to be achieved which is to improve focus in a child. Learning, they begin to complete tasks quicker and with more

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