Video Game Addiction
Video Game Addiction
ADDICTION
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David A. Olle
Jean Riescher Westcott
CONTENTS v
vi CONTENTS
CONTENTS vii
viii AC K N O W L E D G M E N T S
INTRODUCTION ix
PART ONE
CHAPTER 2
How are video games categorized?
CHAPTER 3
What is the history of video games?
CHAPTER 4
How are video games played?
CHAPTER 5
What are the characteristics of video gamers?
FIGURE 1.1
XBOX 360 Super Elite
Controllers
https://commons.
wikimedia.org/wiki/
Category:People_with_
game_controllers#/
media/File:XBOX_360_
controller.jpg
4 PA R T O N E | V i d e o G am e B a si c s
PC
In common use, a “PC game” refers to a form of media that involves
a player interacting with a personal computer connected to a video
monitor. Personal computers are not dedicated game platforms, so
there may be differences running the same game on different hard-
ware components. PC manufacturers can accommodate gamers by
providing specialized high performance video cards. The PC platform
allows some attractive features like reduced software cost, increased
flexibility, increased innovation, the creation of modifications, open
hosting for online gaming (in which a person plays a video game
with people who are in a different household), and others.
Console
A “console game” is played on a specialized electronic device that
connects to a conventional television set or composite video monitor.
Unlike PCs, which can run all sorts of computer programs, a con-
sole is a dedicated video game platform manufactured by a specific
company. Usually, consoles only run games developed for it, or
games from other platform made by the same company, but never
games developed by its direct competitor, even if the same game
is available on different platforms. It often comes with a specific
game controller. There are currently three console manufacturers:
Sony (PlayStation), Nintendo, and Microsoft (Xbox).
Handheld
A “handheld” gaming device is a small, self-contained electronic
device that is portable and can be held in a user’s hands. It features
the console, a small screen, speakers and buttons, joystick, or
other game controllers in a single unit. Like consoles, handhelds
are dedicated platforms and share almost the same character-
istics. Handheld hardware usually is less powerful than PC or
console hardware. Some handheld games from the late 1970s and
early 1980s could only play one game. In the 1990s and 2000s,
some handheld games used cartridges, which enabled them to be
used to play many different games.
W h a t a re v i d e o gam e s? | C H A P T E R 1 5
Arcade
“Arcade game” generally refers to a game played on a more
specialized type of electronic device typically designed to play
only one game and is encased in a unique, large coin-operated
cabinet. The cabinet has one built-in console, controllers (joy-
stick, buttons, etc.), a CRT screen, audio amplifier, and speak-
ers. Arcade games often have brightly painted logos and images
relating to the theme of the game. While most arcade games are
housed in a vertical cabinet, which the user typically stands in
front of to play, some arcade games use a tabletop approach-
where the display screen is housed in a table-style cabinet with
a see-through table top. With table-top games, the users typi-
cally sit to play. In the 1990s and 2000s, some arcade games
offered players a choice of multiple games. In the 1980s, video
arcades were businesses where game players could use some
arcade video games. In the 2010s, there are far fewer video
arcades, but some movie theaters and family entertainment
centers still have them. In the 2000s and 2010s, arcades found
a niche market by providing games that use unique controllers
6 PA R T O N E | V i d e o G am e B a si c s
Mobile
A mobile game is a video game played on a smartphone, smart-
watch, tablet computer, portable media player, or calculator.
With the advent of standard operating systems for mobile
devices, such as iOS and Android and devices with greater
hardware performance, mobile gaming has become a significant
platform. While many mobile games share similar concepts
with browser games, these games may utilize features of smart
devices that are not necessarily present on other platforms,
such as global positing information and camera devices to sup-
port augmented reality gameplay. Mobile games also led to the
development of microtransactions as a valid revenue model for
casual games.
Virtual reality
Virtual reality (VR) games require players to use a particu-
lar head-mounted unit that provides stereoscopic screens and
motion tracking to immerse a player into a virtual environ-
ment that responds to their head movements. Some VR systems
W h a t a re v i d e o gam e s? | C H A P T E R 1 7
The avatar must navigate a level, col- (usually from behind) the character
they are controlling.
lecting objects, avoiding obstacles, and
Subgenres
Action games have several major subgenres. However, there are
many action games without any clear subgenre, such as Frog-
ger, as well as other types of genres ,like Adventure or Strategy,
that have action elements.
• Beat ‘em ups are games that involve fighting through a
side-scrolling stage of multiple adversaries, using martial
arts or other close-range fighting techniques.
• Fighting games feature combat between pairs of fighters,
usually using martial arts moves. Actions are limited
to various attacks and defenses and matches end when
a fighter’s health is reduced to zero. They often make
use of special moves and combos. There are both 2D and
3D fighting games, but most 3D fighting games largely
take place on a 2D plane and occasionally include side-
stepping. They are distinct from sports games ,such as
boxing and wrestling games, which attempt to model
movements and techniques more realistically.
• Maze games such as Pac-Man involve navigating a maze
to avoid or chase adversaries.
• Platform games involve jumping between platforms of
different heights while battling enemies and avoiding
obstacles. Physics are often unrealistic, and game levels
are often vertically exaggerated. They exist in both 2D
and 3D forms.
• Rhythm action games challenge the player’s sense of
rhythm, and award points for accurately pressing specific
buttons in sync with a musical beat. Rhythm action games
is a relatively new subgenre of the action game. Rhythm
games are sometimes classified as a type of music game.
10 PA R T O N E | V i d e o G am e B a si c s
FIGURE 2.2
S.T.A.L.K.E.R. Swamps Military.jpg
https://commons.wikimedia.org/wiki/Category:First-person_shooter_video_game_
screenshots#/media/File:S.T.A.L.K.E.R._Swamps_Military.jpg
How a re v i d e o gam e s c a t e g or i z e d? | C H A P T E R 2 11
12 PA R T O N E | V i d e o G am e B a si c s
How a re v i d e o gam e s c a t e g or i z e d? | C H A P T E R 2 13
14 PA R T O N E | V i d e o G am e B a si c s
FIGURE 2.4
Defenders of Ardania.
https://commons.wikimedia.org/wiki/Category:Defenders_of_Ardania#/media/
File:Defenders_of_Ardania_1.jpeg
How a re v i d e o gam e s c a t e g or i z e d? | C H A P T E R 2 15
FIGURE 2.5
Bloodfrontier v0.80
https://commons.wikimedia.org/wiki/Category:First-person_shooter_video_game_
screenshots#/media/File:Bloodfrontier_secure-the-flag_warground.png
16 PA R T O N E | V i d e o G am e B a si c s
FIGURE 2.6
Conceptual Map of the Main Genres of Video Games (With Examples) Organized
According to Two Important Dimensions: Level of Complexity and the Extent of Social
Interaction Required.
How a re v i d e o gam e s c a t e g or i z e d? | C H A P T E R 2 17
The 1990s saw the resurgence and decline of arcades, the tran-
sition to 3D video games, improved handheld games, and PC
gaming. During the 2000s, online gaming and mobile games
became increasingly important. Consoles continued to develop
during this period; notably the launch of the top-selling Wii con-
sole, in which the user could control the game actions with real-
life movement of the controller. The period also saw the rise of
casual PC games marketed to non-gamers and the emergence of
cloud computing in video games.
18 PA R T O N E | V i d e o G am e B a si c s
20 PA R T O N E | V i d e o G am e B a si c s
ing to fill the void in their identity development. This void may
result in preference to their avatar over their real-life self. Fur-
thermore, their identity development may be influenced nega-
tively by how they interact with others (this means NOTE any personALERT ON THE CD
CHAPTER
characteristics of video
gamers?
HEART HEALTH ON THE WEB PRACTICAL TIP
W h a t a re th e ch a r a c t e r i st i c s of v i d e o gam e rs? | C H A P T E R 5 21
22 PA R T O N E | V i d e o G am e B a si c s
W h a t a re th e ch a r a c t e r i st i c s of v i d e o gam e rs? | C H A P T E R 5 23
FIGURE 5.1
Young person playing with a GameCube.
https://commons.wikimedia.org/wiki/Category:People_with_game_controllers#/media/
File:Attention_span.jpg
24 PA R T O N E | V i d e o G am e B a si c s
CASE STUDY
W h a t a re th e ch a r a c t e r i st i c s of v i d e o gam e rs? | C H A P T E R 5 25
Scott is now 44 years old and has not been addicted to video
games for five years. He is a computer programmer so is
continuously exposed to the Internet. His interest in video
games is still there, but he plays other types of games with
his friends, such as board and card games.
26 PA R T O N E | V i d e o G am e B a si c s
CHAPTER 1
CHAPTER 2
CHAPTER 3
CHAPTER 4
CHAPTER 5
V i d e o G am e B a si c s | PA R T O N E 27
PART TWO
CHAPTER 7
Why are video games addictive?
CHAPTER 8
How can you protect against video
game addiction?
CHAPTER 9
What are the benefits of playing video games?
30 PA R T T W O | V i d e o G am e A d di c t i on
W h a t i s v i d e o gam e a d di c t i on? | C H A P T E R 6 31
The APA has been discussing among their colleagues how much this
disorder is caused by the gaming activity itself, or whether it is to
some extent an effect of other disorders. Contradictions in research
examining video game addictiveness may reflect more general
inconsistencies in video game research. For example, while some
research has linked violent video games with increased aggressive
behavior, other research has failed to find evidence for such links.
32 PA R T T W O | V i d e o G am e A d di c t i on
W h a t i s v i d e o gam e a d di c t i on? | C H A P T E R 6 33
The results indicated that less than one out of three gamers
experienced symptoms of the disorder, and that gaming was
less addictive than gambling. The authors concluded that the
evidence linking Internet gaming disorder to game engagement
was strong, but that links to physical, social, and mental health
outcomes were decidedly mixed.
34 PA R T T W O | V i d e o G am e A d di c t i on
W h a t i s v i d e o gam e a d di c t i on? | C H A P T E R 6 35
36 PA R T T W O | V i d e o G am e A d di c t i on
3. Withdrawal Signs/Symptoms
Withdrawal refers to a characteristic syndrome of signs and
symptoms that follow abstinence from a substance in a person
dependent on that substance. Withdrawal signs and symptoms
assessed in the DSM-5 diagnostic criteria for gambling and
Internet gaming disorder only include psychological depen-
dence. Such psychological dependence is characterized by feel-
ing restless, irritable, or sad when attempting to cut down or
stop gambling or gaming, or when one cannot access games.
Similarly, focus group participants reported experiencing psy-
chological withdrawal symptoms when unable to use the Inter-
net. Participants noted negative mood states such as “frustra-
tion,” “irritation,” and “anxiety” when they were unable to access
the Internet or had attempted to reduce or stop their Internet
use. YDQ indicated that 44.5% of participants had experienced
feeling restless, moody, depressed, or irritable when attempting
to cut down or stop their Internet use. CIUS results showed that
44.4% of participants frequently experienced feeling restless,
frustrated, or irritated when they could not use the Internet.
W h a t i s v i d e o gam e a d di c t i on? | C H A P T E R 6 37
6. Craving
Craving refers to strong desires or urges to use a substance.
However, craving for gambling or playing Internet games is not
assessed in DSM-5 criteria for gambling and Internet gaming
disorder. Focus group participants reported craving regarding
their Internet use. Participants noted urges or a strong desire to
engage in activities on the Internet, specifically, when Internet
38 PA R T T W O | V i d e o G am e A d di c t i on
W h a t i s v i d e o gam e a d di c t i on? | C H A P T E R 6 39
9. U
se of the Internet to Escape or Relieve a
Negative Mood
This sign is characterized by individuals using a substance to
cope with negative moods such as depression, guilt, or anxiety;
or gambling or playing Internet games when feeling distressed
(e.g., helpless, guilty, anxious, or depressed). However, this cri-
terion is not included in the DSM-5 criteria for substance use
disorder. Focus group participants noted engaging in excessive
Internet use to escape from, or cope with, negative moods or
feelings such as “sadness,” “annoyance,” or “boredom.” YDQ
results showed that 63.0% of participants had used the Internet
as a way to escape from problems or relieve a dysphoric mood.
CIUS findings indicated that half (50.0%) of participants often/
very often used the Internet when they were feeling “down”
and almost half (42.3%) frequently used the Internet to escape
from their sorrows or get relief from negative feelings.
40 PA R T T W O | V i d e o G am e A d di c t i on
W h a t i s v i d e o gam e a d di c t i on? | C H A P T E R 6 41
The authors of that study, from Indiana University and the Univer-
sity of Utah, state that this is not necessarily an accurate reflection
of trends in research studies. “Collectively, this body of work shows a
consistent pattern: Exposure to media violence increases the risk of
subsequent aggression,” they write. “Meta-analyses (a compilation of
research papers) of the research generally have supported this con-
clusion.” Also worth noting is that, in general, female reporters are
more likely to highlight a strong connection between media and real-
world violence than their male counterparts, the researchers find.
42 PA R T T W O | V i d e o G am e A d di c t i on
I’m not here to vilify gaming, tell you that it’s bad or debate
with you about whether you or not you should play; because
I don’t believe gaming is bad and if someone wants to play
then I would encourage them to go ahead and play.
Growing up
I was a fairly normal Canadian kid. I went to school, I played
hockey and then I would go home and play video games. I
was happy, I felt smart, and I had friends.
W h a t i s v i d e o gam e a d di c t i on? | C H A P T E R 6 43
44 PA R T T W O | V i d e o G am e A d di c t i on
What the job gave me was stability and with stability I felt
inspired that I had a second chance. My life had gotten com-
pletely out of control, but this was an opportunity for a fresh
start. And I could make this new life anything I wanted it to
be. I wanted to see what I could do with it.
W h a t i s v i d e o gam e a d di c t i on? | C H A P T E R 6 45
I told him I had quit, and really didn’t want to play video
games anymore. He just laughed it off. Later that night I was
46 PA R T T W O | V i d e o G am e A d di c t i on
1. Temporary Escape
With games I could escape. When I was feeling stressed out
or needed a break from the day, I could just game and forget
W h a t i s v i d e o gam e a d di c t i on? | C H A P T E R 6 47
2. Social Connection
Gaming is a community, and it’s how you interact with a lot,
if not all, of your friends. It’s where you feel welcome and
safe. It’s where you feel accepted.
Today I DJ, and I surf, and both of these fulfill the same
need for constant measurable growth, but it’s much harder
to see my progress. I don’t have a scoreboard, a badge or a
new level to achieve; I just fall on my face less.
48 PA R T T W O | V i d e o G am e A d di c t i on
These four needs are all human needs we have and there’s
nothing wrong with them.
You don’t really know where to turn. You know your family
won’t empathize, and will instead take the opportunity to
shame you for playing in the first place: “told you so!” and
you certainly can’t bring it up with your friends, they all play
and will wonder why you’re making such a big deal about it.
W h a t i s v i d e o gam e a d di c t i on? | C H A P T E R 6 49
50 PA R T T W O | V i d e o G am e A d di c t i on
W h a t i s v i d e o gam e a d di c t i on? | C H A P T E R 6 51
52 PA R T T W O | V i d e o G am e A d di c t i on
CASE STUDY
54 PA R T T W O | V i d e o G am e A d di c t i on
He decorated his room with images from the game and wore
clothing that identified his allegiance to the game. He read
novelizations of the game that provided background stories
to the online characters. Any money he earned doing chores
was spent on buying more game time or other products affili-
ated with the game.
What his parents didn’t realize was that Lucas was going
online at night and ”raiding” with his guild members. He
W h a t i s v i d e o gam e a d di c t i on? | C H A P T E R 6 55
CHAPTER
56 PA R T T W O | V i d e o G am e A d di c t i on
FIGURE 7.1
Dopamine Pathways. In the brain, dopamine plays an essential role in the regulation
of reward and movement. As part of the reward pathway, dopamine is manufactured
in nerve cell bodies located within the ventral tegmental area (VTA) and is released in
the nucleus accumbens and the prefrontal cortex. Its motor functions are linked to a
separate pathway, with cell bodies in the substantia nigra that manufacture and release
dopamine into the striatum.
Author: Quasihuman, May 2,2013
https://www.oist.jp/news-center/photos/dopamine-pathways
W hy a re v i d e o gam e s a d di c t iv e? | C H A P T E R 7 57
The anterior cingulate cortex (ACC) has been the focus of atten-
tion in studying addiction. The ACC can be divided anatomically
based on cognitive (dorsal), and emotional (ventral) components.
The dorsal part of the ACC is connected with the prefrontal cor-
tex and parietal cortex. It lies in a unique position in the brain,
with connections to both the “emotional” limbic system and the
“cognitive” prefrontal cortex.
W hy a re v i d e o gam e s a d di c t iv e? | C H A P T E R 7 59
His parents limited his access to the game, only allowing him
to play on the weekends for a few hours, but he spent many
hours during the week focusing on his weekend battles. He
watched YouTube videos on the latest strategies, read up on
new ways to conquer the game, and, every day, all day long,
he plotted what he was going to do on Friday evening when
he would be allowed to play. At school, between classes and
during lunch, he talked to other kids about the game. Steve
found a way to feed his obsession with Call of Duty, even
with limitations on playing time.
60 PA R T T W O | V i d e o G am e A d di c t i on
W hy a re v i d e o gam e s a d di c t iv e? | C H A P T E R 7 61
62 PA R T T W O | V i d e o G am e A d di c t i on
W hy a re v i d e o gam e s a d di c t iv e? | C H A P T E R 7 63
FIGURE 7.3
Trying out a virtual reality headset
SOURCE: Lucas Giolito tries out virtual reality
AUTHOR: Arturo Pardavila III
https://commons.wikimedia.org/wiki/index/php?curid=50175887
64 PA R T T W O | V i d e o G am e A d di c t i on
Examples of the Tetris effect are images falling from the ceiling
or interpreting images differently.
FIGURE 7.4
Enigma Screenshot.
https://commons.wikimedia.org/wiki/File:EnigmaScreenshot.png
W hy a re v i d e o gam e s a d di c t iv e? | C H A P T E R 7 65
CHAPTER
66 PA R T T W O | V i d e o G am e A d di c t i on
FIGURE 8.1
Dialog between parent and child is essential to regulate video game use
https://pixabay.com/en/face-dialogue-child-talk-psyche-2670533/
68 PA R T T W O | V i d e o G am e A d di c t i on
70 PA R T T W O | V i d e o G am e A d di c t i on
CHAPTER
W h a t a re th e b e n ef it s of pl ay in g v i d e o gam e s? | C H A P T E R 9 71
Looking at the short-term effects, after using this video game strat-
egy, the patients started to show new coping styles with negative
emotions in normal stress life situations, additional generalization
patterns, and more self-control strategies when confronted with
them. As shown in previous studies, working with underlying atti-
tudinal and emotional factors, in emotional disorders and impulse
74 PA R T T W O | V i d e o G am e A d di c t i on
This discussion on Play Mancer uses portions of the introduction and Discussion
sections from the following article:
“Video games as a complementary therapy tool in mental disorders: PlayMancer, a
European multicentre study.” Journal of Mental Health. (2012 Aug). 21, no. 4: 364 –374.
Authors: Fernando Fernández-aranda, Susana Jiménez-murcia, Juan Santamaría,
Katarina Gunnard, Antonio Soto, Elias Kalapanidas, Richard Bults, Costas Davarakis,
Todor Ganchev, Roser Granero, Dimitri Konstantas, Theodoros Kostoulas, Tony Lam,
Mikkel Lucas, Cristina Masuet-aumatell, Maher Moussa, Jeppe Nielsen and Eva Penelo.
©2012 The Authors. Published by Taylor & Francis.
http://www.tandfonline.com/action/showCopyRight?scroll=top&doi=10.3109%
2F09638237.2012.664302
W h a t a re th e b e n ef it s of pl ay in g v i d e o gam e s? | C H A P T E R 9 75
76 PA R T T W O | V i d e o G am e A d di c t i on
W h a t a re th e b e n ef it s of pl ay in g v i d e o gam e s? | C H A P T E R 9 77
78 PA R T T W O | V i d e o G am e A d di c t i on
CASE STUDY
W h a t a re th e b e n ef it s of pl ay in g v i d e o gam e s? | C H A P T E R 9 79
The friends she played with online or even those who she
was randomly matched were impressed by her ability to get
80 PA R T T W O | V i d e o G am e A d di c t i on
Her work life frustrated her so she would often check in with
her gaming and social media friends more frequently through-
out the work day. This first was a matter of checking in during
lunch breaks as she began to avoid the chatty lunches with
her co-workers. It spilled over into more of her workday. As a
mini-reward for completing tasks, she’d give herself ten min-
utes of game time. Then it became a reliable alternative to
working on her assignments. Some of her colleagues that were
”friends” on social media made comments about her game play.
She found ways to adjust her settings so that only her gaming
friends saw her statuses that reported game achievements.
With losing her job, she found that gaming was a distraction
from dealing with her new financial reality. She avoided
her friends, not wanting them to know that she had lost
her job. She retreated more and more from outside life.
When nothing in her ”real” world looked hopeful, she
loved that online she was popular and that the games she
played had simple rules where her time was rewarded with
achievements.
W h a t a re th e b e n ef it s of pl ay in g v i d e o gam e s? | C H A P T E R 9 81
82 PA R T T W O | V i d e o G am e A d di c t i on
W h a t a re th e b e n ef it s of pl ay in g v i d e o gam e s? | C H A P T E R 9 83
84 PA R T T W O | V i d e o G am e A d di c t i on
CHAPTER 6
86 PA R T T W O | V i d e o G am e A d di c t i on
10. Parker, Laura. “Game Addiction: The Real Story.” Game Spot
(CBS Interactive) (2009)
https://www.gamespot.com/articles/game-addiction-the-real-
story/1100-6207309/
Case Study
V i d e o G am e A d di c t i on | PA R T T W O 87
CHAPTER 7
18. Doan, Andrew. “Hooked on Games: The Lure and Cost of Video
HEART HEALTH ON THE WEB Game and Internet
PRACTICAL TIP Addiction.” 2012. Book. Free Educational
DEFINITION DEFINITION NOTE
Publications International.
http://www.fepint.org/
CHAPTER 9
88 PA R T T W O | V i d e o G am e A d di c t i on
V i d e o G am e A d di c t i on | PA R T T W O 89
PART THREE
CHAPTER 11
Life after video game addiction
92 PA R T T H R E E | R e c ov e r y f r om V i d e o G am e A d di c t i on
T re a t in g v i d e o gam e a d di c t i on | C H A P T E R 10 93
94 PA R T T H R E E | R e c ov e r y f r om V i d e o G am e A d di c t i on
T re a t in g v i d e o gam e a d di c t i on | C H A P T E R 10 95
FIGURE 10.1
This diagram depicts how
emotions, thoughts, and
behaviors all influence
each other. The triangle
in the middle represents
CBT’s tenet that all
humans’ core beliefs can
be summed up in three
categories: self, others,
future.
CREDIT: Urstadt
https://en.wikipedia.org/
wiki/Cognitive_behavioral_
therapy#/media/
File:Depicting_basic_
tenets_of_CBT.jpg
96 PA R T T H R E E | R e c ov e r y f r om V i d e o G am e A d di c t i on
T re a t in g v i d e o gam e a d di c t i on | C H A P T E R 10 97
T re a t in g v i d e o gam e a d di c t i on | C H A P T E R 10 99
100 PA R T T H R E E | R e c ov e r y f r om V i d e o G am e A d di c t i on
in your life.
• Social: They give you a sense of community and most (if
not all) your friends play.
NOTE ALERT
• Constant
ON THE CD Measurable
Growth: You see progress and
For ideas on developing new
interests to replace video gam- receive feedback and instant
ing, visit gamequitters.com, and gratification.
download the pdf file “60+New
REFERENCE
Hobby Ideas.” A list of activities
ON THE WEB • Challenge:
QUESTION You have a
categorized as active, resting, social, and structured way to find your
achievement based are presented. sense of purpose, a goal and
mission to work towards.
NOTE REFERENCE CONVERSATION
102 PA R T T H R E E | R e c ov e r y f r om V i d e o G am e A d di c t i on
CHAPTER 10
104 PA R T T H R E E | R e c ov e r y f r om V i d e o G am e A d di c t i on
CHAPTER 11
R e c ov e r y f r om V i d e o G am e A d di c t i on | PA R T T H R E E 105
106 INDEX
INDEX 107