An argument Research paper
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level 6:
video game addiction
O ne evening in 2012, tragedy befell a young man at an internet café. Chen Rong-yu entered the establishment in Taipei, Taiwan, at about 10 pm and paid for twenty-three
hours—almost a full day—of computer access. Rong-yu was a reg- ular customer, and this wasn’t particularly unusual. He was there to play League of Legends, a popular online game often featured in pro- fessional video game tournaments. League of Legends is fast paced and requires intense concentration—it is not uncommon for players to remain at their computers for long periods, completely absorbed. That night, however, about halfway through his time, Rong-yu slumped over. The waitress attending to the café’s customers figured he was sleeping. For the next nine hours, people in the café continued to come and go around him without noticing anything amiss. Only when Rong-yu’s twenty-three hours were up and the waitress tried to rouse him did she learn the horrible truth: his face was blackened, and his rigid hands remained outstretched toward the mouse and keyboard. He had died hours earlier.183
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It would later be determined that twenty-three-year-old Chen Rong-yu had a preexisting heart condition. This, combined with the cool temperatures of the café and long hours spent in seden- tary activity, led to the formation of a blood clot, which traveled to his heart and killed him. The game hadn’t killed Rong-yu directly, of course, and were it not for his preexisting condition, even his obsessive twenty-three-hour gaming binges would likely have been physically harmless. But the case of Chen Rong-yu is just one of a number that have popped up in news headlines linking a death to the overuse of video games. Sometimes these stories involve players neglecting their own health because they were unable to tear them- selves away from the controller, other times the players neglected children or loved ones. Do these cases represent a new epidemic? Like many issues related to video games, the question of whether they have the addictive potential of alcohol, methamphetamine, or gambling is one that has produced its fair share of controversy and confusion. Of course some people use video games in ways that are not healthy—that’s true for just about anything pleasurable. But is there something unique about video games that makes them more addictive than other activities that people enjoy?
what is video game addiction?
We often hear parents complain that their children are “addicted” to video games. Usually these complaints come in mildly exasperated tones—in most of these cases, Junior’s parents do not really think he is addicted to video games. Parents would not roll their eyes and wag their fingers in annoyance if they thought their child were addicted to cocaine! These parents feel that Junior’s time would be better spent doing homework or mowing the lawn—not that we adults were much more enthusiastic about these tasks when we were kids. When our children spend a lot of time on an activity we don’t personally value,
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we tend to call it an addiction, but, clearly, we know this is differ- ent from an addiction to alcohol or pills. In many ways, saying our kids are addicted to video games is like saying that we are addicted to chocolate or Netflix. We don’t mean it in a clinical sense. In fact, at present, only one behavioral addiction—gambling—is recognized by the American Psychiatric Association as a mental illness.184 Other things we hear called addictions, like sex or food or work, are not officially recognized as such.
So what makes something an addiction? After all, many people play poker without becoming addicted to gambling, or toss back a martini without becoming alcoholics. The key when it comes to addiction is the interfering nature of the behavior. That is to say, a behavior may have become addictive if it is interfering with a per- son’s other life responsibilities. While it may not be recognized as a separate and diagnosable mental illness, video game playing, just like gambling (or sex, food, exercise, etc.) can be addictive, and we evaluate this by examining whether it interferes with our ability to do schoolwork, get to work on time, or maintain our relationships. Consider the following two examples:
• Jose is a twelve-year-old boy who loves video games. Left to his own devices, he could easily spend four to five hours a day playing games, more on weekends. Jose sometimes tussles with his parents over this, because they would like him to have more varied interests. He has maintained good grades in school: mainly As and Bs. He frequently plays video games online with a wide circle of friends.
• Amanda is a thirteen-year-old girl who enjoys playing video games on her iPad. She plays for roughly two to three hours each day. She is also active in dance and an engineering club at school. When she comes home, she has difficulty focusing on schoolwork, and gravitates
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instead to her iPad. Her parents haven’t had much luck getting her to finish her homework. As a result, her grades have been slipping, and she is at risk of failing eighth grade. Amanda is aware of the problem but has difficulty reducing her gameplay.
Which of these two preteens is more likely to be addicted to video games? If you answered “Amanda,” you are absolutely right. Her grades are slipping as a direct consequence of her time spent on video games rather than homework, and she has difficulty changing her behavior despite being aware of the problem. Note: time spent on an activity isn’t the best predictor of addictive behavior. This is the first of the great myths of video game addiction. Jose actually spends more time on video games than Amanda does, but he is still engaged with his schoolwork and his friends. He doesn’t always agree with his parents about how much he should play, but these types of disagree- ments are normal. His parents may not approve of or understand his hobby, but being intensely involved with a single hobby is not necessarily a sign of addiction.
Consider the case of Rebecca Colleen Christie. In 2006, Christie was playing the online game World of Warcraft for up to fifteen hours a day, neglecting her three-year-old daughter. Christie completely abandoned her parental duties, and, eventually, her small daugh- ter starved to death. At the time of her death, the girl weighed only twenty-three pounds. Christie was sentenced to twenty-five years in prison.185
For Rebecca Christie, playing World of Warcraft was an addic- tion because it diminished her ability to take care of her daughter. Of course, this is an extreme example; most cases of video game addiction are, thankfully, not remotely as severe. Because outcomes like those of Christie and Chen Rong-yu are so unusual, they make the news, which gives the public a mistaken impression about what video game addiction is really like. The effects are more commonly
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mundane, such as being late for work, neglecting schoolwork, or for- getting important dates.
Just as common as the myth that video game addiction is a func- tion of how much a person plays is the myth that video game addiction is “just like” addiction to illicit substances such as alcohol, metham- phetamine, or heroin. These claims make for great headlines, but they are not based on reality. It is important to remember that even when a person is truly addicted to video games, the consequences—while often distressing—are typically nothing like the problems expe- rienced by people who are addicted to drugs and alcohol, or even gambling. The table on the next page provides some fairly standard examples, based on real cases of alcohol addiction, heroin addiction, and video game addiction, to provide some perspective.
We certainly acknowledge that addictions can vary in magnitude—on the one hand we have “functional alcoholics,” on the other, those who have let their babies starve in order to play video games. Nonetheless, the examples in the table are pretty good repre- sentations of typical cases and nicely illustrate that not all addictions are equally harmful.
One of the leading researchers in this field—Dr. Mark Griffiths, director of the International Gaming Research Unit at Nottingham Trent University—has firsthand experience with the media and oth- ers wrongly conflating video game addiction with other, more severe types of addiction. In July 2014, British newspaper The Sun ran a checklist Dr. Griffiths had created to identify symptoms of video game addiction alongside an article proclaiming video games to be “as addictive as heroin.”186 As Dr. Griffiths explained in a follow-up article of his own, The Sun piece had sensationalized and exag- gerated a complex issue.187 Substance addictions typically involve intense biochemical reactions that result in physiological tolerance (the need to consume more and more of a substance to get the same effect) and withdrawal (unpleasant and sometimes potentially fatal medical symptoms resulting from discontinuation of the substance).
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prototypical case of alcohol addiction
Ted is a forty-five-year-old white male who has been drinking daily for over twenty years. He has difficulty maintaining a job, his wife has left him, and he has poor relationships with his kids. His doctor has told him that he is starting to show signs of Karsa- koff syndrome, a neurological degeneration typical of long-term alcoholics, as well as liver disease. Nonetheless, alcohol is Ted’s main stress reliever, so he continues to drink.
prototypical case of heroin addiction
Amy is a forty-four-year-old Hispanic female who has been using heroin regularly for about twenty years. Without heroin, she has difficulty functioning at all—her body is in pain, and her mind is unable to focus on anything other than getting more her- oin. When she’s on the drug she’s calmer, but she has missed out on having a real career or family, instead bouncing between odd jobs and occasional prostitution.
prototypical case of video game addiction
Nigel is a forty-one-year-old black male from the United King- dom who has been an avid gamer for nearly thirty years. He loves online games like World of Warcraft and, by his own admission, plays them too much, sometimes passing on real-life social oppor- tunities to game. He holds a job in the tech industry and is some- times late due to his gaming. This has led to a few reprimands, which make him feel bad. His kids are well adjusted, but he some- times worries that he doesn’t spend enough time with them.
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Behavioral addictions, like video games, don’t tend to involve these types of reactions because the addict is not taking in a foreign sub- stance. The effects of the addictive behavior are created entirely within the body and involve only the amounts of “addictive” chemi- cals our bodies produce themselves.
Part of the reason some, like The Sun newspaper, have equated video games with drugs is that they have a basic misunderstand- ing of the role of dopamine. Dopamine is a chemical in our brains involved in feelings of reward and pleasure, among other things. If you are enjoying this book (and we hope you are), dopamine is being released in your brain right now! Basically, anything fun results in the release of dopamine. This is essentially how your brain tells you that you’re having fun. Now, some illicit drugs, like methamphetamine, cause massive releases of dopamine. Such an immense overstimula- tion of the brain’s reward centers fosters psychological addiction to the drug. Because video games are fun, they also result in the release of dopamine, and this observation has tempted some journalists (and even some scholars, who should know better) to make direct comparisons between video games and illicit drugs.
This bracing combination of scientific illiteracy and Puritan- ism is nothing new. For example, in addition to announcing that video games are like heroin, The Sun has also compared cupcakes to cocaine.188 Basically, whenever journalists (or some scientists) want to suggest that something enjoyable is dangerous or bad, they point out that it releases dopamine and imply that it may be just as addictive as drugs. What is never mentioned in these sensation- alistic comparisons between video games, heroin, cupcakes, and cocaine is the amount of dopamine released by these activities and substances. As seen in the following figure, the effect on dopamine levels of playing video games is not even remotely comparable to that of dangerous drugs.189, 190 So, while it is true that playing Grand Theft Auto causes dopamine levels to rise, the quantity of dopamine released while roaming the streets of Liberty City is much closer to
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that triggered by eating a slice of pepperoni pizza than by consuming methamphetamine.191
how common is video game addiction?
In psychology or medicine, we use the term prevalence to describe how common a disorder is. For instance, in 2014, the World Health Organization estimated that about 4 percent of the world's popula- tion experienced alcohol addiction. That is its prevalence. Remember, at this point, video game play is common among almost all children and young adults. If video games really were as addictive as alcohol or methamphetamines, we ought to be battling a massive epidemic of dysfunctional youth! But, if you look in most classrooms, you will find that most kids seem to be doing pretty well.
Part of what makes determining the prevalence of video game addiction tricky is that researchers don’t entirely agree about what
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constitutes its symptoms. Psychiatrists like to have clear lists of symptoms to identify and tally to make a diagnosis. In the American Psychiatric Association’s Diagnostic and Statistical Manual of Men- tal Disorders184 (DSM-5), psychiatric conditions are basically boiled down to symptom checklists. For the DSM-5 diagnosis of multiple personality disorder, for instance (technically called dissociative identity disorder), a practitioner is told to look for symptoms such as the presence of two or more personality states within an individ- ual’s mind, the tendency for these personality states to take control of the person’s behavior at different points in time, and memory loss for events occurring while other personalities are in control. This can be a controversial way of defining and understanding mental illness, but it does work to keep clinical practitioners more or less on the same page.
Exactly what this checklist should look like for video game addic- tion is still unclear. One major reason for the current difficulty is that many of the people defining the symptoms of video game addiction are older psychiatrists who tend not to be gamers themselves. These scholars typically do not understand what healthy engagement with video games looks like, which leaves them ill equipped to distinguish it from addiction. For example: Do you get excited when you play your favorite video game? Well, according to some scholars, this is one indication that you may be a video game addict.192 The poten- tial result of such classification schemes is what we call a false posi- tive. A false positive occurs when someone is identified as having a mental disorder—like video game addiction—when, in fact, they are perfectly fine. Such misdiagnosis is often the result of people who don’t understand a behavior and so assume that it’s nuts. A person who has rarely played video games might simply be unable to see how someone could be more excited by controlling a virtual char- acter than by playing outside, watching football, or completing their homework, leading them to inappropriately label this excitement as maladaptive. Of course, the use of psychiatry to discriminate against
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people by labeling their behavior “mentally ill” is nothing new. For decades homosexuality was considered a mental illness, and women were often slapped with a diagnosis of “hysteria” (which translates to “wandering uterus”). Even today, diagnoses such as ADHD are controversial because of the perception that their symptom criteria are so broad as to include many “normal” kids and adults. The lines between normal and disordered behavior are often complex, and where money is involved, the incentives to overdo it, even in good faith, are considerable.
Because the checklists of symptoms used by past scholars to diagnose video game addiction have varied quite a bit, prevalence estimates have also varied, coming in anywhere from basically zero to near 20 percent. Can you imagine if 20 percent of the population were really addicted to anything? Society would cease to function! Most of the best studies, however, seem to suggest that somewhere around 1 to 3 percent of people who play video games may develop symptoms of addiction.193, 194, 195 Although this prevalence rate is similar to that of alcohol addiction, it is important to remember what we discussed earlier—the majority of individuals addicted to gaming have relatively mild symptoms compared to those with other addictive disorders. People dependent on alcohol are at an increased risk of engaging in dangerous behaviors due to impaired judgment, emotional control problems, heart issues, liver prob- lems, brain damage, high blood pressure, ulcers, sexual dysfunc- tion, and death. In contrast, people addicted to video games most often face issues like doing poorly on homework or having trouble getting to work on time because they cannot tear themselves away from the computer.
Recently, the American Psychiatric Association provided a checklist of symptoms that may eventually become the standard for diagnosing video game addiction (see the following box). In the DSM-5, “internet gaming disorder” is presented as a “condition for further study.” These are conditions the psychiatric community has
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decided merit additional research. Depending on the outcomes of these studies, Internet Gaming Disorder may or may not become an officially recognized disorder in future editions of the DSM.
proposed checklist of symptoms for internet gaming disorder
9 Preoccupation: Do you spend a lot of time thinking about games?
9 Withdrawal: Do you feel restless when you are unable to play games?
9 Tolerance: Do you feel the need to play more or use more powerful equipment to get the same excitement as before?
9 Reduce: Do you feel you should play less, but you are unable to?
9 Give up other activities: Do you reduce participation in other recreational activities?
9 Continue despite problems: Do you continue to play games despite knowing they have a negative impact on your life?
9 Deceive: Do you lie about how much you game?
9 Escape mood: Do you play games to reduce anxiety or stress?
9 Risk: Do you risk loss of significant relationships or employment because of games?
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According to the proponents of this checklist, if you have expe- rienced at least five of these symptoms in the past year, you are addicted to video games.
While some of the items in the checklist make sense, others are a little bizarre. For example, if your spouse is going to leave you, and you are about to lose your job because you can’t stop playing Grand Theft Auto, you probably do have a problem. But what’s wrong with playing a game of Tetris or Super Mario Brothers because you had a stressful day at work? Sure, if you use heroin or even gambling as your go-to stress reducer, this is a bad thing—these are high-risk behaviors with serious consequences. But isn’t altering our moods and making us feel happier and less stressed more or less what all hobbies are for? What if you unwind by reading books or exercising or watching sports on TV? Are those warning signs of addiction, too? This is a good example of older non-gamers assuming that a normal behavior is indicative of a problem. Many healthy people play video games to reduce stress, just as the checklist developers themselves might use other, less newfangled and thus better-understood activi- ties, like playing chess or listening to records on the Victrola.
Another unusual item on the DSM checklist is whether subjects have reduced their participation in other activities because of their video game playing. But we often jettison old hobbies when we take on new ones; this is not unusual. Again, if a formerly avid knitter stops knitting in order to devote more time to cocaine or gambling, this is obviously not good. But, if she stops knitting because she wants to play Assassin’s Creed instead, what’s the big deal? Older adults assume that changing hobbies is bad when the hobby you switch to is gaming, because they don’t typically see value in gaming.
Many of the symptoms on the APA’s proposed checklist are rela- tively normal behaviors that could cause a person to be identified as an addict when game playing isn’t actually causing them any prob- lems. Unsurprisingly, scholars continue to debate the symptoms used to diagnose Internet Gaming Disorder.196, 197
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video game addiction 137
A real danger of focusing on video game addiction is that it may cause us to overlook whatever underlying issues are driving obses- sive gameplay. To illustrate this, a Danish scholar, Dr. Rune Nielsen, described to us the case of Maria, a fourteen-year-old girl (details are changed for anonymity) who stopped going to school. Instead, Maria sat at home all day, playing internet games like World of War- craft. When her parents spoke to a school counselor, the counselor decided that the issue was video game addiction. So Maria’s parents took away her computer. Did Maria go back to school? Nope. She sat around the house all day, bored. Maria didn’t even seem too upset about losing access to her games. Nonetheless, it took months before anyone realized that video games weren’t the issue. It turned out that Maria was afraid to go to school—she felt like she was being bul- lied by one of her teachers. No one had bothered to ask her, and she was reluctant to bring it up herself. Luckily for Maria, once she was switched to a different class, she felt better and willingly returned to school. This story is not meant to suggest that video games are never the culprit, of course, only that obsessive video gameplay is often a symptom of another underlying problem.
how to know if someone is addicted to video games
Perhaps your child or someone you care about is playing a lot of video games. How do you know when to worry? Given the issues with the DSM checklist for video game addiction, it is not always easy to tell.
First, ask yourself if the reason you’re concerned is because the person is playing more than you would if you were in her place. This isn’t compelling evidence of addiction. If a person’s life is going well—that is to say, her school, work, and social responsi- bilities are all being met—there is little reason to suspect a video
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game addiction. The person in question may be highly engaged with video games but, as mentioned earlier, the amount of time spent playing is not always a good indicator of whether a person is addicted.198 As we saw with Maria, we can sometimes rush to judg- ment when it comes to new technology. We also have to be wary about assuming that behaviors that are normal for a younger age group are a sign of mental illness. Old folks always think teenagers are batty (the feeling is mutual)!
What’s more, even if gaming does seem to be interfering with a person’s responsibilities, it still might not be a case of video game addiction. Human behavior is complex. If a person plays video games a lot and is also having problems in their life, these two things may or may not be connected—in other words, it does not mean their gaming is the cause of those problems. In truth, even when video games are an issue, they are usually only one piece of a larger puzzle. Video games do not have the chemical power of crack cocaine—a person rarely picks up a video game and transforms from someone perfectly functional and well adjusted into an out-of-control addict. The development of a video addiction is usually a sign of an under- lying issue.
If you are still worried about video game addiction, Dr. Grif- fiths,199 the researcher mentioned earlier in this chapter, has pro- vided an excellent model to help us understand this phenomenon. According to Dr. Griffiths, here are some things to look for when evaluating whether someone might have a problem.
salience
Salience refers to the degree to which an addiction takes over a per- son’s mental life. Is the person thinking about video games all the time, even when he’s not playing? Is he unhappy unless he’s play- ing video games? When not playing, does he spend all of his time
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obsessing over when he will play next to the point that he can’t con- centrate on other tasks? To be clear, looking forward to playing a new game, chatting about video games with friends, and thinking about video games from time to time is not a sign of addiction. Lots of people get a little bit obsessive about their hobbies. Think of all the golfers or hunters or sports enthusiasts who can’t stop yakking about their chosen pastimes. But by salience, we mean that thoughts about gaming become so overwhelming that it is difficult for the person to think about anything else.
mood modification
As we discussed earlier, using video games to relax or improve one’s mood is not necessarily a bad thing. This is something we all do with hobbies. However, if video gaming is the only way a person is able to achieve happiness, that is a problem. Is the person unable to get going in the morning without playing video games? Is the person unable to unwind from stress in any way other than by gaming? Are video games the only thing that improves the person’s mood? If a person’s mood becomes entirely dependent upon video games, this can be a sign of addiction.
tolerance
Tolerance is a classic symptom of substance abuse, wherein a person must take in more and more of a substance to get the same effect. For instance, some alcoholics may brag about how much they can drink without getting drunk, drinking nonalcoholics under the table. With behavioral addictions, this issue is trickier. For video games, tolerance may be demonstrated when people become less and less satisfied with the types of games they once enjoyed playing. Each
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individual session of gaming produces less and less joy. They may feel the need to play longer, more intense sessions, without ever feel- ing satisfied. They may buy more and more games and more and more equipment, without satisfaction or even pleasure.
Again, merely enjoying a lot of gaming is not necessarily toler- ance, particularly if the person seems satisfied and is having fun. Some dedicated gamers may also enjoy buying top-of-the-line equip- ment. For example, Oculus Rift virtual reality equipment and com- puter hardware powerful enough to run it can easily cost in excess of $2,000 (at least as of this writing). This might seem outrageous to non-gamers, but it is not so different from the expensive equip- ment people buy for other hobbies like sailing, biking, scuba diving, collecting sports memorabilia, skiing, stamp collecting, mountain climbing, or even competitive ballroom dancing (seriously, some people spend over $10,000 a year on competition fees, dresses, and dance lessons). The point is, as long as people can afford their hob- bies and they’re having fun, spending a lot of money isn’t a sign of addiction—if a gamer can afford the elaborate setup for Oculus Rift and enjoys using it, there’s little reason for concern. But if, instead, someone seems continually driven to buy more than they can afford, or is never happy with what they have, that’s another matter.
withdrawal
Like tolerance, withdrawal is a common aspect of substance addictions. If you are addicted to the caffeine in coffee and you try to go a couple of days without drinking a cup, you may notice yourself getting head- aches and feeling tired and crabby. These are withdrawal symptoms, courtesy of your caffeine addiction. Granted, withdrawal from sub- stances like heroin or alcohol is much worse—but it’s still withdrawal!
Withdrawal from a behavioral addiction, for instance to video games, is likely to cause psychological symptoms. If the person
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stops playing, does she become stressed, irritable, or depressed? Does she experience physiological symptoms like an upset stom- ach, headaches, insomnia, or loss of appetite? Withdrawal is more than simple annoyance at not being able to play. A teenager becom- ing sullen when her video game use is restricted is normal. Becom- ing stressed to the point of not being able to enjoy the rest of her life at all, or having stomachaches and trouble sleeping, is not.
conflict
Conflict is the element of Dr. Griffiths’ model that most closely resembles the issue of “interference” we discussed earlier in this chap- ter. Conflict occurs when the person’s gaming needs lead him to stop meeting his responsibilities, which puts him into conflict with others. Does the person disregard the negative consequences of spending too much time on games, even though these consequences are obvious? Is the person in conflict with friends, family, bosses, or teachers over a failure to meet expectations? Is the person in conflict with himself because he knows he games too much, but can’t seem to stop?
rel apse
Relapse occurs when a person reverts to problematic behaviors despite efforts to change. A smoker who quits but then goes back to smoking has relapsed. With video games, relapse occurs when a per- son tries to cut back on her gaming but can’t do it. So, has the person tried to game less but found that she couldn’t manage it despite a sincere effort?
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It's important to note that if someone expresses only one or two of these issues, he or she is not addicted to video games. Just thinking about video games a lot (salience) or wanting to play them more and more (tolerance) does not make a person a video game addict. How- ever, if a person experiences most of these issues, he or she might have a problem. Another way of putting it is that people who health- ily engage with video games will find that the hobby adds value to their lives. In contrast, individuals who have an unhealthy or addic- tive relationship with video games will inevitably discover these games detract value from their lives. For people who are not famil- iar with gaming, it can sometimes be difficult to tell the difference: they can’t imagine what it could possibly add to a person’s life, and they might think the gamer is “missing out” and should be outside or doing something more constructive. But being unable to see the appeal of an activity is not a sign that the activity is harmful.
video games: kinda-sorta addictive?
The good news is that for almost all kids and young adults, playing video games is simply a normal part of their development. The over- whelming majority of people who play video games do so while also balancing a productive work or school schedule and an active social life. But a few may struggle with that balance. Parents and loved ones can help by implementing clear and consistent rules and some sensi- ble interventions we’ll discuss in the final chapter. For some people, video gaming can become addictive, but in most of those cases, as with many behavioral addictions, video games are only one part of a larger, complex set of problems. Poor gaming habits are usually symptomatic of underlying issues, not the cause.
While video game addiction may be a real thing, it is hardly the looming epidemic some make it out to be. People who develop this
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problem tend to have relatively mild symptoms, and an addiction to video games is not comparable to an addiction to alcohol, metham- phetamine, or even gambling. But in an era of moral panic, head- lines such as “Video games are like heroin,” tend to get a lot more attention than the mundane truth.
The truth is, like anything fun, games can be overdone. Moder- ation is everything! This is just as true with video games as it is with fast food, candy, potato chips, and exercise. Surprisingly, as you will learn in the next chapter, video games might be the key to helping you master moderation, get that fit body you always wanted, and maybe even fine-tune your moral compass.
MoralCombat_Interior.indd 143 1/31/17 9:24 AM Markey, Patrick M., and Christopher J. Ferguson. Moral Combat : Why the War on Violent Video Games Is Wrong, BenBella Books, Inc., 2017. ProQuest Ebook Central, http://ebookcentral.proquest.com/lib/piercecollege/detail.action?docID=4749065. Created from piercecollege on 2021-05-08 16:31:36.
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MoralCombat_Interior.indd 144 1/31/17 9:24 AM Markey, Patrick M., and Christopher J. Ferguson. Moral Combat : Why the War on Violent Video Games Is Wrong, BenBella Books, Inc., 2017. ProQuest Ebook Central, http://ebookcentral.proquest.com/lib/piercecollege/detail.action?docID=4749065. Created from piercecollege on 2021-05-08 16:31:36.
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