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Video game addiction is considered an impulse control disorder, [1] analogous to pathological gambling that does not include using intoxicating drugs. In China, as well as other parts of the world, the disorder is considered a problem. In June 2018, the World Health Organization listed "gaming disorder" in the 11th Revision of its International Classification of Diseases. [2] According to its definition, it is characterized by impaired control, prioritizing gaming by giving excessive time to games rather than other activities, lack of other interests in daily activities, and the continuation of gaming despite the negative consequences. [3] China has in place multiple laws attempting to combat video game addiction in minors. [4]
Many video games have no pre-defined endgame. The inclusion of downloadable content (DLC) means the game continues to expand over time. [5] [6] DLC enables developers to expand their games and attract others for a player to play against. There is always another game.
Video games satisfy the need of social connections and activities. [5] Today's games encourage players to interact with each other, supporting the societal demand for interpersonal connections. Massively multiplayer online role-playing games are an example of this.
Level reward systems are addictive, and provide incentives to the player to level up. [5] In the introductory period of a game, players begin with basic characteristics with regards to attributes and skills. At low levels, it takes little effort to level up and progress. Each new level requires progressively more work to reach.
Multiplayer games do not end; this kind of game often encourages players to connect and collaborate with gamers around the world. [5] [6] Massively multiplayer online role-playing games let players connect with each other. Examples include League of Legends and PUBG .
Video games often have digital currencies. [5] The more time players spend in a game, the more "wealth" they acquire. Players use this virtual wealth to "purchase" new aspects of the game. Rewards are set on different time schedules in video games. [5] [6] Players may be rewarded for finishing tasks within a certain time frame, or might be given bonuses for playing during a pre-determined period.
The virtual gaming world continues to evolve, even when players are not online. [5] Even when players are not playing, the game's world may continue to develop. This creates an incentive to keep playing the game due to the fear of falling behind.
Top players or teams can receive rewards in real life, [5] as some tournaments offer cash prizes. Video games do not reward short and unscheduled periods of player time. [5] Achieving competency in games requires a large time investment. Casual players will often be unable to catch up to more dedicated players due to their lack of skills or in-game items.
Video games can generate strong emotions in players. [5] [6] Addictive games offer unique methods to create emotional connections with players. It is an unconscious decision for people addicted to computer games to spend more time playing when they are emotionally invested in a game.
Modern video games are enormous and dense. [6] Many modern games focus on delivering large amounts of content through open-world levels or compulsion loops, allowing the player to delve deeply into a world for long periods of time.
Apart from the common factors contributing to video game addiction, certain specific phenomena prevalent in China exacerbate this issue. The nation's high-pressure educational environment significantly correlates with addiction, particularly among individuals aged 12 to 18. Research by Rui Zhou (2023) revealed that the prevalence of Video Game Addiction (VGA) was 40.9%, with a comparable rate of 41.8% for Social Media Addiction (SMA). Notably, both VGA and SMA exhibited a co-occurrence rate of 23.6% (see Figure 2). The mean age of those affected was 14.9 years (SD = 1.8 years; range 12–18 years), with an average of 9.0 years of education (SD = 1.7 years; range 5–13 years).Furthermore, there exists a negative correlation between academic performance and video game addiction, indicating that academic pressure significantly contributes to teenagers' susceptibility to addiction. Consequently, students are actively seeking safe spaces for mental health interventions. [7]
During the COVID-19 pandemic, the situation appeared to worsen due to China's strict lockdown policies. As a result, internet-based entertainment saw significant development, emerging as the most convenient means for people to relax. This shift has led to a notable increase in addiction among the population. According to Yang-Yang Li (2021), during the pandemic, the overall prevalence of Internet addiction among the general population was recorded at 36.7%, with severe Internet addiction affecting 2.8% of individuals, as indicated by scores on the Internet Addiction Test (IAT). Recreational Internet usage notably increased during this period, with nearly half of the participants reporting heightened severity of Internet addiction.Negative emotions play a significant role in exacerbating the issue as well. People are eager to find activities that can help soothe their minds amid challenging circumstances. [8]
Treatments may include in-patient intervention programs with a team of mental health professionals who are specialized in combating computer game addiction. [9] Wilderness therapy, which is similar to in-patient treatment, provides treatment in an outdoor setting devoid of any technology or electronic devices. [9] One-on-one counselling with a psychologist or mental health professional, experienced in working with computer game addictions, may be useful. [9] Family therapy entails a therapist looking at the family system and how it interacts with family activities. [9] Computer game addiction books are available that allow an individual to self-treat their issues. [9]
The Chinese government operates several clinics to treat those who overuse online games, chatting and web surfing. Treatment for the patients, most of whom have been forced to attend by parents or government officials, includes various forms of pain including shock therapy. [10] [11] In August 2009, Deng Sanshan was reportedly beaten to death in a correctional facility for video game and Web addiction. [12] Most of the addiction "boot camps" in China are actually extralegal militaristically managed centers, but have remained popular despite growing controversy over their practices. [13] [14] [15]
In August 2021, China’s strict limits on how long minors can play online video games got stricter. Chinese children and teenagers are barred from online gaming on school days, and limited to one hour a day on weekend and holiday evenings. [16]
A new law passed in November 2019 limits children under 18 to less than 90 minutes of playing video games on weekdays and three hours on weekends, with no video game playing allowed between 10 p.m. to 8 a.m. These are set by requiring game publishers to enforce these limits based on user logins. [17] In September 2020, the government implemented its own name-based authentication system to be made available to all companies to uphold these laws. [18]
In 2017 Tencent Games restricted young players to one or two hours of playing online games due to concerns about children's development. The new gaming restriction policy set up by Tencent was first applied to the mobile phone online game Strike of Kings. Children who are under 12 years old are restricted to playing the game one hour per day, with no online access after 9:00 pm. Anyone who is between 12 and 18 years old are restricted to two hours playing a day. [19]
A massively multiplayer online role-playing game (MMORPG) is a video game that combines aspects of a role-playing video game and a massively multiplayer online game.
Computer addiction is a form of behavioral addiction that can be described as the excessive or compulsive use of the computer, which persists despite serious negative consequences for personal, social, or occupational function. Another clear conceptualization is made by Block, who stated that "Conceptually, the diagnosis is a compulsive-impulsive spectrum disorder that involves online and/or offline computer usage and consists of at least three subtypes: excessive gaming, sexual preoccupations, and e-mail/text messaging". Computer addiction is not currently included in the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) as an official disorder. The concept of computer addiction is broadly divided into two types, namely offline computer addiction, and online computer addiction. Offline computer addiction is normally used when speaking about excessive gaming behavior, which can be practiced both offline and online. Online computer addiction, also known as Internet addiction, gets more attention in general from scientific research than offline computer addiction, mainly because most cases of computer addiction are related to the excessive use of the Internet.
A PCbang is a type of internet cafe or LAN gaming center in South Korea. Patrons can use computers, often to play video games in person with friends, for an hourly fee.
Pornography addiction is the scientifically controversial application of an addiction model to the use of pornography. Pornography may be part of compulsive behavior with negative consequences to one's physical, mental, social, or financial well-being. While the World Health Organization's ICD-11 (2022) has recognized compulsive sexual behaviour disorder (CSBD) as an "impulsive control disorder", CSBD is not an addiction, and the American Psychiatric Association's DSM-5 (2013) and the DSM-5-TR (2022) do not classify compulsive pornography consumption as a mental disorder or a behavioral addiction.
Drug rehabilitation is the process of medical or psychotherapeutic treatment for dependency on psychoactive substances such as alcohol, prescription drugs, and street drugs such as cannabis, cocaine, heroin, and amphetamines. The general intent is to enable the patient to confront substance dependence, if present, and stop substance misuse to avoid the psychological, legal, financial, social, and medical consequences that can be caused.
Problem gambling or ludomania is repetitive gambling behavior despite harm and negative consequences. Problem gambling may be diagnosed as a mental disorder according to DSM-5 if certain diagnostic criteria are met. Pathological gambling is a common disorder associated with social and family costs.
Sexual addiction is a state characterized by compulsive participation or engagement in sexual activity, particularly sexual intercourse, despite negative consequences. The concept is contentious; neither of the two major mainstream medical categorization systems recognise sex addiction as a real medical condition, instead categorizing such behavior under labels such as compulsive sexual behavior.
A computer widow is someone who has a relationship with a computer user who plays video games, uses the Internet, or creates his/her own programs, paying far more attention to the computer or game than to his/her partner. It is similar in concept and may in some cases have replaced the football widow, which in the UK is often replaced by the "golf widow". The term was in use as early as 1983, with use of bulletin board systems and programming a concern.
Video game addiction (VGA), also known as gaming disorder or internet gaming disorder, is generally defined as a psychological addiction that is problematic, compulsive use of video games that results in significant impairment to an individual's ability to function in various life domains over a prolonged period of time. This and associated concepts have been the subject of considerable research, debate, and discussion among experts in several disciplines and has generated controversy within the medical, scientific, and gaming communities. Such disorders can be diagnosed when an individual engages in gaming activities at the cost of fulfilling daily responsibilities or pursuing other interests without regard for the negative consequences. As defined by the ICD-11, the main criterion for this disorder is a lack of self control over gaming.
An addictive behavior is a behavior, or a stimulus related to a behavior, that is both rewarding and reinforcing, and is associated with the development of an addiction. There are two main forms of addiction: substance use disorders and behavioral addiction. The parallels and distinctions between behavioral addictions and other compulsive behavior disorders like bulimia nervosa and obsessive-compulsive disorder (OCD) are still being researched by behavioral scientists.
The video game industry in Mainland China currently is one of the major markets for the global video game industry, where more than half a billion people play video games. Revenues from China make up around 25% of the nearly US$100 billion global video game industry as of 2018, and since 2015 has exceeded the contribution to the global market from the United States. Because of its market size, China has been described as the "Games Industry Capital of the World" and is home to some of the largest video game companies. China has also been a major factor in the growth of esports, both in player talent and in revenue.
Internet addiction disorder (IAD), also known as problematic internet use or pathological internet use, is problematic, compulsive use of the internet, particularly social media, that impairs individual function over a prolonged period of time. Young people are at particular risk of developing internet addiction disorder, with case studies highlighting students whose academic performance declines as they spend more time online. Some experience health consequences from loss of sleep as they stay up to continue scrolling, chatting, and gaming.
Dr. Maressa Hecht Orzack was an American psychologist who was clinical associate in psychology at McLean Hospital; Coordinator of Behavior Therapy Affective Disease Program, also at McLean Hospital and assistant clinical professor of psychology, Department of Psychiatry at Harvard Medical School. She also held private practice at Newton Centre.
There have been many debates on the social effects of video games on players and broader society, as well as debates within the video game industry. Since the early 2000s, advocates of video games have emphasized their use as an expressive medium, arguing for their protection under the laws governing freedom of speech and also as an educational tool. Detractors argue that video games are harmful and therefore should be subject to legislative oversight and restrictions. The positive and alleged negative characteristics and effects of video games are the subject of scientific study. Academic research has examined the links between video games and addiction, aggression, violence, social development, and a variety of stereotyping and sexual morality issues.
Yang Yongxin is a Chinese psychiatrist who advocated and practiced a highly controversial form of electroconvulsive therapy (ECT) without anesthesia or muscle relaxants as a cure for video game and Internet addiction in adolescents. Yang is currently deputy chief of the Fourth Hospital of Linyi, in the Shandong province of China. He runs the Internet Addiction Treatment Center at the hospital.
Addiction is a neuropsychological disorder characterized by a persistent and intense urge to use a drug or engage in a behavior that produces natural reward, despite substantial harm and other negative consequences. Repetitive drug use often alters brain function in ways that perpetuate craving, and weakens self-control. This phenomenon – drugs reshaping brain function – has led to an understanding of addiction as a brain disorder with a complex variety of psychosocial as well as neurobiological factors that are implicated in addiction's development. Classic signs of addiction include compulsive engagement in rewarding stimuli, preoccupation with substances or behavior, and continued use despite negative consequences. Habits and patterns associated with addiction are typically characterized by immediate gratification, coupled with delayed deleterious effects.
In South Korea, video games are considered to be a major social activity, with most of the games being cooperative or competitive. Locally developed role-playing, first-person shooter, MMORPG and mobile games have proven to be very popular in the country. Professional competition surrounding video games also enjoy a substantial following in South Korea—major tournaments are often broadcast on television and have large prizes available.
Experts from many different fields have conducted research and held debates about how using social media affects mental health. Research suggests that mental health issues arising from social media use affect women more than men and vary according to the particular social media platform used, although it does affect every age and gender demographic in different ways. Psychological or behavioural dependence on social media platforms can result in significant negative functions in individuals' daily lives. Studies show there are several negative effects that social media can have on individuals' mental health and overall well-being. While researchers have attempted to examine why and how social media is problematic, they still struggle to develop evidence-based recommendations on how they would go about offering potential solutions to this issue. Because social media is constantly evolving, researchers also struggle with whether the disorder of problematic social media use would be considered a separate clinical entity or a manifestation of underlying psychiatric disorders. These disorders can be diagnosed when an individual engages in online content/conversations rather than pursuing other interests.
Problematic smartphone use is psychological or behavioral dependence on cell phones. It is closely related to other forms of digital media overuse such as social media addiction or internet addiction disorder.
The relationships between digital media use and mental health have been investigated by various researchers—predominantly psychologists, sociologists, anthropologists, and medical experts—especially since the mid-1990s, after the growth of the World Wide Web. A significant body of research has explored "overuse" phenomena, commonly known as "digital addictions", or "digital dependencies." These phenomena manifest differently in many societies and cultures. Some experts have investigated the benefits of moderate digital media use in various domains, including in mental health, and the treatment of mental health problems with novel technological solutions.