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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]
Significant media coverage and public discourse developed in 2017 in relation to the Tencent game, Honor of Kings. [19] : 237 China Youth Daily described the game as "digital opium" and noted several game addiction cases involving Honor of Kings. [19] : 238 In Hangzhou, a middle school teacher wrote a widely-disseminated article calling for the game to be banned, attributing to it negative effects on teenagers' mental health. [19] : 238 Shortly thereafter, a thirteen year-old in Hangzhou jumped off a building because his father prevented him from playing Honor of Kings and the Qianjiang Evening News called for a ban on the game. [19] : 238 Southern Metropolis Daily reported that Honor of Kings had not implemented the national system that aimed to protect adolescents from video game addiction. [19] : 239–239
On 3 July and 4 July, People's Daily published a pair of critical articles, after which Tencent share price dropped significantly. [19] : 239 On 4 July, Honor of Kings implemented measures to reduce teenager's time playing the game. [19] : 239 Honor of Kings started limiting children under the age of 12 to one hour of play time per day, with an additional restriction from playing after 9pm. Children aged from 12 to 17 were limited to two hours per day. It is believed that rising concerns over excessive gaming habits in children led Tencent to self-impose these restrictions. [20] After these changes in Honor of Kings, public and media debate about game addiction shifted towards debate about the role of family, school, education, and other factors. [19] : 239 The value of Tencent stock increased shortly thereafter. [19] : 239
On 31 October 2021, Honor of Kings updated its juvenile addiction prevention system following the requirement from National Press and Publication Administration. Under the new changes, juveniles only can log in to the game from 20:00 to 21:00 on Friday, Saturday, Sunday, and legal holidays. [21]
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.
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.
Sexual addiction is a state characterized by compulsive participation or engagement in sexual activity, particularly sexual intercourse, despite negative consequences. The concept is contentious; as of 2023, sexual addiction is not a clinical diagnosis in either the DSM or ICD medical classifications of diseases and medical disorders, which instead categorize such behaviors under labels such as compulsive sexual behavior.
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.
The video game industry in 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 a problematic compulsive use of the internet, particularly on social media, that impairs an individual's 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.
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.
Tencent Holdings Ltd. is a Chinese multinational technology conglomerate and holding company headquartered in Shenzhen. It is one of the highest grossing multimedia companies in the world based on revenue. It is also the world's largest company in the video game industry based on its equity investments.
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.
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.
Kimberly Sue Young O'Mara was a psychologist and expert on Internet addiction disorder and online behavior. She founded the Center for Internet Addiction in 1995 while she was a psychology professor at the University of Pittsburgh at Bradford. Until her death in 2019, Young was a professor of management at St. Bonaventure University. During her career, she published numerous journal articles and book chapters and served as an expert witness regarding her pioneer research including testimony for the Child Protection Online Act Congressional Committee. Young was a member of the American Psychological Association, the Pennsylvania Psychological Association, and a founding member of the International Society of Mental Health Online. Aged 53, Young died of cancer on February 28, 2019.
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.
Arena of Valor, formerly Strike of Kings, is an international adaptation of Honor of Kings, a multiplayer online battle arena developed by TiMi Studio Group and published by Level Infinite for Android, iOS and Nintendo Switch for markets outside Mainland China. As of September 2018, the game has grossed over $140 million outside China. Arena of Valor was one of the esports titles featured at the 2018 Asian Games, 2019 Southeast Asian Games, 2021 Asian Indoor and Martial Arts Games, and 2021 SEA Games as part of the competitive sport. Arena of Valor was published in other regions by Garena, DeNA, Actoz SG, and TiMi Studio Group.
Honor of Kings is a multiplayer online battle arena (MOBA) developed by TiMi Studio Group and published by Tencent Games for the iOS and Android mobile platforms.
Tencent Games is the video game publishing subdivision of Tencent Interactive Entertainment, the digital entertainment division of Tencent Holdings. It has five internal studio groups, including TiMi Studio Group. Tencent Games was founded in 2003 to focus on online games. In 2021, it launched its international Level Infinite brand, which is stated to be operated from its Singapore office.
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 and rise of text messaging. 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.
The Anti-Addiction System for Online Games is a system developed in accordance with the Standard for Anti-Addiction System for Online Games issued by the General Administration of Press and Publication (GAPP) of the People's Republic of China, which was implemented in 2007, with the aim of restricting minors to prevent them from becoming addicted to online games for a long period of time. The GAPP issued "Notice of the National Press and Publication Administration on Further Strict Management and Effective Prevention of Minors' Addiction to Online Games" in August 2021, based on General Secretary Xi Jinping's instructions on youth work. Chinese authorities have claimed that it is the most advanced and efficient anti-addiction system in the world. Its strict regulations have therefore led to some controversy.
The Notice of the National Press and Publication Administration on Further Strict Management to Effectively Prevent Minors from Becoming Addicted to Online Games is a document issued by the National Press and Publication Administration on further strict management measures to address the problem of minors' excessive use of, or even addiction to, online games. The notice was issued on 30 August 2021, and sets out requirements for major online games in mainland China regarding anti-addiction mechanisms for minors.