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[[Image:Evercrack.jpg|thumb|right|This [[Photoshopping|Photoshopped]] ''Ever[[Crack cocaine|Crack]] Trilogy'' box cover, an allusion to the excessive hours some players spent on the game ''[[EverQuest]]'', has been widely circulated online.]]
'''Video game addiction''', also called '''video game overuse''', is a proposed form of psychological [[addiction#Psychological dependency|addiction]]<ref>[http://www.latimes.com/technology/la-fi-games25jun25,1,768047.story?coll=la-headlines-technology AMA may identify excessive video game play as addiction] [[June 25]],[[2007]]. Accessed [[June 25]], [[2007]]</ref> composed of a compulsive use of [[computer and video games]]. Sometimes the addiction will manifest itself as part of excessive Internet use.


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Most notable are [[Massively multiplayer online role-playing games|massively multiplayer online role-playing games (MMORPGs)]], and related to the also-debated [[Internet addiction disorder]].
Instances have been reported in which users play compulsively, isolating themselves from social contact and focusing almost entirely on in-game achievements rather than life events.<ref>[http://parents.berkeley.edu/advice/teens/gameaddiction.html Computer Game Addiction.] Berkeley Parents Network. Accessed [[June 25]],[[2007]]</ref><ref>Hauge, Marney R. and Douglas A. Gentile. [http://www.psychology.iastate.edu/faculty/dgentile/SRCD%20Video%20Game%20Addiction.pdf Video game addiction among adolescents: Associations with academic performance and aggression.] Paper presented at a Society for Research in Child Development Conference, Tampa Florida. April, 2003. Accessed [[June 25]],[[2007]]</ref>



==Possible diagnosis==
Though video game addiction is not included as a diagnosis in either the DSM or the [[ICD|International Statistical Classification of Diseases and Related Health Problems]], it is suggested that the symptoms of a video game addiction would be similar to that of other psychological addictions.<ref name="Khan">Khan, Mohamed K. [http://www.ama-assn.org/ama1/pub/upload/mm/467/csaph12a07.doc Report of the council on science and public health.] 2006. Accessed [[June 25]],[[2007]]</ref> Like [[problem gambling|compulsive gambling]], video game addiction is said to be an [[impulse control disorder]].<ref>Brown, Gerald L. [http://www.healthsystem.virginia.edu/internet/psych-training/seminars/impulse%20control%20disorders%203-12-04.pdf Impulse control disorders: a clinical and psycho biological perspective] [[March 15]], [[2004]] Accessed [[June 25]],[[2007]]</ref><ref>[http://www.theaustralian.news.com.au/story/0,20867,20632039-27699,00.html Study finds computer addiction is linked to impulse control disorder] ''The Australian News'' [[October 24]],[[2006]]. Accessed [[June 25]],[[2007]]</ref>

==Prevalence==
No formal studies have been published addressing the prevalence of a possible video game addiction. A [[Harris Interactive]] [[poll]] released in April 2007 found that 8.5% of "youth gamers" in the United States could be "classified as [[addiction|pathologically or clinically 'addicted']] to playing video games."<ref>[http://www.harrisinteractive.com/news/allnewsbydate.asp?NewsID=1196 Video game addiction: is it real?] ''Harris Interactive'' [[April 2]],[[2007]]. Accessed [[June 25]],[[2007]]</ref> A [[United Kingdom|British]] survey reported in November 2006 indicated 12% of polled gamers exhibit addictive behaviours.<ref>[http://news.bbc.co.uk/1/hi/england/nottinghamshire/6193462.stm Online gamers addicted says study.] ''BBC News'' [[November 28]],[[2006]]. Accessed [[June 25]],[[2007]]</ref> Video game overuse is believed to be more of a problem in Asia.<ref name="technews">Noyes, Katherine. [http://www.technewsworld.com/story/58014.html Docs Retreat From 'Video Game Addiction' Diagnosis] ''Tech News World'' [[June 25]],[[2007]]. Accessed [[June 27]],[[2007]].</ref> A governmental survey in [[South Korea]] estimated that 2.4% of South Koreans aged 9 to 39 are addicts, with 10.2 percent more "borderline cases."<ref name="Faiola">Faiola, Anthony. [http://www.washingtonpost.com/wp-dyn/content/article/2006/05/26/AR2006052601960.html When Escape Seems Just a Mouse-Click Away.] ''Washington Post Foreign Service'' [[May 27]], [[2006]]. Accessed [[June 25]],[[2007]]</ref>

A 2005 survey by the [[Entertainment Software Association]] found that "video game overuse" was more common in players of [[MMORPGs]].<ref>[http://www.forbes.com/forbeslife/health/feeds/hscout/2007/06/22/hscout605801.html Video Game Overuse May Be an Addiction: Experts.] ''Forbes'' [[June 22]],[[2007]]. Accessed [[June 25]],[[2007]]</ref> In an interview in 2005, Dr. [[Maressa Orzack]] of [[McLean Hospital]] in [[Belmont, Massachusetts|Belmont]], [[Massachusetts]] estimated that 40% of the 10 million players of MMORPG [[World of Warcraft]] are addicted, a figure she derived from the survey managed by [[Nick Yee]] at the [http://www.nickyee.com/daedalus/ The Daedalus Project].
<ref>Ferguson, Dylan. [http://www.themanitoban.com/2006-2007/0328/121.World.of.warcrack.php World of Warcrack: the addictive power of role-playing games] ''The Manitoban Online'' [[March 28]],[[2007]]. Accessed [[June 25]],[[2007]]</ref>. However, [[Nick Yee]] has pointed out that caution should be exercised when interpreting this survey data<ref>Yee, Nick. [http://www.nickyee.com/daedalus/archives/000818.php The Daedalus Project: Addiction] ''The Daedalus Project'' [[July 9]],[[2004]]</ref>.

A July 2007 article indicates a 15-year-old boy from [[Perth, Western Australia]] abandoned all other activities to play [[RuneScape]], a popular [[MMORPG]]. The boy's father compared the condition to a [[heroin]] addiction.<ref>[http://www.news.com.au/perthnow/story/0,21598,22073926-2761,00.html Brian Quartermaine, Stress over teen's 'addiction', The Sunday Times (Perth), News.com.au, July 14, 2007]</ref>

A 2008 Study by [[Stanford University School of Medicine]] suggests that video game addiction in men may be more prevalent than women when the game concept revolves around territorial control. <ref name=stanford>{{cite web | author=MICHELLE L. BRANDT | title = Video games activate reward regions of brain in men more than women, Stanford study finds | publisher=Stanford University School of Medicine | work = | url=http://med.stanford.edu/news_releases/2008/february/videobrain.html | year = 2008 | accessdate=2008-05-07}}</ref> In a first-of-its-kind imaging study, the Stanford University School of Medicine researchers have shown that the part of the brain that generates rewarding feelings is more activated in men than women during video-game play. "These gender differences may help explain why males are more attracted to, and more likely to become 'hooked' on video games than females," the researchers wrote in their paper, which was recently published online in the Journal of Psychiatric Research.

==Possible causes==
Theorists focus on the built-in reward systems of the games to explain their addictive nature.<ref>Haggard, Daniel. [http://danielhaggard.com/24/the-computer-game-affliction-how-they-addict-you/ The computer game affliction: how they addict you.] Accessed [[June 25]],[[2007]]</ref><ref>LeClaire, Jennifer. [http://www.technewsworld.com/story/52916.html Warning Signs Appear Along Road to Video Game Addiction] TechNews World. [[September 13]],[[2006]]. Accessed [[June 25]],[[2007]]</ref>

Researchers at the University of Rochester and Immersyve Inc. investigated what motivates gamers to continue playing video games. According to lead investigator Richard Ryan, they believe that players play for more reasons than just mere fun. Ryan, a motivational psychologist at Rochester, says that many video games can satisfy some basic psychological needs and often players continue to play because of rewards, freedom, and often a connection with other players.<ref>[http://www.ndri.com/article/cause_and_impact_of_video_games_addiction_-211.html Cause and Impact of Video Games Addiction.] All about Health, News, Articles, Discussion. [[February 5]],[[2007]] Accessed [[May 8]],[[2008]].</ref>

Dr. Brody, head of the media committee at the American Academy of Child and Adolescent Psychiatry<ref>Backer, Erin. [http://www.aacap.org/cs/2007_press_releases/child_and_adolescent_psychiatrists_react_to_ama_recommendation_on_video_games/ Child and adolescent psychiatrists react to ama recommendation on video games.] Accessed [[May 7]], [[2008]]</ref>, puts forth that the addiction to computer games can be caused by psychological problems such as [[antisocial personality disorder]], [[Major depressive disorder|depression]], and phobias such as social phobia. He believes that many addicts want a way to escape reality and then find that they can create a whole new persona on an online game and live their life through their new online personality. Through this they can start to like fantasy life more than reality due to newfound friends and power, and thus, refuse to be drawn away from it. Dr. Brody, like others, sees the problem in computer game addiction and believes it needs to be treated on the same level as a drug addiction. However, there is much controversy over video game addiction being diagnosed as a "disease" since, in some cases, it is much easier to treat than a drug addiction.
According to him, computer and video game addiction is a disease. Dr. Karen Pierce, a psychiatrist at a children's hospital in Seattle, treats at least two children a week who play computer and video games excessively, and "treats it like any addiction." <ref>Tanner, Lindsey. [http://www.msnbc.msn.com/id/19354827/ Is video game addiction a mental disorder?] Accessed [[May 7]], [[2008]]</ref>

==Treatment==

Some countries, like [[South Korea]], [[People's Republic of China|China]], the [[Netherlands]] and the [[United States]], have responded to the perceived threat of video game addiction by opening treatment centers.<ref name="Faiola"/>

Research in treatment area is still in the preliminary stages because few clinical trials and no meta-analyses have been done to evaluate treatment for this type of addiction. As with other addictions or dependencies, the most effective treatments are a combination of [[psychopharmacology]], [[psychotherapy]] and [[twelve-step program]]s have also shown promise. <ref name=health.am>{{cite web | author=Cindy Burkhardt Freeman | title = Internet Gaming Addiction Treatments | publisher=The Journal for Nurse Practitioners | work = | url=http://www.health.am/psy/more/internet-gaming-addiction/P4/ | year = January 2008 | issue =1 |pages =42-47 | accessdate=2008-05-07}}</ref>

=== China ===
The [[Government of the People's Republic of China|Chinese government]] operates several clinics to treat those addicted to [[online game]]s, [[chatting]] and [[web surfing]]. Treatment for the patients, most of whom have been forced to attend by parents or government officials, include various forms of pain or uneasiness.<ref>Humphrey Cheung.[http://www.tgdaily.com/content/view/31056/98/ China electrocutes the WoW out of Internet addicts] [[February 23]],[[2007]]. Accessed [[June 25]],[[2007]]</ref><ref>Sebag-Montefiore, Poppy. [http://observer.guardian.co.uk/international/story/0,6903,1646663,00.html China's young escape into the web] ''Observer Guardian'' [[November 20]],[[2005]]. Accessed [[June 25]],[[2007]]</ref>

China also introduced an "anti-online gaming addiction system" in [[2005]] intended to reduce addiction by diminishing in-game rewards after three hours of play.<ref>Dickie, Mure. [http://www.ft.com/cms/s/89ea206a-13f3-11da-af53-00000e2511c8.html China moves to zap online game addiction] ''Financial Times'' [[August 23]],[[2005]]. Accessed [[June 27]],[[2007]]</ref> In [[2006]], the system was altered so that users over 18 did not face the limitations.<ref>Shang Koo. [http://www.pacificepoch.com/newsstories/51064_0_5_0_M/ GAPP Exempts Adults From Fatigue System] ''Pacific Epoch'' [[Jan 16]],[[2006]]. Accessed [[June 27]],[[2007]]</ref> Reports indicate underage gamers are finding ways to circumvent the measure.<ref>Zhengqian Zhou. [http://www.pacificepoch.com/newsstories/94553_0_5_0_M/ Industry Unfazed, Gamers Unconvinced About Fatigue System] ''Pacific Epoch'' [[April 10]],[[2007]]. Accessed [[June 27]],[[2007]]</ref>

The Chinese government has launched a campaign to limit the number of hours teenagers spend online playing games. Under new rules, from July 2007 [[Internet cafes]] in China must install a program that requires users to enter their ID card numbers. After three hours, players under 18 are prompted to stop and "do suitable physical [[exercise]]." If they continue, the software slashes by half any points earned in the game; all points are erased if players stay on more than five hours. <ref name=3-rx>{{cite web | title =China Limits Teenage Internet Gaming | publisher=3-RX Health Encyclopedia | work = | url=http://www.3-rx.com/ab/more/china-limits-teenage-internet-gaming/ | year = 2007 | accessdate=2008-05-07}}</ref>

=== The Netherlands ===
In [[June]] [[2006]], the Smith and Jones Clinic<ref name="SMITHJONES">[http://www.smithandjones.nl Smith and Jones clinic]</ref> in [[Amsterdam]] became the first treatment facility in [[Europe]] to offer a residential treatment program for compulsive gamers.<ref>Li C. Kuo. [http://www.gamespy.com/articles/710/710909p1.html Europe Opens Its First Game Addiction Clinic]. ''Gamespy'' [[June 1]], [[2006]]. Accessed [[June 25]], [[2007]]</ref>

=== United States and Canada ===
[[McLean Hospital]] in [[Belmont, Massachusetts|Belmont]], [[Massachusetts]] has set up "Computer Addiction Services"<ref name="CAS">[http://www.computeraddiction.com/ Computer Addiction Services]</ref>. Elsewhere, gamers may seek services at generalized addiction support centers. At one such center in [[Richmond, British Columbia|Richmond]], [[British Columbia]], [[Canada]], excessive gaming accounts for 80% of one [[youth counselor]]'s caseload.<ref>Bennett, Nelson. [http://www.richmond-news.com/issues06/122206/news/122206nn1.html When the game gets serious]. ''Richmond News'' [[December 8]], [[2006]]. Accessed [[June 25]],[[2007]]</ref>

[[Online Gamers Anonymous]], an American [[non-profit organization]] formed in [[2002]], is a [[twelve-step program|twelve-step]], self-help, support and recovery organization for gamers and their loved ones who are suffering from the adverse effects of excessive computer game playing. The organization provides a variety of message boards, several on-line meetings and other tools for healing and support.

==Deaths==
There have been a variety of well-documented deaths around the world caused directly by exhaustion from playing games for excessive periods of time.

===China===
In [[Jinzhou]], [[China]], Xu Yan died after playing online games continuously for over 15 days during the [[Lunar New Year]] holiday.<ref>
{{cite web
|url=http://www.vnunet.com/vnunet/news/2184523/online-addict-games-himself
|title=Chinese gamer dies after 15-day session
|date=01 March 2007
|publisher=[[VNU|VNU.Net]]
}}</ref> An unnamed 30 year-old male died in [[Guangzhou]], China after playing continuously for 3 days. <ref>
{{cite web
|url=http://www.vnunet.com/vnunet/news/2198850/chinese-man-dies-three-days
|title=Chinese gamer dies after three-day session
|date=17 September 2007
|publisher=[[VNU|VNU.Net]]
}}</ref><ref>
{{cite web
|url=http://ap.google.com/article/ALeqM5i08b5of64eH5r-S-p_rkveKn2KEA
|title=Chinese Man Dies From 3-Day Gaming Binge
|publisher=[[Associated Press]]
|date=2007-09-17
}}</ref>

===South Korea===
Gamer [[Lee Seung Seop]] died after playing [[Starcraft]] for over 50 hours.
<ref>
[http://www.timesonline.co.uk/article/0,,3-1729573,00.html korean drops dead after 50-hour gaming marathon] (london ''times'') august 10, 2005
</ref>
<ref>
[http://news.bbc.co.uk/1/hi/technology/4137782.stm S Korean dies after games session] 10 August 2005
</ref>

===India===
In [[New Delhi]], 21 year-old college student Naminder Pal Singh Bagga suffered from extreme exhaustion and [[malnutrition]], and ultimately starved to death while playing [[Fiesta Online]] daily for three months while at college. His roommates, Ramesh and Mandeep, tried to save him but were unable to stop his excessive playing. {{Fact|date=July 2008}}<!-- Is this a hoax? The tone, lack of sources and the use of his roommates' first names suggest that this may have been in fact written by them... -->

==In popular culture==
* ''[[South Park]]'' episode [[Make Love, Not Warcraft]] parodies many aspects of game addiction.
* In the ''[[Simpsons]]'' episode [[Marge Gamer]], Marge is introduced to an MMORPG called Earthland Realms. Though she rejects Bart's addiction to the game, she herself becomes addicted, ultimately causing Bart to be killed by other users and become turned off towards the game.
* In a ''[[CSI: Miami]]'' episode, [[Urban Hellraisers (CSI Episode)|Urban Hellraisers]], a suspect is found dead after playing a game for seventy hours straight.
* A second season episode of ''[[Boston Legal]]'', the lawyers deal with the death of a boy who died from overuse.
* [[David Barr Kirtley]]'s fantasy story [[Save Me Plz|"Save Me Plz"]] is about a young woman's quest to locate her ex-boyfriend, who disappeared after becoming obsessed with an MMORPG.
*The popular web-comic [http://www.ctrlaltdel-online.com/comic.php?d=20071210 Ctrl-Alt-Del] has a large story arc about Ethan's addiction to the EverQuest series.

==See also==
{{Col-begin}}
{{Col-2}}
*[[Catassing]]
*[[Computer addiction]]
*[[Information addiction]]
*[[Internet addiction disorder]]
{{Col-2}}
*[[Lee Seung Seop]]
*[[Shawn Woolley]]
*[[Television addiction]]
*[[Gamer widow]]
{{Col-end}}

==References==
{{reflist|2}}

[[Category:Addiction]]

[[fr:Dépendance au jeu vidéo]]
[[no:Spilleavhengighet]]
[[ru:Игровая зависимость]]
[[sv:Datorspelsberoende]]


== Deaths ==
I remember seeing a clip on youtube from a news report on gaming addiction. it mentioned someone commiting suicide after leaving a note for his family saying that he wanted to join the fantasy Gods from the game which he worshipped. Is this enough information to cradit putting it in the deaths section?

Revision as of 00:58, 11 October 2008

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