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Video Game and Internet Addiction

In 2005, I had a friend who loved to play World of Warcraft (WoW). I didn’t think anything of it until her boyfriend broke his arm. Now you may wonder how these two things are related, but these two things started my curiosity and doctoral dissertation about online gaming and addiction. Back to our story, she called me in a frenzy not knowing what to do about the broken arm. She and her boyfriend were debating whether or not to go to the ER to get his arm looked at. ‘What was the big deal?’ I thought. She proceeded to tell me that if they went to the ER then they wouldn’t have enough money to pay for that month’s subscription to WoW. And there it was. She and her boyfriend were debating putting off necessary medical care in order to pay for a WoW subscription. It blew my mind. What would cause someone to prioritize online gaming over medical care? What made this game so important to them that this was their dilemma?

Video game addiction is not a new phenomenon; however the addition of the online component widens the scope of the problem. There are now so many different types of games accessible to everyone, and the games target a wider audience than they used to which now come on easily accessible devices. Video game addiction is no longer limited to a console, but on our phones, tablets, computers, lap tops, etc., and each device has access to a vast library of games. Video game and App developers know what needs to be created for the game to keep the player engaged. These mechanisms are not very different than those mechanisms found at the casino.

So what makes these games so addicting?

These games provide brief satisfaction or an escape, can reduce boredom, stress, or unpleasant emotions. They have tasks and challenges, and achievements or rewards. They can be interactive with the user. Some games are played in real-time so one must check back to play more (i.e., used up energy so one must wait and check back until the energy has replenished). Some allow the player to create a character, and some require the player to work with others creating a social aspect. It is always available to be played almost anywhere. There is new content constantly being updated, and there is no completion of the game (sorry Mario, but you may never get the princess). Most of these games are created for continuous play. All of these components together can lead to problematic use.

Research has shown negative effects of problematic internet usage which include sleep deprivation, social isolation, reduced romantic relationships, poor academic and job performance, and reduced physical and mental health. But it’s not all bad. Benefits of video game use include enhanced creativity and problem solving, cognitive benefits of attention span and visual-spacial skills, improved mood, emotions, communication skills, and an increase in helping behavior and social support.

Mental health professionals are classifying this phenomenon as Internet Addiction so it can include all the different types of gaming, email, apps, social media, etc. into one category. The medical community is beginning to recognize Internet Addiction as separate from other addictions and a growing health problem. Internet addiction causes psychosocial problems and has higher rates with anxiety and depressive disorders and substance-related disorders.

At Rosecrans & Associates, we use a biopsychosocial framework to better understand Internet Addiction which can help guide the treatment plan for each individual. A biopsychosocial framework looks at the biological, psychological, and social/environmental factors that lead to addiction. Treatment for Internet Addiction includes practical advice for parents and loved ones, joining online support forums, pharmacological treatments, and Cognitive Behavioral Therapy (CBT). CBT has been shown effective for compulsive disorders such as: pathological gambling, substance use, emotional disorders, and eating disorders. Treatment can include cognitive restructuring regarding internet applications, behavioral exercises, exposure therapy, and psycho-education about the risks of Internet Addition.

If you would like to learn more about Internet Addiction and treatment, please contact our office at (847) 461-8414.

Megan Rosecrans Psy.D.
Licensed Clinical Health Psychologist

References
Chang, M.K. & Man Law, S. P. (2008). Factor structure for Young’s internet addiction test: A confirmatory study. Computers in Human Behavior, 24, 2597-2619.

Cole, H., & Griffiths, M. D. (2007). Social interactions in massively multiplayer online role-playing games. CyberPsychology & Behavior, 10(4), 575-583. doi: 10.1089/cpb.2007.9988

Granic, I., Lobel, A., & Engels, R. C. M. E. (2014). The benefits of playing video games. American Psychologist, 68(2), 57-74. doi:http://dx.doi.org/10.1037/a0030597

Hussain, Z., & Griffiths, M. D. (2008). Gender Swapping and socializing in cyberspace: An exploratory study. CyberPsychology & Behavior, 11(1), 47-53. doi:10.1089/cpb.2007.0020

Muller, K. W., Beutel, M. E., & Wolfing, K. (2014). A contribution to the clinical characterization of internet addiction in a sample of treatment seekers: Validity of assessment, severity of psychopathology and type of co-morbidity. Comprehensive Psychiatry, 55(4), 770-777. doi:http://dx.doi.org/10.1016/j.comppsych.2014.01.010

Saville, B. K., Gisbert, A., Kopp, J., & Telesco, C. (2010). Internet addiction and delay discounting in college students. The Psychological Record, 60, 273-286.

Van Rooji, A. J., Meerkerk, G., Schoenmakers, T. M., Griffiths, M., & van d, M. (2010). Video game addiction and social responsibility. Addiction Research and Theory, 18(5), 489-493.

Young, K. (2009). Internet addiction: Diagnosis and treatment considerations. Journal of Contemporary Psychotherapy, 39(4), 241-246. doi:http://dx.doi.org/10.1007/s10879-009-9120-x

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