Sunday 21 February 2016

The Perfect Addiction

               Video game addiction is not recognized as an official disorder, and that is absurd because it is a perfect example of an addiction. For the purpose of the argument let us use the American Society of Addiction Medicine's definition of an addiction:
 "Addiction is a primary, chronic disease of brain reward, motivation, memory and related circuitry. Dysfunction in these circuits leads to characteristic biological, psychological, social and spiritual manifestations. This is reflected in an individual pathologically pursuing reward and/or relief by substance use and other behaviours. Addiction is characterized by inability to consistently abstain, impairment in behavioural control, and craving, diminished recognition of significant problems with one’s behaviours and interpersonal relationships, and a dysfunctional emotional response. Like other chronic diseases, addiction often involves cycles of relapse and remission. Without treatment or engagement in recovery activities, addiction is progressive and can result in disability or premature death"( Definition of Addiction n.d.).
Now what exactly is a video game? Well today games vary so much, but they all have the same underlining principles. Do a task in order to receive rewards, which intern motivates the player to complete the next task. Games require large financial, emotional and time investment in order to receive the most reward recognition. The similarities between the definition of addiction and how video games work are apparent; both trigger reward, motivation, and memory areas of the brain. They intern effect the personal health and social aspect of the person’s life. Both share characteristics of cravings, diminished recognition of significant problems.
Now how could this be an addiction? What if I told you video game addiction shares characteristics with heroin addiction, which is considered one of the most addictive drugs in the world. WebMD explains that heroin gives you "a rush of good feelings and happiness." Comparable to what happens when you get rewards during video games. Then "Some users say you feel like you're in a dream." (Heroin Use, Addiction, Effects, Withdrawal, and More n.d.). The entire time you are playing video games you are in a dream state, living your life the way you want though your character. If there is no debate heroin is an addiction then so to must gaming addictions.
The only possible argument for not recognizing this as an addiction is the impact of long term health. There is a lack of information on the impact later in life because this is a relatively new disorder. Video games have only been around for a very small time relative to most other addictions. It seems redundant to wait for problem to occur before we act, especially when we can help those effected by this disease now.

Citations


Definition of Addiction. (n.d.). Retrieved February 21, 2016, from http://www.asam.org/for-the-public/definition-of-addiction



Heroin Use, Addiction, Effects, Withdrawal, and More. (n.d.). Retrieved February 21, 2016, from http://www.webmd.com/mental-health/addiction/heroin-use 

Signs of Addiction Test

Currently video game addiction does not have a universally recognized list of symptoms. However there are few symptoms that seem to continually appear on experts list. Most experts point the similarities between compulsive gambling and compulsive gaming when coming up with lists of symptoms. These lists typically include
"-Significant negative impact on work performance, school achievement, and or interpersonal relationship. 
-Spending most of one's free time playing video games. 
-Frequently playing video games for six to eight hours non-stop, Loss of interest in social activities. 
-Avoidance of personal responsibilities or commitments so that gaming can continue - Often staying up very late to play video games which regularly leads to feeling very fatigued the next day"( Video Game Addiction - Signs, Problems, Risks, & Treatment - TechAddiction n.d.).  
If you or someone you love shows some of theses the symptoms please investigate more, gaming addiction, like most addiction are slipper slopes and eventually will result in serious medical harm. There some experts report more serious symptoms of addiction such as "difficulty sleeping, migraines, back and neck aches, dry eyes, or carpal tunnel syndrome." (Video Game Addiction n.d.). I have a family member who suffers from this addiction and I have noticed many of theses symptoms, but I would also add symptoms such as loss of weight from forgetting to eat, which Is an any easy symptom to notice. 

The above list of symptoms are hard to self identify so experts have created questionnaires. Dr. Kimberly Young, a psychologist and world-renowned Internet addiction expert, created a questionnaire to identify the intensity of an addiction. Rank the following on a scale of 0-5, with 5 being very often and 0 being not at all.
"___How often do you find that you stay online longer than you intended?
___How often do you neglect household chores to spend more time online?
___How often do you prefer the excitement of the Internet to intimacy with your partner?
___How often do you form new relationships with fellow online users?
___How often do others in your life complain to you about the amount of time you spend online?
___How often do your grades or schoolwork suffer because of the amount of time you spend online?
___How often do you check your e-mail before something else that you need to do?
___How often does your job performance or productivity suffers because of the Internet?
___How often do you become defensive or secretive when anyone asks you what you do online?
___How often do you block out disturbing thoughts about your life with soothing thoughts of the Internet?
___How often do you find yourself anticipating when you will go online again?
___How often do you fear that life without the Internet would be boring, empty, and joyless?
___How often do you snap, yell, or act annoyed if someone bothers you while you are online?
___How often do you lose sleep due to late-night log-ins?
___How often do you feel preoccupied with the Internet when off-line, or fantasize about being online?
___How often do you find yourself saying “just a few more minutes” when online?
___How often do you try to cut down the amount of time you spend online and fail?
___How often do you try to hide how long you’ve been online?
___How often do you choose to spend more time online over going out with others?
___How often do you feel depressed, moody, or nervous when you are off-line, which goes away once you are back online?"(
A Screening Tool for Excessive Gamers n.d.).
Add up your score, if your score is less then 50 you’re the average user, if you are between 50-79 you sometimes display addictive traits. If you score equal to or greater then 80 you are addicted to online gaming and/or the Internet.

               If you are concerned about a loved one, please follow the link and complete a survey to better understand the depth of they addiction.  


Citations

A Screening Tool for Excessive Gamers. (n.d.). Retrieved February 21, 2016, from http://www.olganon.org/self_tests_on_gaming_addiction


Video Game Addiction. (n.d.). Retrieved February 21, 2016, from http://www.video-game-addiction.org/internet-addictions-adults.html).

Video Game Addiction - Signs, Problems, Risks, & Treatment - TechAddiction. (n.d.). Retrieved February 21, 2016, from http://www.techaddiction.ca/video-game-addiction.html

Video Game Addictions and Big Brother

Since video games were introduced the government has noticed the harmful effects they have on a nations youth and have tried to manage their availability. Since the original arcade games government have called for restrictions. The British government on 1981 almost passed a bill to ban space invaders and other video games because of their addictive properties. Mr. George Foulks, the member of parliament who brought the almost law into effect stated "I have seen reports from all over the country of young people becoming so addicted to these machines that they resort to theft, blackmail and vice to obtain money to satisfy their addiction"(Control of Space Invaders and Other Electronic Games n.d.). This bill was barely overturned by 114 to 94 vote, but that was just the beginning. 
In 2005 the Chinese introduced a law that limited gamers to 3 hours of online gaming. They claimed, "to be introducing the controls to deter people from playing for longer than three consecutive hours."(China imposes online gaming curbs 2005) However gamers found a way to get around theses restrictions. In 2006 the government made a revision to the system. Currently users have "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 wiped out if players stay on more than five hours" (China Limits Teenage Internet Gaming n.d.). This is an extreme measure, but they have a large portion of the population who is at risk of addiction. 
In North America there has been no bills or laws been put in the works to compare this growing problem. However in the United States, the Federal Communications Commission has strong opinion on the harmful effects of gaming addiction. Commissioner Deborah Taylor Tate was quoted in December of 2008 saying, “one of the top reasons for collage drop-outs in the U.S. is online gaming addiction”(Taylor Tate 2008). It seems irrational to think that the government can recognize video game addiction as the major reason for collage drop-outs, yet they have done nothing to monitor it.

Citations

Control of Space Invaders and Other Electronic Games. (n.d.). Retrieved February 21, 2016, from http://hansard.millbanksystems.com/commons/1981/may/20/control-of-space-invaders-and-other

China imposes online gaming curbs (2005). Retrieved February 21, 2016, from http://news.bbc.co.uk/2/hi/technology/4183340.stm

China Limits Teenage Internet Gaming. (n.d.). Retrieved February 21, 2016, from http://www.3-rx.com/ab/more/china-limits-teenage-internet-gaming/

Taylor Tate, D. (2008, December 5). STATEMENT OF COMMISSIONER DEBORAH TAYLOR TATE AT PRACTICING LAW INSTITUTE ON TELECOM POLICY AND REGULATION DECEMBER 5, 2008. Retrieved February 21, 2016, from https://apps.fcc.gov/edocs_public/attachmatch/DOC-287221A1.pdf

Evolution of Video Games and Addiction

Video games started to become a huge trend around the 1970’s, and quickly expanded to all parts of the world, and with it came addiction. The first ever video game console was made in 1967 and was called “the brown box”, it was the first video console to work on a standard television (Video Game Consoles, 2012).
In 1986, the Sega Master System was released and the system quickly spread all over the video game market. This system included many never before seen gaming accessories such as light guns and 3D glasses, which were revolutionary and continue to appear with video game systems to this day. These accessories added entirely new dimensions to gaming, increasing the risk of addiction further (Video Game Consoles, 2012).
In 1989, Nintendo rose to the top of the video game market by introducing a portable video gaming system called the Gameboy, which featured a black and white LCD screen. This console became a massive seller for Nintendo, and in 1998, they released the Gameboy with a colour screen, which continued to dominate the gaming market (Video Game Consoles, 2012). This console allowed users to bring their video games with them anywhere they went for the first time, making addiction even more prominent
In 1991, the Playstation home console was released by electronics giant Sony. The Playstation quickly became a video gaming sensation in Japan, and Sony became a strong competitor with Nintendo, the leader at this time (Video Game Consoles, 2012).
In 1996, Nintendo needed to reclaim their reputation as the leaders of the video game industry, so they introduced the Nintendo 64 home console. This console immediately became one of the most popular gaming consoles, and was a strong rival to Sony’s Playstation. The system’s popularity was partly based on the games launched this system, which were Super Mario and Pilotwings (Video Game Consoles, 2012).  Mario is extraordinarily popular to this very day, and remains one of the most well-known video games of all time. The Mario series was very addictive, and the old games are still played by many to this day.
In 2000, Sony launched the Playstation 2, the follow up to their first console. This became Sony’s most successful video game console, and hundreds of games were developed on this system (Video Game Consoles, 2012). The huge selection of games made the console extremely accessible, and video game addiction increased.
In 2001, Nintendo had another huge successful launch with their Nintendo Gamecube. This was the first ever system to use optical discs, and with a large selection of games, the Nintendo Gamecube took over the gaming industry once again (Video Game Consoles, 2012).
In 2001, the same year as Nintendo’s Gamecube, Microsoft released the Xbox home system and immediately became a top competitor in the video game console market (Video Game Consoles, 2012).
In 2005, Playstation launched the Playstation portable, similar to the Gameboy but, a lot more advanced. With a huge selection of top games to choose from and good graphics, it took over the portable video gaming market (Video Game Consoles, 2012).
In 2005, the Xbox 360 home console was released and made Microsoft the leading competitor with Sony in the video game market (Video Game Consoles, 2012).  The Xbox 360 had a massive selection of game titles and online connectivity, bringing on a new level of addiction to video games with the addition of a community network.
In 2006, the Nintendo Wii came out, and was an interactive gaming system (Video Game Consoles, 2012). Nintendo created a unique system that involves motion control with your gaming, and this system put Nintendo back as a top competitor, but it added new levels of addiction with the addition of motion control.
In 2006, Playstation also came out with its new Playstation, called the Playstation 3 with real looking graphics and a huge variety of online video games. It became one of the most bought systems alongside the Xbox 360, and offered free online connectivity making online addiction even more accessible to users (Video Game Consoles, 2012).
In the present day, both Sony and Microsoft remain leaders in the video game industry, with the Xbox One and the Playstation 4 on their way to becoming the most purchased systems in the history of gaming (Their, 2015). Video gaming has continually grown in users, never slowing down as companies continue to release innovative products. With this innovation, comes greater addiction, and with the introduction of virtual reality gaming to the consumer market in the coming future, it is expected that video game addiction will only continue to grow.


Citations

Thier, D. (2015, May 06). PS4 Could Very Well Become The Best-Selling Console In History. Retrieved February 20, 2016, from http://www.forbes.com/sites/davidthier/2015/05/06/ps4-could-very-well-become-the-best-selling-console-in-history/#457647ed2153


Video Game Consoles: Past, Present, and Future. (2012, February 10). Retrieved February 20, 2016, from https://www.timetoast.com/timelines/video-game-consoles-past-present-and-future--2

Ways To Avoid Video Game Addiction

Video game addiction in the long term could be very damaging to your physical health and personal life. When a person is addicted to video games, it is very extremely difficult to stop, but there are ways to avoid becoming addicted to video games.
The first step to avoiding video game addiction is accepting that you do have a problem, and accepting responsibility for your decisions. After this, you need to identify the impact of the addiction, and how deeply are you entangled in this addiction? Questions like how many hours are you spending a day playing video games should be asked to identify the severity? Avoid blaming others for your issues, this is an addiction that you have developed yourself, and blaming others will only make it more difficult to overcome; self-acceptance is a healthy decision. Staying positive is also very important; if you put yourself down and think negatively, you will never overcome this addiction. Setting limits will help you avoid addiction. Keep track of the hours you play to get a better understanding of the amount of time you are spending online. Knowing the amount of time you spend gaming will give you a better picture of the severity of your addiction, because many who are addicted don’t realize how many hours they are playing. A support system is an important part of overcoming any addiction. Ask your friends or family to monitor your gaming habits, and to speak up and intervene if you are playing past your limits. When you can’t keep track of your of addictions, it’s alright to depend on others for help. Healthy activates are an excellent alternative to overcoming video game addiction. Use activities like working out, running, reading, learning, or sports to distract yourself from video games and to make yourself healthier. In more recent years, video game addiction has become a more understood addiction, and there are now rehabilitation programs and prevention programs that people can use to defeat their addictions to video games.

Citations


How to Avoid Video Game Addiction. (n.d.). Retrieved February 21, 2016, from http://www.wikihow.com/Avoid-Video-Game-Addiction

Saturday 20 February 2016

Media Coverage of Video Game Addiction

               The media has covered video game addiction for a while now. In fact, in 1993, there was an article in “Wired” magazine called, “The Dragon Ate My Homework” in which Howard Rheingold wrote, “David spends twelve hours a day as Lotsu, a swashbuckling explorer in a subterranean world of dungeons and elves. He should be in class, but he has succumbed to the latest fad sweeping college campuses: total immersion in multi-user fantasy games” (“The Dragon Ate My Homework”, March, 1993). This article is interesting in that it is possibly one of the first documented, yet non-explicit, articles alluding to a possible addiction to video games.
In 2008, CBC’s national news magazine program “The Fifth Estate”, aired an hour long special on video game addiction called “Top Gun”. The synopsis is as follows: “Brandon’s disappearance and death revealed to parents a darker aspect to their children’s gaming: addiction. And as gamers are drawn into an alternate world their need to play is fuelled by dreams of international glory and the chance to win thousands of dollars on the professional gaming circuit” (“Top Gun”, March, 2009). This was one of the first times a major news outlet reported about video games and addiction.
               This year, Samantha Bresnahan and William Worley, from CNN news wrote an article about video game addiction. The eye opening quote from that article that caught everyone’s attention was, “the problem goes beyond the games themselves: "I want other kids to realize that the problems they are facing aren't because of what's going on around them, but also due to the fact that they stay inside and won't speak to anyone about them. Sitting inside and staring at a screen won't make it disappear." (“When Video Games Become and Addiction”, January 2016). This is an intriguing quote because it really hits the nail on the head. When people become addicted their instinct is to think it is the environment they live in that has given them this problem, when in actuality the problem is internal.
It is good news that there is a substantial amount of media coverage on video game addiction. With new technology and games being developed daily, this issue is only going to keep on growing if something isn’t done to prevent addiction.



Citations

Rheingold, H. (1993, March 1). The Dragon Ate My Homework. Wired Magazine.

Top Gun | CBC News: The fifth estate. (2009, March 6). Retrieved February 20, 2016, from    
      http://web.archive.org/web/20130702203354/http://www.cbc.ca/fifth/2008-2009/top_gun/
 
Bresnahan, S., & Worley, W. (2016, January 6). When video games become an addiction. Retrieved February 20, 2016,      

       from http://www.cnn.com/2016/01/06/health/video-games-addiction-gentile-feat/

Causes of Video Game Addiction


Video game addiction is becoming more and more prominent in our ever-changing tech savvy society. Game developers don’t make it easy either, with state of the art graphics, campaign modes, unbelievable realism, and online interactive gameplay, games are harder than ever to stop playing. Donna St. George of The Washington Post stated, “In what is described as the first nationally representative study in the United States on the subject, researcher Douglas Gentile of Iowa State University found that 8.5 percent of American youths ages 8 to 18 who play video games show multiple signs of behavioural addiction.” (“8.5 Percent of Youths Addicted to Video Games, Study Finds”, April, 2009). This fact is astounding, especially when you consider that 8.5% of the United States population in 2009 is roughly 25,969 985 people (U.S. Population, 2009, 2008).
So what causes a video game addiction? Well the truth is, that it’s different for every person and people play video games for different reasons. Someone may blow of some steam when they play first person shooter games, while in others it may build up anger. For some, they may want to escape reality and play something akin to “World of Warcraft”. N.L. from the Economist wrote, “One risk factor is found in players who are trying to "escape" through fantasy immersion or role-play. Indeed, their game use may be a symptom of some other underlying problem, say social phobia or depression. Playing can then generate a vicious cycle that is hard to treat if the game is a way of self-medicating. For example, a child who is unpopular in school, or being bullied, may be important and powerful in a video game. Real life may struggle to compete” (“What Makes Video Games Addictive?” February, 2014).
Video games can offer a way out of a life that, to the addicted individual, seems boring or perhaps is bad. It can give a person a sense of control and confidence.
Another, reason people can get addicted to video games is as a result of stress and other frustrations. In the scholarly article, “Adolescent Online Gaming Addiction”, Daria J. Kuss and Dr. Mark D. Griffiths proclaim that, “The consistent blocking out and passive coping with stressful experiences is a strategy that may be successful in the short-term. However, viewed from a long-term perspective, this dysfunctional coping style may limit the adolescents’ potential to have fundamental experiences that are necessary for developing a protective way to cope” (“Adolescent Online Gaming Addiction”, November 2012).
The bottom line is that, video game addictions arise as a result of psychological factors and if the addiction is not monitored or treated, can lead to worse consequences later in life.


Citations

George, D. S. (2009, April 20). 8.5 Percent of U.S. Youths Addicted to Video Games, Study Finds. Retrieved February 20, 2016, from http://www.washingtonpost.com/wpdyn/content/article/2009/04/19/AR2009041902350.html

L.N. (2014, February 18). What makes video games addictive? Retrieved February 20, 2016, from http://www.economist.com/blogs/babbage/2014/02/electronic-entertainment

Kuss, D. J., & Griffiths, M. D., Dr. (2012). Adolescent Online Gaming Addiction. 30, 1-3. Retrieved from http://sheu.org.uk/sites/sheu.org.uk/files/imagepicker/1/eh301dk.pdf


U.S. Population, 2009: 305 Million and Counting. (2008, December 31). Retrieved February 20, 2016, from http://www.usnews.com/opinion/articles/2008/12/31/us-population-2009-305-million-and-counting

Friday 19 February 2016

Physical and Psychological Health Impact of Video Game Addiction

Video games can be a great way to spend your free time and have a little fun, but like most things, should be done in moderation. As of late, there have been numerous studies on the health impact of video game addiction and the verdict is that it can lead to any number of physical health issues. These physical health issues include migraines, carpel tunnel syndrome, backaches, eating irregularities, and sleep disturbances (“Video Game Addiction”, n.d).
The most common physical health issues related to video game addiction are tension, headaches, and chronic migraines. The usual triggers include ear-splitting noise from firing weapons, vehicle crashes and loud music, vibrating sounds that ‘roll’ through your body, flashing lights from visual on-screen images, body tension and stiffness from sitting with terrible posture for hours, and unhealthy nutrition habits that often accompany the gaming ‘lifestyle’ such as salty and sugary snacks and dehydration from not wanting to take the time to get fresh water.
Video game addiction also affects a person’s mind through stress, aggressive behaviour, and depression. Stress from video games is usually caused by the innate need to achieve certain goals within the game and not reaching those goals. Additionally, the realization of time wasted whilst playing the game causes added stress on a video game addicts mind. Aggression most commonly arises when the addicted person is interrupted while playing.

Depression seems to sneak up on many video game addicts as they begin to feel that their video game life is substantially more fulfilling than their actual life. Some individuals may create on-line personas or "Avatars" where he/she are able to alter his/her identities and pretend to be someone other than himself or herself. Those at highest risk for creation of a secret life are those who suffer from low self-esteem, feelings of inadequacy, and fear of disapproval. Such negative self-concepts lead to clinical problems of depression and anxiety (Illinois Institute for Addiction Recovery, n.d). Unfortunately, depression can go unnoticed by others for a long time and it is difficult to battle.  Matthew Cenzon, of SymptonFind.com said, “Making matters worse, their only means of finding comfort is through the very thing causing their depression, creating a vicious cycle that can only be broken when they take back control of their lives” (“10 Dangers of Video Game Addiction”, 2012). 
               These psychological and physical behaviours can wreak havoc on a video game addict’s personal relationships and overall health, which is why this disease is a serious matter.


Citations
Cenzon, M. (2012, January 4th). 10 Dangers of Video Gaming Addiction At SymptomFind.com.
          Retrieved February 19, 2016, from http://www.symptomfind.com/health/video-game-addiction/

Illinois Institute for Addiction Recovery. (n.d.). What is Video-game addiction?. Retrieved February 19, 2016, from http://www.addictionrecov.org/Addictions/?AID=45

Video Game Addiction. (n.d.). Retrieved February 19, 2016, from

          http://www.video-game-addiction.org/physical-consequences.html

Addiction Statistics Infographic


Aggression and Those At-Risk

Published in 2008 in the April issue of European Psychiatry, it was discovered that specific physiological traits, such has aggression, self-control, and narcissism may predispose some to video game addiction (Joo Kim, Namkoong, Ku, Joo Kim, 2008). The study surveyed 1471 online video game users, using online self-report methods. The methods used included questionnaires, the game addiction scale, the Buss-Perry aggression questionnaire, a self-control scale, and a narcissistic personality disorder scale. The researcher’s results showed a positive correlation between narcissistic personality traits and video game addiction. In contrast, self-control was found to be negatively correlated with gaming addiction. As well, researchers found that using multiple regression analysis could predict the extent of a person’s gaming addiction based on the person’s narcissistic personality traits, aggression, self-control, interpersonal relationships, and occupation.  This study helps researchers understand those at risk of becoming addicted to video games, and contributes to developing programs to prevent video game addiction (Joo Kim, Namkoong, Ku, Joo Kim, 2008).
In 2009, researchers attempted to determine the relationship between aggressive behaviours and video game addiction, as well as the moderating effects of gender, school, and depression. The study, published in the Journal of Adolescent Health, used 9405 youths who answered questionnaires about a number of factors. Factors assessed include their aggressive behaviours, gaming addiction, internet activities, demographics, depression, self-esteem, family life, and violent television. The study found that adolescents with internet addiction were more likely to have aggressive behaviours. Online chatting, adult websites, online gaming, online gambling, and bulletin board systems were all associated with aggressive behaviours. These are significant findings, and contribute to developing preventive programs for aggressive behaviours, as well as an understanding that these behaviours must be addressed as early as possible, as these behaviours are more significant among people at a younger age (Ko, Yen, Lui, Huang, Yen, 2009).        


Citations
Joo Kim, E., Namkoong, K., Ku, T., & Joo Kim, S. (2008, April). The relationship between online game addiction and aggression, self-control and narcissistic personality traits. Retrieved February 18, 2016, from http://www.sciencedirect.com/science/article/pii/S0924933807014459

Ko, C., Yen, J., Liu, S., Huang, C., & Yen, C. (2009, June). The Associations Between Aggressive Behaviors and Internet Addiction and Online Activities in Adolescents. Retrieved February 18, 2016, from http://www.sciencedirect.com/science/article/pii/S1054139X08006769

Thursday 18 February 2016

Videogame Addiction Research by Professor Douglas Gentile


               In 2009, Assistant Professor of Psychology at Iowa State University Douglas Gentile began researching video game addiction in an effort to disprove theories that it was addictive. What Gentile discovered was that video games were in fact addictive, and that the problem was much more serious than initially thought. Gentile found that nearly 1 in 10 American’s, aged 8-18, were pathological players (Iowa State University, 2009). Gentile determined this by comparing survey respondents’ gaming habits to the established symptoms for gambling in The Diagnostic and Statistical Manual of Mental Disorders. These habits would cause family, social, school, and psychological damage, and those who were found to be pathological were more likely to have gaming consoles in their bedrooms, to have trouble paying attention in school, to get worse grades in school, to have health problems, to commit crime, and were twice as likely to have been diagnosed with attention problems such as ADD or ADHD (Iowa State University, 2009).
In 2011, a new global study was conducted which determined that video game addiction exists internationally, and that more time spent gaming, lower social competence, as well as greater impulsivity were all risk factors for becoming addicted to gaming. In Singapore, a two-year study of students from the grades 3-8 revealed that approximately 9% were pathological gamers. This percentage of pathological gamers is comparable to other countries, like 8.5% of the United States, 10.3% of China, 8% of Australia, and 11.9% of Germany (ISU's Gentile, 2011). Researchers still had many questions that remained unanswered, like if some types of children are at greater risk of becoming pathological gamers, or how long the addiction lasts, or if pathological gaming was a symptom of another problem.  What Gentile discovered was that pathological gaming was not a symptom of another problem. It was found that once someone becomes addicted to video games, they were more likely to develop depression, increased social phobias and anxiety, and decreased grade scores as a result. As the child become more addicted to video games, these problems increased, and as the child stopped being addicted, these resulting problems decreased (ISU’s Gentile, 2011).
In 2016, Gentile determined that the accessibility of video games is the core driver of addiction. With the spread of the internet and the greater accessibility to technology, almost everyone has computers, home video game systems, and smart phones, all of which have easy access to video games. The reason video games are so addictive, explains Gentile, is that video games satisfy the “ABC” of human needs. The A is Autonomy, and video games make us feel like we are in control. The B is belonging, and video games make us feel connected to others through massive online communities. The C is Competence, and video games make us feel like we are successful and achieving something. The games constantly reward players, both physically and psychologically, making them highly addictive (Bresnahan, Worley, 2016).


Citations
Bresnahan, S., & Worley, W. (2016, January 06). When video games become an addiction. Retrieved February 18, 2016, from http://www.cnn.com/2016/01/06/health/video-games-addiction-gentile-feat
Iowa State University. (2009, April 21). Nearly 1 In 10 Youth Gamers Addicted To Video Games. ScienceDaily. Retrieved February 18, 2016 from www.sciencedaily.com/releases/2009/04/090420103547.htm
ISU's Gentile contributes to study identifying risks, consequences of video game addiction. (2011, January 16). Retrieved February 18, 2016, from http://www.news.iastate.edu/news/2011/jan/addiction

Notable Deaths Caused By Videogame Addiction


               Hsieh (2015) – After three-days of binge gaming in an internet café in Taiwan, a 32-year-old man by the name Hsieh was found dead. The man died of cardiac failure, caused by over-exhaustion from playing for consecutive days. The man was unemployed, and was a regular at this particular internet café. He often slept in the café, which is why his body was not discovered for several hours after the time of death. This was the second death related to binge gaming in Taiwan in 2015 (Hunt, Ng, 2015).
               Chu (2015) – The body of a 38-year-old man by the name Chu was discovered in the bathroom stall of an internet café in Taipei in 2015. Chu had been playing consecutively for five straight days, rarely leaving his computer chair. Chu had been dead for several hours before being discovered face down on the toilet seat. Chu suffered from liver disease and gall stones, and died because these conditions were intensified by over-exhaustion and fatigue (Pan, 2015).
               Estelita Novilla (2014) - Estelita Novilla was murdered in the Philippines by her 17-year-old grandson, whom she raised from birth, after she interrupted him playing the online game DOTA and scolded him for his addiction. Estelita was 68-years-old and died from wounds to her head, neck, and chest, caused by two crystal vases. The teenager said he doesn’t remember the attack because he blacked out, and only remembers cleaning up his grandmother’s blood after the attack. The teen then confessed his crimes to his aunt, who reported it to the police. The teen is in custody of social workers, and officials say he will be charged with parricide (Hernandez, 2014).
Rebecca Christie (2011) – On a sad day in November of 2009, Rebecca Christie spent 15 hours continuously chatting to her online friends on the popular game World of Warcraft, while her 3½-year-old daughter died of malnutrition and dehydration. Christie was charged with 25 years for second-degree murder and child abandonment in 2011 in New Mexico. The daughter, named Brandi Wulf, weighted just 23 pounds when she died, and often ate cat food because of the lack of food. The husband, US Air Force Sgt. Derek Wulf, was charged with child neglect. He was on a nine-day assignment when his daughter died, and in the past often came home to his wife on the computer, while his daughter was alone, hungry and dehydrated (New Mexico Mom Gets 25, 2011).
Xiao Yi (2005) – Xiao was 13-years old when he took his life, after jumping from a 24-storey high-rise in China. Xiao believed he would meet his friends in paradise, leaving a suicide note written through the eyes of his game character. Xiao was suffering from IAD, or Internet Addiction Disorder. This disorder caused Xiao to fail his classes in school, and sit in internet cafes playing for multiple days without food or water. Xiao knew what his addiction was doing to him, and once broke down and confessed to his father that he could no longer control himself, because video games had poisoned him (Young Addict’s Suicide, 2005).     


Citations
Hernandez, V. (2014, March 10). Interrupted DOTA Game Causes 17-Year-Old to Kill Granny. Retrieved February 16, 2016, from http://www.ibtimes.com.au/interrupted-dota-game-causes-17-year-old-kill-granny-videos-1334323
Hunt, K., & Hg, N. (2015, January 19). Man dies after 3-day Internet gaming binge. Retrieved February 16, 2016, from http://www.cnn.com/2015/01/19/world/taiwan-gamer-death/
New Mexico mom gets 25 years for starving daughter. (2011, June 03). Retrieved February 16, 2016, from http://news.yahoo.com/mexico-mom-gets-25-years-starving-daughter-145411042.html
Pan, J. (2015, January 03). Man dies after five-day gaming binge. Retrieved February 16, 2016, from http://www.taipeitimes.com/News/front/archives/2015/01/03/2003608347

Young Addict's Suicide Sounds Stark Warning. (2005, May 31). Retrieved February 16, 2016, from http://www.china.org.cn/english/Life/130551.htm