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
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