Andrew Fishman LCSW

Video Game Addiction

The argument against video game addiction, many researchers are skeptical that video games are truly "addictive.".

Updated July 3, 2023 | Reviewed by Devon Frye

  • What Is Video Game Addiction?
  • Find a therapist near me
  • Video games have many benefits for gamers.
  • Research on gaming disorder—aka video game addiction—is flawed and not sufficiently conclusive.
  • Because video games are less socially acceptable, they may be unfairly targeted.
  • There are other explanations for many reports of video game addiction, including autism, ADHD, and depression.

This is half of a pair of articles that highlight the evidence for and against the existence of video game addiction . Read the counter-argument here .

For decades, psychologists, parents, and gamers have asserted that video games can be addictive. Although video games seem to influence enthusiasts differently from those of other hobbies, there is insufficient empirical evidence to designate them as an actual addiction . Further, video games are a fun and socially beneficial activity for many, so labeling them as addictive would prevent many from accessing these benefits.

For example, video games connect lonely or introverted people with one another , relieve stress , and even help people explore their own identities . Some therefore argue that, because of video games’ benefits and popularity, gaming addiction should not be considered an official diagnosis until overwhelming evidence supports this assertion.

Flawed Research

Several studies have concluded that gaming disorder qualifies as an addiction. Because addictions share several characteristics, researchers created theoretical criteria that a gamer must meet to have the diagnosis. For example, people with addictions suffer consequences in various aspects of their life and struggle to quit without help. This is true regardless of the substance.

Based on the assumption that people with video game addiction must be affected similarly, researchers have surveyed gamers on similar criteria to determine what percent have an addiction. These include questions such as, “How often do you find it difficult to stop gaming?” and “Have you deceived a family member, significant other, employer, or therapist regarding the amount of time spent engaging in gaming activities?”

Although questions like these may reasonably assess someone’s behavior, researchers use too many different questionnaires to be compared cleanly. Even when researchers use the same survey, they sometimes interpret the results differently.

In other words, someone would need to answer “Yes” to six of the eleven Gaming Addiction Screening questions to be considered addicted. They would need to respond “Sometimes” or “Often” to five or more of the ten questions in the Ten Item Internet Gaming Disorder Test to qualify. If the same person took both surveys, one survey might conclude that they had an addiction and the other might not. Further, some studies only measure how many hours per week a person spends gaming instead of targeting the effect games have on their functioning.

This has resulted in wildly different estimates of gaming addiction’s prevalence. It is difficult to draw meaningful conclusions from these data until researchers use standardized measures.

It is also very difficult to estimate one’s actual screen time each week. One meta-analysis of the research found that in 95 percent of studies, participants did not accurately report how much time they spend on screens . This calls into question all studies which rely on participants’ subjective estimates of how they use their time because they have based their conclusions on a statistic that is likely inaccurate.

Why Not Other Hobbies?

Other critics of the diagnosis point out that gaming has been unfairly targeted and pathologized. A person who plays golf instead of spending time with family is inconsiderate. A person who plays video games instead of spending time with family is addicted.

This demonstrates a clear bias . Society considers video games a waste of time, so an enthusiastic gamer is criticized more harshly than someone with a more acceptable hobby.

What Else Might Account for Excessive Gaming

Many of my clients report that they feel addicted to technology. When I continue the assessment process, many report that they were previously diagnosed with autism or ADHD . This complicates the diagnostic process because many people with these disorders already struggle to stop scrolling through social media or playing video games.

Most of us have looked up from our phones and realized that half an hour or more had suddenly passed. The hypnotic “flow” which we experienced blinded us to the passage of time. Autistic people* and those with ADHD are especially susceptible to this phenomenon. So if, for example, a person with ADHD finds it particularly difficult to turn off a game, does that person have an addiction or is it simply how this kind of stimulus affects those with ADHD?

video game addiction essay

Some research has found that heavy gamers have reduced gray matter in areas of the brain associated with attention , impulse control. However, these studies do not sufficiently demonstrate that gaming caused the differences, only that they are associated. Correlation is not causation. Some studies even show that brain scans for people with ADHD look remarkably similar to scans of those with gaming disorder , even after treatment.

One researcher pointed out this conundrum by relating it to depression . “We would not diagnose depressed individuals with hypersomnia with a comorbid ‘bed addiction.’” In other words, someone with depression might stay in bed for days, but this does not mean that they are addicted to the bed. In the same way, an autistic person or someone with depression or ADHD might appear to be addicted to video games even when they are not. In short, many diagnosed with gaming disorder may simply be autistic or have ADHD.

It is possible that video games are addictive. However, the current body of research is too flawed to state decisively that the negative consequences outweigh the benefits the games afford players. It is premature to consider gaming disorder to be an official addiction.

*Although many refer to autistic people as “people with autism” or “people with autism spectrum disorders,” almost 90 percent of autistic adults prefer “autistic person.” This language is used here to respect that preference.

Bean, A. M., Nielsen, R. K. L., van Rooij, A. J., & Ferguson, C. J. (2017). Video game addiction: The push to pathologize video games. Professional Psychology: Research and Practice, 48 (5). Retrieved from http://psycnet.apa.org/record/2017-29288-001

Diament, M. (2022, December 2). 'Autistic' or 'person with autism'? It depends. Disability Scoop. https://www.disabilityscoop.com/2022/12/02/autistic-or-person-with-auti…

Fishman, A. (2019, January 22). Video games are social spaces. Psychology Today. https://www.psychologytoday.com/us/blog/video-game-health/201901/video-…

Fishman, A. (2022, November 7). Why it's so hard to walk away from a video game. Psychology Today. https://www.psychologytoday.com/us/blog/video-game-health/202211/why-it…

Fishman, A. (2023, February 20). How gamers use video games to explore their gender identity. Psychology Today. https://www.psychologytoday.com/intl/blog/video-game-health/202302/how-…

Gentile, D. (n.d.) Gaming Addiction Screening. University of California, Santa Cruz. https://caps.ucsc.edu/pdf/gaming-addiction-screening.pdf

Han, D.H., Bae, S., Hong, J., Kim, S.M., Son, Y.D., & Renshaw, P. (2019). Resting-state fMRI study of ADHD and Internet Gaming Disorder. Journal of Attention Disorders, 25 (8). Retrieved from https://journals.sagepub.com/doi/10.1177/1087054719883022

Király, O., Bőthe, B., Ramos-Díaz, J., Rahimi-Movaghar, A., Lukavska, K., Hrabec, O., Miovsky, M., Billieux, J., Deleuze, J., Nuyens, F., Karila, L.M., Griffiths, M.D., Nagygyörgy, K., Urbán, R., Potenza, M., King, D.L., Rumpf, H., Carragher, N., Lilly, E., & Demetrovics, Z. (2019). Ten-Item Internet Gaming Disorder Test (IGDT-10): Measurement invariance and cross-cultural validation across seven language-based samples. Psychology of Addictive Behaviors, 33 (1). Retrieved from https://www.researchgate.net/publication/328615597_Ten-Item_Internet_Ga…

Parry, D.A., Davidson, B.I., Sewall, C.J.R., Fisher, J.T., Mieczkowski, H., & Quintana, D.S. (2021). Nature Human Behavior, 5 . Retrieved from https://www.nature.com/articles/s41562-021-01117-5

van Rooij, A.J., Ferguson, C., Carras, M.C. Kardefelt-Winther, D., Shi, J., Aarseth, E., Bean, A., Bergmark, K.H., Brus, A., Coulson, M., Deleuze, J., Dullur, P., Dunkels, E., Edman, J., Elson, M., Etchells, P.J., Fiskaali, A., Granic, I., Jansz, J...& Przybylski, A.K. (2018). A weak scientific basis for gaming disorder: Let us err on the side of caution. Journal of Behavioral Addictions, 7 (1) Retrieved from https://www.researchgate.net/publication/323542721_A_weak_scientific_ba…

van Rooij, A.J., Schoenmakers, T., van den Eijnden, R.J.J.M., Vermulst, A.A., & van de Mheen, D. (2012). Video Game Addiction Test: Validity and psychometric characteristics. Cyberpsychology, Behavior, and Social Networking, 15 (9). Retrieved from https://www.researchgate.net/publication/230696095_Video_Game_Addiction…

Andrew Fishman LCSW

Andrew Fishman is a licensed social worker in Chicago, Illinois. He is also a lifelong gamer who works with clients to understand the impact video games have had on their mental health.

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15.9 Cause-and-Effect Essay

Learning objective.

  • Read an example of the cause-and-effect rhetorical mode.

Effects of Video Game Addiction

Video game addition is a serious problem in many parts of the world today and deserves more attention. It is no secret that children and adults in many countries throughout the world, including Japan, China, and the United States, play video games every day. Most players are able to limit their usage in ways that do not interfere with their daily lives, but many others have developed an addiction to playing video games and suffer detrimental effects.

An addiction can be described in several ways, but generally speaking, addictions involve unhealthy attractions to substances or activities that ultimately disrupt the ability of a person to keep up with regular daily responsibilities. Video game addiction typically involves playing games uncontrollably for many hours at a time—some people will play only four hours at a time while others cannot stop for over twenty-four hours. Regardless of the severity of the addiction, many of the same effects will be experienced by all.

One common effect of video game addiction is isolation and withdrawal from social experiences. Video game players often hide in their homes or in Internet cafés for days at a time—only reemerging for the most pressing tasks and necessities. The effect of this isolation can lead to a breakdown of communication skills and often a loss in socialization. While it is true that many games, especially massive multiplayer online games, involve a very real form of e-based communication and coordination with others, and these virtual interactions often result in real communities that can be healthy for the players, these communities and forms of communication rarely translate to the types of valuable social interaction that humans need to maintain typical social functioning. As a result, the social networking in these online games often gives the users the impression that they are interacting socially, while their true social lives and personal relations may suffer.

Another unfortunate product of the isolation that often accompanies video game addiction is the disruption of the user’s career. While many players manage to enjoy video games and still hold their jobs without problems, others experience challenges at their workplace. Some may only experience warnings or demerits as a result of poorer performance, or others may end up losing their jobs altogether. Playing video games for extended periods of time often involves sleep deprivation, and this tends to carry over to the workplace, reducing production and causing habitual tardiness.

Video game addiction may result in a decline in overall health and hygiene. Players who interact with video games for such significant amounts of time can go an entire day without eating and even longer without basic hygiene tasks, such as using the restroom or bathing. The effects of this behavior pose significant danger to their overall health.

The causes of video game addiction are complex and can vary greatly, but the effects have the potential to be severe. Playing video games can and should be a fun activity for all to enjoy. But just like everything else, the amount of time one spends playing video games needs to be balanced with personal and social responsibilities.

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Video Games Addiction: Is It Real? Research Paper

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There have been increased cases of people being addicted on video games. A video game can be defined as the electronic entertainment which involves user interface for the purpose of making visual response on a video appliance. Addiction is associated with the need of substance while in some cases a behaviour which someone finds hard to move on without it, where the unavailability to a way out leads to abnormality.

Video game habit which is referred as addiction involves playing and watching video games for the purpose of changing someone’s mood that results to some interference of individual’s responsibilities at the same time distracting personal connection and relationships within the family (Orzack).

There are many debates regarding the video game addiction where some people do not view it as a disorder but the impacts caused by the same cannot be overlooked. The following discussion therefore is inclusive of the behaviours of the video game addicts.

To start with, no one is immune in becoming a video addict. The addicts are known to be self-referred as they do not like distractions once they are playing and watching games. With the current technological improvement, it is hard to do away with computers which are playing significant roles in our lives.

They are therefore found even at our homes where the children can easily access them as a family property, but they have ended up taking over their lives rather serving the intended purpose. There are characteristics which are associated with video addicts such as depression, sense of loneliness, people who are always afraid of what the outside world holds for them, running away from family conflict; basically people who find hard to do anything once they start playing a game.

For most addicts, playing video games is just a normal exercise during a day. They actually argue that video games are just as good for consoling, thus being in a position to manage several demands of life such as school workloads. The positive effects played by continuous video game access cannot however be overlooked.

Some of the shy children become gregarious by the fact that they become sociable as they are able to maintain friends because the games serve as an interactive means while some passive children start becoming more active (Schlimme). When the aggression however takes place or tremendous change of behaviours mostly on the negative perspective then the child is believed to be addicted.

Many debates have risen concerning excessive video gaming where some believe it is not a problem at all to be considered as an addictive behaviour. The behaviour is however not accepted due to the consequences that accompany it. This behaviour is viewed as symptom that has resulted from another problem.

Other addictions are also reported to be also symptoms of other problems such as alcoholism addiction due excessive stress and depression. Gaming addiction is known to serve two aspects of what addiction entails. For one to be addicted to certain behaviour, the activity in reverence to that behaviour must either be positively strengthening the addict or else negatively strengthening (Turner, Griffiths and Wood).

Video addiction is often associated to the pathological gambling. In this they find hard to control the habit. As a result of it, many of the addicts are reported in becoming rebellious, getting angry very quickly and tending to a dangerous emotional set up where one becomes emotionally closed. A relevant case to these symptoms is well explained in a 16 years teen whom the parent could not control the behaviours.

These behaviours often start as a good thing thus no harm that can easily be experienced at early stages. But as the time progressed, the teen found watching video game as a solace when he was faced by difficulties (Tournemille). This is a turn where one always runs away from the reality into the virtual realism. There are also cases of withdrawing from the collective living where one always uses most of his free time on video game hence having no time to interact with others.

Schooling becomes a problem as the addicts perform poorly in their class work by the fact that it is even hard for them to do homework or revision while video games steals away such important time to do such important activities of life. Health problems are among the negative effects on the video game addicts by the fact that they spend less time to rest, which involves sleeping while playing video games; the condition affects much of their health.

There are health problems related to lack of sleep like obesity and increase of blood sugar just to name a few where in some instances they forget to take their medication. They portray at least six symptoms which are related to pathological gambling (Jones, Ferlazzo and Gentile). A pathological disorder is associated with the harming caused by an act of doing something excessively, where the normal functioning is distorted which does not mean the act of doing it a lot although there is some relationship on the same.

Violence in children and teens is a common behaviour which is believed to have its roots on video games. Out of playing violent games, many results putting into practice of what they do into the real world. In terrorism war games, there are tactics which terrorists employ in the act where the addicts try to use the same tactics first as a way of entertainment to others but the behaviours certainly change from what looked as a joke into seriousness.

The violence is sometimes turned towards the parents as they try to instill the right behaviours and actions. The games are only played by electronic devices but the removal of these devices may not be the actual solution to the problem. When this happens, the situation is otherwise aggregated where some end up moving away from home searching for access of the electronic devices.

The worst of the behaviour is where the addicts are involved in stealing in order to have money for purchasing video games as well as shoplifting video games themselves when they do not have money. Them that are said to be addicted on gaming are said to have no problem to the access of computers and televisions. Technological involvement in schooling where the children are required to use internet as they do their homework, has also amplified gaming.

Excessive luxuries where there are availabilities of televisions even in the bedrooms cannot be under looked as one of the major contributor to gaming addiction. Boys are more likely to be addicted to gaming than the girls by the fact that girls are much involved in household cores as compared to boys (Gentile).

There is however regrets that come out of the consequences of the much time spent on video games. When the family relationships are weakened beyond limit, they become hard to restore them up. This further leads to loneliness and the worst part of it, is when there are results of life time loneliness. One man was reported to have separated with his wife and children where he regretted the kind of life without the love of them that he considered to be close (Garsys).

There are other disorders which are related to the addiction. Many are said to portray anxiety disorders and depression such that the only solution to them is being on computer. Some of them are also said to be hyperactive while others paying less attention to the instructions given, thus failing to do what is expected of them.

There is a need for the treatment to the problem. The most challenging part is that computers play a very significant role in daily lives thus someone cannot talk of eradicating them which could be the best treatment if it were possible. There is a need therefore of learning various ways of living with computers.

There has never been any reported cases of the addiction being criminalized, thus it becomes hard to convince someone that he is an addict. Responsible use of computers is one of the effective treatments, but the question lies on how to go about it. Gamers therefore need to be made to understand that it is as if they hold powerless positions as a result of their addiction while encouraging them to get more involved in real life experiences rather than online fantasies (Clark).

There is a necessity to provide direct emotional treatment to the addict who are said to experience serious disruptions in their every day livelihood. These people may not be aware whether they are addicted, where they might feel that as one tries to help them, he or she is interfering with their own lives. A lot of understanding is therefore needed, acknowledging that this is a disorder like any other as much condemning to the behaviour, is more likely to worsen the situation.

There are others who may not be addicted but they are directly or indirectly affected by the behaviours and outcomes of their close friends, family members, or even workmates. These too need psychological support so as to cope with the problems at hard thus learning different ways to deal and help the addicted persons.

Many outreach programs need therefore to be put into place so as to promote awareness in schools, work places and to the entire society at large. These programs can be in form of counseling programs, undertaking of workshops that provide health services on video addiction treatment and worker support systems. There is only one aim of facing the problem rather than running away from it.

In conclusion, there has been over estimation of the occurrence of gaming addiction which does not support the argument of the non existence of the addiction. Many addicts have in one way or another tried to quite the behaviour but they fail to, despite their determined efforts. Some have even resulted to violence if other people around them tried to stop them.

It is therefore an addiction like any other thus ignoring the problem is not the solution to the behaviour but instead it is a creation of some more room for worsening the addiction (Hartney).

Negative effects are associated to the addiction rather than just time loss by the fact that some have ended up losing their jobs due to poor performance at work places, poor performance in school which leads to school dropouts and the worst of it all are social isolation and decline in health status.

Clark, Amy S. Detox For Video Game Addiction? Web.

Garsys, Linas. Are you addicted to video games? Web.

Gentile, Douglas A. Pathological video game use among youth 8 to 18: A national study. 2009. Web.

Hartney, Elizabeth. What Is Video Game Addiction? Web.

Jones, Steve, Mike Ferlazzo and Douglas Gentile. ISU’s Gentile authors study finding nearly 1 in 10 youth gamers addicted to video games. Web.

Orzack, Maressa Hecht. Q&A with Dr. Orzack: Computer Addiction Services . 1997. Web.

Schlimme, Mary. Video Game Addiction: Do we need a Video Gamers Anonymous? Web.

Tournemille, Dale. First-person shooter: The video gamer’s addiction. Web.

Turner, N., M Griffiths and R Wood. Video game addiction – Is it a “real” disorder ? Web.

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Video Game Addiction and Emotional States: Possible Confusion Between Pleasure and Happiness?

1 Research Center for Work and Consumer Psychology, Université Libre de Bruxelles, Brussels, Belgium

2 Department of Psychiatry and Neurosciences, Maastricht University, Maastricht, Netherlands

Nicolas Debue

Jonathan lete, cécile van de leemput, associated data.

All datasets generated for this study are included in the article/supplementary material.

Internet gaming disorder is characterized by a severely reduced control over gaming, resulting in an increasing gaming time and leading to negative consequences in many aspects of the individual life: personal, family, social, occupational and other relevant areas of functioning (World Health Organization). In the last years, the significant boom in using video games has been raising health issues that remain insufficiently understood. The extent of this phenomenon (the estimated prevalence is between 1.7 and 10% of the general population) has led the mentioned Organization to include gaming disorders in the list of mental health conditions (2018). Several studies show converging findings that highlight the common brain activities between substance use disorders and behavioral addictions (i.e., gaming disorders). Addiction specialists observed that addict subjects tend to confuse pleasure with happiness when linking emotional states to their addictive activities. As far as we know, beyond the mentioned observations, distinguishing the perception of these two emotional states in the frame of an addiction has not been yet the object of formal research. This study aims at examining the possible confusion between pleasure and happiness within the addiction sphere. Video game addiction has been chosen to explore the possible occurrence of this perceptional distortion. A mixed design lab-based study was carried out to compare between video games addicts and non-addicts (between-subjects), and video games-related activities and neutral activities (within-subject). Emotional reactions were gauged by self-reported scales and physiological data acquired through a range of biosensors: Relaxation and Hearth Rate. From a therapeutic standpoint, this research intends to explore alternatives to deal with this sort of disorders. More specifically, at the cognitive level, the idea is elaborating guidelines to develop patients’ insights into these emotional states and thus increasing their ability to handle them. Overall, several indices resulting from this study constitute a bundle of arguments that argue in favor of the confusion between pleasure and happiness made by addict users when associating their affective states to video gaming. Furthermore, this approach illustrates how reappraising emotions may contribute to reducing the perceptional distortion of these emotional states.

Introduction

In the last years, the significant boom in using video games (VG) has been raising health issues that remain insufficiently understood ( Khazaal et al., 2016 ). The World Health Organization [WHO] (2018) has recently included “gaming disorders” in the list of mental health conditions. According to WHO this affliction is a “persistent or recurrent behavior pattern of sufficient severity to result in significant impairment in personal, family, social, educational, occupational or other important areas of functioning.”

The fifth revision of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) considers the ‘Internet Gaming Disorder’ as a potential new diagnosis that requires further research ( Petry et al., 2015 ). The prevalence of problematic gaming is estimated to range from 1.7% to over 10% among general population ( Griffiths et al., 2012 ).

Compared to the core topics of research in neuroscience such as stress, depression, etc., the chronic use of VG is a rather recent field of investigation. Yet, a growing number of studies have been produced in this field in the last two decades ( Andreassen et al., 2016 ). Indeed, several research projects have been exploring VG addiction from a behavioral, emotional, brain circuits and genetic perspectives ( Griffiths et al., 2012 ; Dong et al., 2017 ).

There seems to be converging findings that highlight the common brain activities between VG disorders (belonging to the cluster of behavioral addictions) and substance use disorders (SUD). It has been shown that the dorsolateral prefrontal cortex, orbital frontal cortex, para-hippocampal gyrus and thalamus were activated in both disorders ( Han et al., 2011 ). The limbic structures appear to be the key circuits linked with reward and addiction ( Cooper et al., 2017 ). In subjects suffering from these disorders, cues associated with SUD and with behavioral addiction can trigger craving, which is connected with the dopamine reward system ( Ko et al., 2009 ; Han et al., 2011 ). In addition, it has been observed that the level of dopamine released in the ventral striatum when playing a competition like video game is comparable to that provoked by psycho-stimulant drugs ( Koepp et al., 1998 ; Yau et al., 2012 ). Few studies have been carried out on the genetic aspects of this topic. Some of them indicate that there would be genetic background similarities between these two disorders. For example, the homozygous short allelic variant of the 5HTTLPR gene (encoding the serotonin transporter) is more prevalent among the excessive Internet user, which is also linked with increased drug consumption ( Serretti et al., 2006 , as cited in Yau et al., 2012 ; Lee et al., 2008 , as cited in Yau et al., 2012 ).

As described later, studying the confusion between pleasure and happiness in the frame of addiction requires as clear a demarcation as possible between these two emotional states. Although a consensus among scientists on how to define and distinguish pleasure and happiness remains to be reached (see next section Pleasure and Happiness ), in this research we have adopted the following distinctive traits to describe and to work with these two emotional states: pleasure relates to a transient emotional state resulting from the satisfaction of a desire, a craving, and happiness refers to a lasting emotional state of contentment, euthymia ( Pollard, 2003 ; Lustig, 2017 ).

According to Lustig (2017) , addictions together with depression are two rampant afflictions in the last decades and constitute the harmful extremes of pleasure (associated with the dopaminergic system) and happiness (associated with the serotoninergic system) respectively ( Üstün et al., 2004 ; Lepine and Briley, 2011 ; Szalavitz, 2011 ; Whiteford et al., 2013 ; Gowing et al., 2015 ; Keyes et al., 2015 ). Based on his long practice on addiction issues, this author argues that confusing pleasure (in the sense of longing, craving, strongly driven by a short term reward) with happiness is linked with SUD and with behavioral addictions (i.e., gambling, eating disorders, excessive use of technology like for example social media and VG, etc.), which could lead to depression ( Lawrence et al., 2014 ). According to the author, confusing pleasure with happiness is related to the growth rate of this disorder insofar as it would encourage seeking immediate gratifications perceived as sources of happiness, which in turn triggers the reward system with the risk to sink into the vicious circle of addiction ( Pollard, 2003 ). Besides, the significant industrial development, through its commercial campaigns, probably tended to lead individuals to equate consumption with happiness ( Schmidt, 2016 ; Lustig, 2017 ). From a physiological standpoint, the author highlights that an over excited reward system engenders an excess of dopamine (DA) release from the ventral tegmental area, which in return decreases serotonin (5HT) level (associated with depression) ( Pollard, 2003 ; MacNicol, 2016 ).

Moreover, Lustig underlines that DA and 5HT amino acids (needed for the production of DA and 5HT) share the amino acid transporters, which poses a problem in case of DA amino acid over presence: that is to say, the more amino acids for DA, the less amino acids transporters are available for 5HT amino acids. In short, this DA-5HT unbalance illustrates one of the facets of the DA-5HT interaction in which the low 5HT level, associated with depression, prevents the serotoninergic system to exert its inhibitory role to imped the over drive of the dopaminergic system ( Esposito et al., 2008 ).

Chronic stress and anxiety may further aggravate this problem by increasing the cortisol level and thus creating a loop with dopamine activating the sympathetic nerve system and reinforcing the reward seeking behavior while down-regulating 5HT -1a receptor, which decreases the serotonin signaling and increases the depression likelihood ( Lustig, 2017 ). These findings are in line with studies that associate stress, anxiety and depression with Internet gaming disorders ( Wenzel et al., 2009 ; Griffiths et al., 2012 ).

Fundamentally, from a phylogenetic standpoint, it is likely that pleasure has contributed more than happiness ( Pollard, 2003 ; Lustig, 2017 ), which could explain the stronger drive of the short term gratifications over the quest for medium and long term euthymia. In sum, this suggests that identifying the possible confusion between the mentioned emotional states associated with the addictive activities may contribute to deepen the understanding of this sort of disorders and consequently to explore new therapeutic options.

The emotional states (and their consequences) associated with VG as felt and perceived by chronic users led to thorough interrogations of health professionals. Several studies intended to explore this issue by focusing on the individual characteristics of addict players. For instance, the general level of happiness appears to be a firm candidate to predict addiction to VG playing ( Hull et al., 2013 ). In effect, it has been shown that gaming disorders are positively correlated with depression and loneliness and negatively correlated with well-being ( Lemmens et al., 2011 ; Sarda et al., 2016 ). These two studies relied on a eudaimonic notion of well-being (i.e., life satisfaction, a life well lived). Thus, based on the mentioned definitions of pleasure and happiness, on the semantic net (see Annex ) and on the analysis made in the next section (Pleasure and Happiness), in this research well-being is assimilated to happiness due to the considerable common ground shared between these two concepts. In line with these findings, another study highlights the association between high frequency of online gaming with depression and social phobia ( Wei et al., 2012 ). Similar results were found in a study in which, compared with no addict Internet user, Internet addict subjects used to play online games reported significantly more depressive symptoms ( Geisel et al., 2015 ).

From a psychological symptoms standpoint, it has also been observed that when playing VG, addict gamers have a sense of well being or euphoria while playing VG, inability to stop the activity, craving more time at playing VG, feeling empty, depressed, irritable when not playing VG, with all the pernicious consequences these symptoms have on the private, social and professional life ( Griffiths, 2008 ). At glance, the coexistence of well being and craving might come across as paradoxical, although the mentioned work ( Lustig, 2017 ) on this issue provides some elements of answer to this finding.

Using a video game clip as a stimulation trial, it has been studied ( Kim et al., 2018 ) the craving state of chronic users when playing VG through measures resulting from addiction questionnaires and several bio signals such as eye blinking, eye saccadic movements, skin conductance and respiratory rate. The results of this work showed that during the stimulation trial video game there was a decrease of eye blinking rate, eye saccadic movement rate and mean amplitude of the skin conductance response whereas there was a significant increase of the mean respiratory rate.

Another study ( Lu et al., 2010 ; as cited in Kim et al., 2018 ) focused on a group of individuals with high risks of developing Internet gaming disorders (IGD) and their sympathetic nervous system responses. When using Internet in this experiment, increases were observed in blood volume, body temperature and respiratory rate. Heart rate (HR) has also been used as a reliable indicator of craving in subjects with SUD ( Kennedy et al., 2015 ).

Pleasure and Happiness

The psychophysiological and brain mechanisms of pleasure and happiness are quite complex and probably more research is required to better discerning these processes. Some studies have underlined that the hedonic system includes wanting and liking and each of these two emotional states may operate in a conscious and unconscious mode ( Berridge and Kringelbach, 2011 ). Studies indicate that unconscious wanting would function as a conditioned desire involving the nucleus accumbens, ventral tegmental area, hypothalamus and dopamine; on the other hand the unconscious liking would relate to a sensory hedonic dimension associated with the nucleus accumbens, ventral pallidum, periaqueductal gray, amygdala, opioids and cannabinoids ( Kringelbach and Berridge, 2009 ; Berridge and Kringelbach, 2013 ). The same studies show that conscious wanting would relate to cognitive incentives, subjective desires and dopamine whereas conscious liking would be linked with subjective pleasures, opioids and cannabinoids; both would involve the orbitofrontal cortex, anterior cingulate and insular.

It has been shown that the level of activation of some of the mentioned areas would be altered in subjects with Internet gaming disorders: sensing craving for gaming is associated with an increased activation of the left orbitofrontal cortex (correlated with desire for VG play) and with a decreased activation in the anterior cingulate cortex (probably linked with the reduced capacity to inhibit craving for gaming) ( Wang et al., 2017 ).

There might be a relation between the complexity of these brain circuits linked to these emotional states and the polysemy of these two terms, happiness and pleasure , which may contribute to the possible confusion between them. Indeed, the intense interrelation between them finds expression in subtle distinctive features and in some connotations with vague borders, to the extent that these words might be regarded as almost synonyms. The semantic analysis of these two terms produced in this research intends to show their core meanings, their nuances and the possible intersections between them ( Procter, 1985 ). Trying to unravel and to understand these two emotional states is not a recent endeavor. For instance, Greek thinkers approached the notion of happiness as a state constituted by two components: Hedonia (pleasure) and Eudaimonia (a life well lived) ( Kringelbach and Berridge, 2009 ).

Due to its nature, defining and studying happiness is a quite uneasy task. Although progress has been made on this rather recent area of study, there is still a lack of consensus when it comes to defining this concept. Some authors distinguish fluctuating happiness (self centered) from durable, authentic happiness (self-transcendent) ( Dambrun et al., 2012 ). Another study uses the value-arousal model on emotions to define it, according to which happiness results from a positive valence, high arousal and engaged and satisfied in life ( Cipresso et al., 2014 ). Lustig (2017) emphasizes the time perspective as one of the distinguishing traits between these two emotional states by opposing the short-term logic of pleasure to the longer-term characteristics of happiness .

These last two studies are quite illustrative of the differences with regard to defining happiness , in particular when it comes to including or not pleasure in it. Whilst there seems to be a consensus on “life satisfaction,” “connecting with others” and “contentment” as the main traits of happiness , it is less clear whether pleasure is part of it. Usually, in the literature there are two understandings to articulate these emotional states: either both ( happiness and pleasure) are seen as inseparable concepts or happiness is regarded as a state free from distress (‘liking’ without ‘wanting’) ( Kringelbach and Berridge, 2010 ; Berridge and Kringelbach, 2011 ; Loonen and Ivanova, 2016 ; Lustig, 2017 ). Whether or not pleasure is included in the definition of happiness , to the best of our knowledge there is no study that includes craving (intense desire, longing) as a trait of happiness .

Thus, based on the mentioned definitions and on the association between craving and arousal ( Kennedy et al., 2015 ), craving for playing VG may subscribe itself within the realm of pleasure , but stands outside of the happiness’ sphere.

Within the frame of this research, Pleasure refers to the hedonic reward processes driven by a desire to obtain a gratification that can lead to craving in certain circumstances ( Berridge and Kringelbach, 2011 ). Pleasure has been associated with the dopaminergic circuit which can, in certain circumstances, function in an addictive mode and can affect also habits, conditioning, motivation and executives functions such as decision making, inhibitory control, etc. ( Volkow et al., 2011 ).

Happiness is understood as contentment and euthymic state, in line with a happy emotional state defined by a positive valence and low arousal ( Jatupaiboon et al., 2013 ). Physiologically, this state implies a reposed mind; akin to the relaxation state measured through the brain electrical activity ( Teplan and Krakovskà, 2009 ). In the literature this mood is related to the serotoninergic circuit ( Lustig, 2017 ).

To the best of our knowledge, there is no existing questionnaire focusing on the association between VG and pleasure/happiness. Thus, our study required a preliminary phase to design such self-report tool whose aim is to explore the perceived emotional states (pleasure/happiness) associated with VG play.

As far as we know, distinguishing the perception of these two emotional states in the frame of an addiction has not been yet the object of formal research, hence the reduced literature on this specific issue, in particular the experimental one.

Consequently this research may be seen as a preliminary study, which aims at examining the possible confusion between pleasure and happiness within the addiction sphere. VG addiction has been chosen to explore the possible occurrence of this perceptional distortion. Emotional reactions of VG addicts and VG non-addicts were gauged via self-report scales and physiological data (Heart rate and Relaxation state) acquired by a range of biosensors.

Resulting from the mentioned background, it is hypothesized that addict VG users:

Are likely to confuse the notions of pleasure with that of happiness when associating their emotional states to VG play.

The results of this study are expected to show that addict VG users associate happiness with VG activities while feeling craving for playing accompanied by an increased HR and a low relaxation level. Given the shortage of previous researches on the specific issue related to the confusion between pleasure and happiness in VG addiction, the outcome of this study is approached in an exploratory manner.

From a therapy standpoint, this project intends to explore alternatives to deal with this kind of scenarios. More specifically, at the cognitive level, the idea is finding means to develop patients’ insights into these emotional states and thus increasing their ability to handle them.

Materials and Methods

Preliminary phase: design of the “pleasure and/or happiness and vg” questionnaire, participants.

In total 105 VG players participated in this survey, out of which 61 filled all the questionnaires required for the design of the “Pleasure and/or Happiness and VG” questionnaire. The mean age of these 61 participants was 24.28 and the standard deviation 5.48. There were 33 males (54.1%) and 28 females (45.9%). The mean of playtime during working days was 4.49 h and the standard deviation 6.82, and during holidays and weekends 4.68 h and the standard deviation 3.13.

An online survey was run via video game forum and Reddit site (network of communities with common interests). The purpose of this survey was to evaluate the internal coherence of our self-report tool (Pleasure and/or Happiness and VG) relative to two validated questionnaires (on Hedonic tone and Happiness). Thus the survey consisted in filling the three questionnaires. Participants completed anonymously and voluntarily the questionnaires through their online gamers groups.

Two validated and known questionnaires were used to construct the ‘ Pleasure and/or Happiness and VG’ questionnaire through which the emotional states associated with VG activities were evaluated: the Snaith-Hamilton Pleasure Scale (SHAPS) ( Snaith et al., 1995 ), an assessment tool of hedonic tone, and the Oxford Happiness Questionnaire (OHQ) ( Hills and Argyle, 2002 ). The French version of these two questionnaires was used ( Loas et al., 1997 ; Bruchon-Schweitzer and Boujut, 2014 ).

The abbreviated SHAPS is composed of 14 items to assess the hedonic tone and the absence of it. The answer scale for each item offers four possible options ranging from ‘Definitely agree’ to ‘Strongly disagree.’ The OHQ is extensively used to evaluate the individual level of happiness. For each of its 29 items, the answer scale has 6 options going from ‘Strongly disagree’ to ‘Strongly agree.’

Several items of the SHAPS and the OHQ are quite adapted to the VG paradigm and lend themselves to be contextualized. For example, the first item of the SHAPS questionnaire is formulated as: “I would enjoy my favorite television or radio program.” In this case “television or radio program” is replaced by “video game.” An example of OHQ concerns the item “I am very happy,” which became “I am very happy when playing VG.” So, these kinds of items constitute the questionnaire whose aim is identifying the emotional states that users associate with VG. Initially, eight items were adapted to VG from these two questionnaires: four items from SHAPS and four items from OHQ. The answer scale provides with six possible options ranging from ‘fully disagree’ to ‘fully agree.’

Statistical Analysis

In order to ensure the usefulness of the designed self-report tool, an Alpha Cronbach test was run on the results of this survey to measure the internal coherence between the ‘VG and Pleasure/Happiness’ and the two other questionnaires (SHAPS and OHQ). Moreover, it has been examined whether there is a correlation between VG play frequency and the two areas explored in this survey: the general happiness level (OHQ) and the emotional states associated with VG (‘Pleasure and/or Happiness and VG’).

The Experiment

The study was announced through the Université Libre de Bruxelles (ULB) scientific social media as well as via leaflets available in public cyber games centers in Brussels. Gamers interested to participate in this study had to answer an on-line survey ( N = 163), in which the following data was gathered: age, play frequency, name of VG played and a validated test to assess the gaming addiction level (Gaming Addiction Scale, Lemmens et al., 2009 ). The French version of this scale was used ( Gaetan et al., 2014 ). Being used to play to at least one of these five popular VG (Fornite, Overwatch, League of Legends, Counter-Strike or Rocket League) and an age ranging from 18 to 70 years old were the inclusion criteria. Competing against another team and playing in groups are the common characteristics of these VG. The exclusion criteria were having vision impairments and neurological problems.

Two groups of gamers were invited to participate in this study: addict users (AU) and non-addict users (NAU). None of the invitees met the exclusion criteria. The selection and recruitment were based on the score obtained in the test on gaming addiction, resulting in: AU ( N = 12) and NAU ( N = 17) (7 females and 22 males, ranging from 19 to 29 years old). They were all French speakers Belgian residents. The mean age was 23 and the standard deviation of 3. The difference between sexes in terms of VG addiction is not statistically significant (3/7 AU females and 9/22 AU males, U 45.5, p = 0.130).

This experiment took place within the frame in the usability laboratory of the Research Centre of Work and Consumer Psychology, Université Libre de Bruxelles (ULB).

Before the experiment all the procedures were explained to participants and their consent was asked on formal basis. They were informed that:

  • – This experiment aims at better understanding the video game phenomenon (without mentioning the issue relative to the emotional states and VG).
  • – They have to fill several questionnaires (in French).
  • – Some non-invasive artifacts are set to gather measurements on physiological signals while they watch video clips.
  • – The Ethical Committee of ULB approved this study in accordance with the Declaration of Helsinki.

The participants were welcome into the testing room of the laboratory by the examiner. They were seated and given an informed consent form. Once the form was read and signed, the study procedure was explained. Then, the Electroencephalogram (EEG) headset was placed onto the participant’s head and an impedance check was run.

Before the beginning of the experiment, each participant chose his/her favorite VG he/she uses to play among the five initially proposed. During the experiment, the examiner observed the participant through a one-way-glass, avoiding interference.

Finally, participants were thanked for their participation, compensated and given information on obtaining the results of the study. The whole experimental run took around 1 h.

Prior to starting the operational phases of the experiment, all devices are set to initiate the baseline recording of all the physiological signals.

Six phases compose this experiment ( Figure 1 ). In each phase of the experiment the emotional states associated with VG were examined either through self-report questionnaires or via physiological measures. The physiological measures were recorded during the visioning of two sorts of video clips: VG clips whose aim was to induce craving and neutral video clips (documentaries on nature) intending to reduce craving.

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Synthetic view of the experimental phases.

The six experimental phases:

  • (1) “Pleasure and/or Happiness and VG” (six items): Participants were invited to fill the self-report questionnaire designed in the preliminary phase.
  • (2) Watching a neutral clip during 2 min while recording physiological signals related the mentioned two emotional states. This phase intends to decrease craving in participants.
  • (3) Craving score: Participants were asked to express their craving state to play their favorite VG via a one item self-report questionnaire.
  • (4) Watching a VG clip during 2 min while recording the same physiological signals as in phase two related to the mentioned emotional states. The objective of this phase is to increase craving in participants.
  • (5) Craving score: the same procedure and self-report tool as in phase 3 were applied.
  • (6.1) “Pleasure and/or Happiness and VG” (Three bipolar items).
  • (6.2) “Key words and VG”: participants were invited to associate a list of words to VG activities.
  • (6.3) “Pleasure and VG or Happiness and VG” (one bipolar item): participants were asked to associate one of the two emotional states to VG play.

The cycle from the 2nd phase to the 5th phase was repeated five times for each participant. In each of these five cycles, different episodes of video clips (the chosen VG and the neutral clip) were shown randomly so as to avoid the habituation phenomenon and minimize the influence that the order of the sequence of episodes could have on participants’ responses.

  • – Experimental groups: AU and NAU

The Gaming Addiction Scale (GAS) ( Lemmens et al., 2009 ; Gaetan et al., 2014 ) was used to constitute these groups. As a tool to measure game addiction, GAS possesses significant assets. Lemmens et al. (2009) showed the validity of this scale from a cross population point of view and its one-dimensional characteristic resulting from the factorial analysis. In addition, in the same study it has been shown the concurrent validity of GAS insofar as this scale is associated with play frequency as well as with psychological features related with game addiction, namely decreased level of social competence and of well being, and high level of aggression and of loneliness. Moreover, high scores in GAS are also linked with attentional deficiencies in response inhibition when perceiving game cues ( van Holst et al., 2012 ; in Khazaal et al., 2016 ), which converges with results produced by other researches associating impulsivity and cue reactivity with other addictive behaviors ( Billieux et al., 2011 ; Khazaal et al., 2012 ; Torres et al., 2013 ). Relative to other game addiction measurements, GAS has the most complete covering of the Internet gaming disorder criteria of the DSM-5 ( Petry et al., 2014 ). Although it was initially designed for adolescents, there are substantial evidences to state that GAS is applicable for young adults too ( Khazaal et al., 2016 ).

Each of the seven items of this scale starts with the question “How often in the last 6 months…?” to explore the impact of video gaming on different aspects of the subject’s life. The possible answers are: never, rarely, sometimes, often and very often. The first two answers score 0, the last three answers score 1. If the total sum of these scores is 4 or higher, the subject is considered an AU according to this scale.

  • – The experiment

In the first phase, participants were asked to fill the “ Pleasure and/or Happiness and VG” questionnaire composed by six items: three items that tie Pleasure (P) and VG, three items that tie Happiness (H) and VG (six-items in total).

The answer scale for each item was composed of six options ranging from ‘Fully disagree’ to ‘fully agree.’ Each of these six items is answered separately, thus the overall possible results of this questionnaire can be: (1) P and VG > H and VG or (2) H and VG < P and VG or, (3) P and VG = H and VG.

In the second phase (Neutral video clip), two physiological signals related to Pleasure and Happiness were recorded. Based on the correlates found between HR and craving, this physiological signal is used as an indicator of arousal ( Kennedy et al., 2015 ).

Despite the difficulty in defining and in measuring happiness , the brain electrical activity is recorded (Electroencephalogram, EEG) mainly to detect the relaxation state. This state appears close to the notion of happiness; in the literature it is accepted that the increase of alpha waves is correlated with mental and physical rest ( Teplan and Krakovskà, 2009 ).

In the third phase, participants were asked to express their craving state to play his/her favorite VG. The statement employed in this self-report tool was: “State your present craving for gaming.” Participants have to choose the answer that best fitted their self-assessment among six possible answers offered by the scale ranging from “I do not feel any craving for gaming” to “I feel a very strong craving for gaming.”

In the fourth phase (VG clip), the same physiological signals as in the second phase were measured.

In the fifth phase, the same procedure to assess craving for gaming as in the third phase was employed.

In the sixth phase, three other self-report questionnaires were submitted to participants and used to evaluate the association between the mentioned emotional states and VG:

  • – “Pleasure and/or Happiness and VG” (three bipolar items). The same six items of the “Pleasure and/or Happiness and VG” questionnaire used in phase 1 were presented in a bipolar structure: three items opposing “Pleasure and VG” vs. “Happiness and VG.” For example, if in the six items questionnaire the items “I would enjoy my favorite VG” (Pleasure/VG) and “I am happy when playing VG” (Happiness/VG) are presented separately, in this questionnaire they are part of the same item: “I would enjoy my favorite VG” vs. “I am happy when playing VG.” By doing so, participants are encouraged to choose which of their emotional states (Pleasure, Happiness) is associated with VG playing. That said, the scale has an uneven number of options (five) between the two extremes, the central option representing the equal association of Pleasure and Happiness with VG play. Thus, the overall possible results are identical as in phase 1.
  • – “Key words and VG”. Participants were asked to choose three words (out of ten) that they associate most with their VG activities. These 10 key words come from the semantic mapping elaborated in this research of the terms used in the formal statements defining pleasure and happiness in this study. For example, some words from the happiness sphere are contentment and well being , whereas desire and joy relate to pleasure . Besides, they are in line with both definitions Lustig’s (2017) . Only the ten words (French version) were shown to participants. Although the possible results are similar to those of six-item “Pleasure and/or Happiness and VG” questionnaire and three-bipolar item “Pleasure and/or Happiness and VG” questionnaire, this time the same association (emotional states and VG) is tackled via key words directly linked to the two studied emotional states ( Pleasure, Happiness ) but without mentioning them. This self-report format intends to gain accuracy in the identification of gamers’ emotional states associated with VG.
  • – “Pleasure and VG or Happiness and VG”. The written definitions of both pleasure and happiness , based on work Lustig’s (2017) , were shown to participants. Then they were asked to read carefully these definitions and to take them into account when answering one bi-polar item that opposes “Pleasure and VG” vs. “Happiness and VG.” Unlike in the three-bipolar items questionnaire, the answer scale between these this bipolar item has an even number of options (six). This time is an “either/or” choice they are faced with, therefore the possible results are: P and VG < H and VG or P and VG > H and VG. Basically this questionnaire intends to strengthen consistency in participants’ insights into this issue by inviting them to confront their perception of their emotional states associated with VG play with the mentioned formal definitions, comparable to an emotions reappraisal process ( Seay and Kraut, 2007 ).

In short, four self-report questionnaires (see Annex ) aim at exploring this dependent variable (association between these two emotional states and VG play) by looking at the consistency of participants’ answers to the different formats of questions. The questions’ formats are:

  • – Pleasure and/or happiness can be associated with VG (six independent items);
  • – Pleasure and/or happiness can be associated to VG (three bipolar items);
  • – Pleasure and/or happiness can be associated to VG through key words defining the two emotional states (without mentioning the words pleasure and happiness );
  • – Pleasure or happiness can be associated to VG (written explicit definitions of pleasure and happiness are given to participants).

This approach aims at exploring the coherence between the self-reported answers and the physiological signals, as a means to objectivize the perceived emotional states associated with VG play by the two mentioned groups of participants (addict gamers and non-addict gamers).

The previously mentioned theoretical framework indicates that the notion of craving relates to an arousal state that could lead to an addictive pattern and consequently stands out of the realm of happiness.

Expected Results

Based on the analysis made on this issue previously as well as on the hypothesis of this study, the expected results could be synthesized as shown in Table 1 .

Summary of the expected results.

Addict Users (AUHappiness and VG > Pleasure and VG– VG clip increasing effect on craving – VG clip increasing effect on HR – VG clip decreasing effect on relaxationHappiness and VG > Pleasure and VGHappiness and VG > Pleasure and VGPleasure and VG > Happiness and VG
Non Addict Users (NAU)Pleasure and VG > Happiness and VGPleasure and VG > Happiness and VGPleasure and VG > Happiness and VGPleasure and VG > Happiness and VG
  • – Self-Report Questionnaires

For the self-report questionnaires, it is expected that, compared to NAU, the AU group:

  • – In “Pleasure and/or happiness associated with VG” (six independent items) associates more happiness than pleasure with VG play.
  • – Reports more craving for playing after watching VG clip.
  • – In “ Pleasure and/or happiness associated to VG” (three bipolar items) associates more happiness than pleasure with VG play.
  • – Associates VG play with key words more related to happiness category than to those of pleasure .
  • – In “ Pleasure or happiness associated to VG” associates VG play with pleasure (like NAU).
  • – Physiological Signals

It is expected to observe an interaction between the groups (AU, NAU) and the conditions (VG clip, Neutral clip). Namely, it is assumed that visioning the VG clips has an effect on AU increasing HR while decreasing Relaxation.

After verifying the normality of distributions (Kolmogorov–Smirnov), the means comparison between the two groups (NAU, AU) was calculated for self-report questionnaires measuring the association between VG and Pleasure/Happiness (Mann–Whitney U ) for the six-items “Pleasure and/or Happiness and VG,” the three-bipolar items “Pleasure and/or Happiness and VG” and the one-bipolar item “Pleasure and VG or Happiness and VG.” The Chi square was used for “Key words and VG.” In order to determine whether there are differences between independent groups over time and to identify possible interactions between the two independent variables on the dependent variables, a two-way mixed ANOVA (within and between subjects) was used for the craving scores and the physiological signals recorded ( Table 2 ).

Synthetic view of independent and dependent variables.

– Addict Users (AU) – Non-Addict Users (NAU)– Happiness and/or Pleasure associated to VG (6-items)– Heart Rate and Relaxation – Craving score– Happiness and/or Pleasure associated to VG (3-bipolar items) – Key words associated to VG – Happiness or Pleasure associated to VG (1 bipolar item)

The experiment was run on a desktop computer with an Intel Core i7 quad processor and 8 GB RAM, running Windows 10. Stimuli were displayed on a 22-inch monitor and resolution was set to 1680 × 1050. Participants used standard mouse and keyboard as input devices. EEG measurement includes detecting the fluctuation of voltage potential generated by large group of neurons in the brain. The EEG signal was obtained through the use of EPOC headset. This device allows to remotely getting data of brain activity using a wireless set of fourteen electrodes (AF3, AF4, F3, F4, F7, F8, FC5, FC6, T7, T8, P7, P8, O1, O2) sampled at 128 hertz.

The relaxation state was measured by one of the composite metrics of the Emotiv software. HR was measured by using Schimer 3 (Photoplethysmography). The I. Motions software version 7.1 (Imotions Inc. 2018) was used to recording the mentioned data and presenting stimuli to participants. The statistical analysis was conducted with IBM SPSS statistics v.25.

Design of the “Pleasure and/or Happiness and VG” Questionnaire

The Cronbach’s alpha (0.859) showed a high internal coherence between the SHAPS and three items (out of four) of the “Pleasure and VG” within the “Pleasure and/or Happiness and VG” questionnaire. The fourth item has been disregarded; its presence would have dropped the Cronbach’s alpha to 0.685. The internal coherence obtained between the OHQ and the “Happiness and VG” items within the “Pleasure and/or Happiness and VG” questionnaire was quite high for the four items concerned (alpha 0.901). However, the internal coherence between these four items was too weak due to one item (alpha 0.407). The exclusion of this item raised the alpha significantly (0.836). Consequently, only the consistent items have been kept (six out of the initial eight items: three on “Pleasure and VG,” and three on “Happiness and VG,” see Annex ).

Moreover, it has been examined whether there is an association between VG play frequency and the two areas explored in this survey: the general happiness level (OHQ) and the emotional states associated with VG via the “Pleasure and/or Happiness and VG” questionnaire. The constitution of the group of frequent gamers and that of non-frequent gamers was determined by calculated median (18 h per week). In line with several studies linking problematic gaming and well-being and life satisfaction, a moderate negative correlation ( R = −0.249; p = 0.056) was found between VG high play frequency and the OHQ scores ( Griffiths, 2008 ; Lemmens et al., 2011 ). In addition, there is a marginal significant difference [ T (58) = 1.923; p = 0.059] between frequent VG users and non-frequent VG users relative to the OHQ scores.

The “Pleasure and/or Happiness and VG” Six-Items Questionnaire

The Kolmogorov–Smirnov outcome indicates the need for using a non-parametric test to compare the two groups. The Mann–Whitney test shows that there was no significant difference observed between the AU and NAU relative to association between VG play and pleasure (item 1. U = 78, p = 0.30; item 3. U = 75, p = 0.24 and item 5 U = 86, p = 0.49) ( Table 3 ).

Descriptive statistics of “Pleasure and/or Happiness associated with VG” (6-items): [Pleasure (P), Happiness (H) associated with VG].

Item 1 P/VGNAU1713.69231.00
AU1217.00294.00
Item 2 H/VGNAU1711.35193.00
AU1220.17242.00
Item 3 P/VGNAU1713.41228.00
AU1217.25207.00
Item 4 H/VGNAU1712.18207.00
AU1219.00228.00
Item 5 P/VGNAU1714.06239.00
AU1216.33196.00
Item 6 H/VGNAU1711.03187.50
AU1220.63247.50
Mean P/VGNAU1712.88219.00
AU1218.00216.00
Mean H/VGNAU1710.59180.00
AU1221.25255.00

In contrast, there is a significant statistical difference in the three items where AU associate VG play with happiness (item 2. U = 40, p = 0.005; item 4. U = 54, p = 0.034 and item 6. U = 34, p = 0.002) more than NAU.

Craving Scores

Results in craving ( Table 4 and Figure 2 ) show a statistically significant interaction F (1,25) = 4.78 ( p = 0.038). Indeed, relative to the neutral clip, the VG clip condition has significantly amplified the reported craving difference between the two groups (AU craving score > NAU craving scores).

Descriptive statistics for self-report Craving.

Neutral clipsNAU2.271.090.222–0.95417
AU2.020.981.6172.56710
Total2.171.031.0621.24827
VG clipsNAU4.110.82–0.1690.13517
AU4.960.52–2.5237.41410
Total4.420.82–1.2712.52827

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Self-report craving (groups: AU, NAU; conditions: Neutral clips, VG clips).

Physiological Signals Measurements

The AU’s relaxation is significantly lower [ F (1,24) = 8.616; p = 0.007] than NAU’s in both conditions (Between-Subjects Effects). The relaxation level decreases in both groups during the VG clip. On the other hand, conditions do not influence the relaxation difference between the two groups [ F (1,24) = 0.001; p = 0.98] ( Table 5 and Figure 3 ). Furthermore, there is a significant statistical gender difference in both conditions (Neutral clip: Male 17.36, Female 7.57. U = 25, p = 0.008 – VG clip: Male 17.09, Female 8.43. U = 31, p = 0.019).

Descriptive statistics: Relaxation index (EEG EPOC, Emotiv software).

Neutral clipsNAU0.330.07–0.8731.09515
AU0.240.091.2563.30311
Total0.290.080.2920.46026
VG clipsNAU0.310.05–1.3801.39015
AU0.230.071.6334.68811
Total0.280.070.2922.63026

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Relaxation [groups: AU, NAU; Conditions: (1) Neutral clips, (2) VG clips].

Concerning the other physiological variable (HR) ( Table 6 and Figure 4 ), there is an effect of VG clips on both groups [ F (1,15) = 20.802; p < 0.001]. Nevertheless, there was no statistically significant interaction [ F (1,15) = 0.028; p = 0.86], nor an effect of addiction on VG clip condition [ F (1,15) = 0.083; p = 0.777]. It is important noting that due to corrupted data the number of valid subjects taken into account was 17 (8 AU and 9 NAU).

Descriptive statistics: Heart Rate (HR).

Neutral clipsNAU78.367.940.054–0.2929
AU79.518.362.1305.0138
Total78.907.900.9721.53017
VG clipsNAU80.299.20–0.5020.2199
AU81.589.342.0374.6618
Total80.898.990.6141.53517

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Heart Rate [groups: AU, NAU; Conditions: Neutral clips (1), VG clips (2)].

The “Pleasure and/or Happiness and VG” Three-Bipolar Items Questionnaire

The descriptive statistics of this three-bipolar items questionnaire ( Table 7 ), indicate that the AU group linked VG activities more with happiness than the NAU group. The Mann–Whitney test shows a significant difference between these two associations ( U = 47; p = 0.013).

Descriptive Statistics: Pleasure/VG vs. Happiness/VG (3 bipolar items).

MeanNAU1711.76200.00
AU1219.58235.00
Bipolar item 1NAU1713.29226.00
AU1217.42209.00
Bipolar item 2NAU1713.91236.50
AU1216.54198.50
Bipolar item 3NAU1713.3221.50
AU1217.79213.50

Key Words and VG

Results state the absence of significant difference between AU and NAU in associating the key words from the Pleasure cluster with VG play, and words from the Happiness cluster with VG (Chi square, p = 0.942) ( Table 8 ). When taking words separately, the biggest gap between the two groups relates to the word well-being (belonging to the happiness cluster) associated to VG play (AU: 25%, NAU: 0%).

Descriptive statistics: number of words per category (Pleasure, Happiness) associated to VG play chosen by NAU and AU.

%NAU (N17)17 × 3 words = 5119.6047.0533.33100
%AU (12)12 × 3 words = 3622.2247.2230.55100

“Pleasure and VG or Happiness and VG” (One Bipolar Item Questionnaire With Written Definitions)

The outcome of this questionnaire indicates that there is no significant difference between AU and NAU ( U = 102, p = 1). Both groups have clearly associated VG play with pleasure ( Table 9 ).

Descriptive statistics: Happiness/VG or Pleasure/VG (1 bipolar item, with Definitions of Pleasure and Happiness shown to subjects).

NAU4.820.63617
AU4.581.37912

The following scheme summarizes the outcomes of the self-report tools used to evaluate the association between the emotional states (Pleasure and Happiness) with VG play ( Table 10 ).

Synthetic view of self-report results (Emotional states associated with VG play).

ResultsAU associated more Happiness to VG than NAU (Significant difference)AU associated more Happiness to VG than NAU (Significant difference)Both groups associated Pleasure and Happiness to VG (No significant difference)Both groups associated Pleasure to VG (No significant difference)

The following table indicates the mean, standard deviation and Skewness and Kurtosis values of the self-report craving, the HR and the relaxation level for both groups in the two conditions ( Table 11 ).

Descriptive statistics for self-report Craving, Relaxation, Heart Rate.

Neutral clipsNAU2.271.090.222–0.95417
AU2.020.981.6172.56710
Total2.171.031.0621.24827
VG clipsNAU4.110.82–0.1690.13517
AU4.960.52–2.5237.41410
Total4.420.82–1.2712.52827
Neutral clipsNAU0.330.07–0.8731.09515
AU0.240.091.2563.30311
Total0.290.080.2920.46026
VG clipsNAU0.310.05–1.3801.39015
AU0.230.071.6334.68811
Total0.280.070.2922.63026
Neutral clipsNAU78.367.940.054–0.2929
AU79.518.362.1305.0138
Total78.907.900.9721.53017
VG clipsNAU80.299.20–0.5020.2199
AU81.589.342.0374.6618
Total80.898.990.6141.53517

Overall, the results of this study show that AU associate happiness to VG while reporting craving for VG play and having a low relaxation level. These outcomes observed in this experiment constitute a bundle of arguments that argue in favor of the hypothesis of this study ( Lustig, 2017 ). Indeed, in AU, the high self-report craving score and low Relaxation level during VG clips visioning do contrast with their association of VG more with happiness than with pleasure in the mentioned “Pleasure and/or Happiness and VG” questionnaires (six-items and three-bipolar-items) relative to NAU. Consistent with previous findings in this area, these four measurements highlight the coexistence of the perception of happiness linked with VG play combined with elements related to pleasure such as craving ( strong desire, wanting ) ( Pollard, 2003 ; Griffiths, 2008 ; Waterman et al., 2008 ). Since craving and low Relaxation are rather incompatible with the mentioned notion of happiness ( Pollard, 2003 ; Waterman et al., 2008 ; Lustig, 2017 ), these indices may raise the question as to how accurate are AU’s insights into their emotional states associated to VG play and may support the idea that AU’s perception of their emotional states is somewhat distorted. In the literature, VG addiction would be linked with impairment in the self-regulation process, this finding may be linked with the difficulties AU have to observe and evaluate their own behavior ( Seay and Kraut, 2007 ). Besides, the mentioned results suggest that VG clip effect on self-report craving would depend on the addiction level.

Considering that sensing happiness and craving are probably experienced as positive emotions by AU, and that usually negative and positive emotional events are reported to last longer and shorter respectively ( Gil and Droit-Volet, 2012 ; Tian et al., 2018 ), the arousal triggered by motivating stimuli, may modify the time perception and could mediate the effect of emotions on behavior ( Gil and Droit-Volet, 2012 ). In other words, the level of excitement produced by VG play could make AU underestimate the time spent at this activity, which may be perceived as an alleviating evasion free from stressors and possibly assimilated with the notion of happiness . This hypothetic mechanism would match one of the possible motives for online gaming ( Demetrovics et al., 2011 ). In this sort of precognitive process, several studies mentioned the involvement of the amygdala in interaction with the thalamus together with the dopaminergic system and a poor inhibitory control ( Gil and Droit-Volet, 2012 ; Petry et al., 2015 ).

It is noteworthy underlining that the bipolar structure of the three-items questionnaire increases the relevance of this outcome. In effect, although participants were incited to choose between the two emotional states opposing each other (VG and pleasure vs. VG and happiness), like in the six-items questionnaire, AU again did choose happiness as the main emotional state linked with VG play. This outcome would further state the difference between these two groups when it comes to associating the two emotional states to VG play. Besides, this would reveal to an important extent that the possibility whereby pleasure and happiness were regarded as synonyms could be overcome. In other words, this outcome shows that the similarity of meanings of these two concepts did not prevent these groups to make a clear choice. Finally, the similar scores obtained in the two questionnaires (six-items and three-bipolar items “Pleasure and/or Happiness and VG”), in spite of the different disposition of the same items in these two instances, strengthen the value of the designed scale (“Pleasure and/or Happiness and VG play”).

The absence of interaction between the two independent variables on HR may be explained by the fact that a higher arousal would take place in AU when playing VG rather than when watching at VG clips. Moreover, the reduced number of valid subjects when measuring this physiological parameter (due to technical recording problems) could have contributed to this outcome too. The fact that the independent variables did not produce the expected different HR effects on AU and NAU could also be linked with one of the limitations of this study: the difficulty in integrating in this research the interaction between HR and depression (as mentioned, VG addiction is positively correlated with depression) ( Griffiths et al., 2012 ) that may lead to HR index modifications ( Cipresso et al., 2014 ). In sum, this issue illustrates that the difficulty to circumscribe the notion of happiness is also reflected in the complexity to establish physiological correlates so as to objectify this emotional state ( Cipresso et al., 2014 ).

Associating the clusters of key words with VG did not produce the expected results. Since AU linked VG with both pleasure and happiness , may be these words played a clarification role and facilitated Au’s insights into their emotional states when playing VG. It could also suggest the inadequacy of this self-report tool. However, it is probably worthwhile mentioning an index related our hypothesis: when taking words separately, the word “well-being” associated with VG play was chosen by 25% of AU and by 0% of NAU.

The outcome of the binary question in the “Pleasure and VG or Happiness and VG” one-item questionnaire with the definitions of pleasure and happiness ( Pollard, 2003 ; Deci and Ryan, 2008 ; Waterman et al., 2008 ; Kashdan et al., 2008 ; Lustig, 2017 ) shows that AU ceased associating happiness to VG play and instead, like NAU, clearly linked pleasure to their cyber activity. Caution is required in the analysis of these results because the validity of this questionnaire remains to be demonstrated. Having instructed participants to answer the bipolar question by taking into account the written definitions of the two measured emotional states, did modify the result of AU group relative to both questionnaires (“Pleasure and/or Happiness and VG” six-items and three bipolar items). Within the framework of this careful approach, it could be hypothesized that explicit definitions of the two emotional states induced AU to adopting an introspection mode through a more pronounced involvement of cortical brain structures, akin to a therapeutic process in which the appropriate verbalization of pleasure and happiness facilitates the clarification of one own feeling as a prerequisite to elaborate more adaptive behavior in spite of the constraining psychological characteristics usually associated with VG addicts ( Kim et al., 2007 ; Kashdan et al., 2008 ; Wenzel et al., 2009 ).

This may be regarded as an example of emotions reappraisal which would increase accuracy of insights into one-self, reduce distorted perception of emotions and assess the adequacy of the behavioral response to a given stimulus ( Compare et al., 2014 ). In other words, it could be posited that the mentioned explicit definitions have somewhat constrained AU to use a cognitive approach to examine their emotional states related to VG play rather than merely relying on the sensory information as it tends to occur when sensing craving for video gaming ( Wang et al., 2017 ).

Moreover, the result of this one-item binary questionnaire would further support the hypothesis. In effect, the studied interrelation between hedonia and eudaimonia suggests that a highly rated hedonic activity (VG play in this case) is usually related with low rating in eudaimonia ( Waterman et al., 2008 ). This interpretation would fit with the resounding association between depression and gaming disorders ( Lemmens et al., 2011 ; Hull et al., 2013 ; Sarda et al., 2016 ; Bonnaire and Baptista, 2019 ) together with the confusion between pleasure and happiness occurring in addictive activities (AU associated VG with happiness in the first two self-report questionnaires and ended linking pleasure with VG in the last one-item questionnaire) ( Pollard, 2003 ; Lustig, 2017 ).

Overall, the more explicit the definition of pleasure and happiness and the narrower the choice offered by the self-report questionnaires, the less confusion of emotional states associated with VG occurred in AU group members whereas NAU invariably associated pleasure to VG as illustrated in Figure 5 .

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Shift of AU perception of their emotional states associated with VG according to the self-report tools.

Based on these results, it could be postulated that the tendency of AU to perceive happiness when feeling craving and pleasure linked to VG play, might be moderated by a clarifying cognitive process on the meaning of these studied emotional sates, which would interfere with the behavioral habits linked to the urge of gaming ( Ko et al., 2009 ).

The findings resulting from “Pleasure and/or Happiness and VG” six-items questionnaire could be regarded as an illustration of the confusion that AU might have when linking the studied emotional states with VG play. Unlike NAU, the significantly higher association between VG play and happiness expressed by AU matches the perceived level of well being reported by individuals with Internet gaming disorders ( Griffiths, 2008 ). On the other hand, apart from well-being , the same author cites euphoria as the other main emotional state that addict gamers may report when playing VG. Whilst happiness and well-being rely on each other to define themselves, euphoria would convey the notion of intense excitement, which would rather stand in the pleasure sphere. Moreover, in medical terms, euphoria refers to a feeling of great elation, not necessarily founded (especially when resulting from substances consumption). Since AU also associated VG with pleasure although they did it to a lesser extent than with happiness, it could hypothesized that the feeling of intense excitement derives, at least partially, from satisfying the craving for VG play, which in turn could engender relieve experienced as a sense of well-being ( Loonen and Ivanova, 2016 ).

The impact of VG clips on AU craving and relaxation scores underlines relevant aspects of this study, which support the hypothesis of this research. First of all, it highlights the incongruent perception of AU’s emotional states whereby both craving and happiness coexist as emotional states associated with VG play. Thus, this finding constitutes a relevant component of the confusion that consists in placing a short-term pleasure (VG play) within the sphere of happiness. Besides, the low relaxation state of AU would correspond with their self-reported craving and, therefore, further highlights the contrast between the perceived happiness associated with VG play and the indicators measured during the VG clip visioning (high craving level and low relaxation state level). Finally, it is noteworthy mentioning that relaxation was the only measure in this study where gender differences were observed. The lower relaxation level in female gamers in both conditions might be related to the gender expectation about playing VG in society at large and in the gamers’ community in particular ( Shen et al., 2016 ). Indeed, since female gamers are a minority in these sorts of VG ( Shen et al., 2016 ) (in line with our sample: 7 females, 22 males), it could be posited that they feel under scrutiny in an activity regarded as male oriented.

Putative Reasons of Distorted Perceptions of Emotional States Associated With VG Addiction

The social dimension of popular VG has been identified as one of the factors that may explain the addiction pattern ( Hull et al., 2013 ). In this kind of competitive games, improving the required abilities and obtaining better results would be part of the key motives for VG play ( Demetrovics et al., 2011 ), that usually generates the appreciation and the acceptance of the other group players. Getting this sort of feedback from others can be motivating indeed, especially when taking into account the correlation between IGD and social isolation, low self-esteem, traumatic experiences, depression and low life satisfaction ( Petry et al., 2015 ; Schimmenti et al., 2017 ; Bonnaire and Baptista, 2019 ). In turn, these psychosocial characteristics are probably related also with the high impulsivity level in VG addicts ( Billieux et al., 2011 ), which has been found to be associated with difficulties in interpersonal relationships ( Ryu et al., 2018 ). Thus, it would seem that VG activities are, at least partially, sating the mentioned social and psychological deficiencies. This suggests that AU’s emotional states related to VG play may be quite contrasting, in which components of happiness (i.e., interacting with others, fellowship and belonging to a group) are intertwined with those of short-term pleasure (i.e., craving for getting quick results, praise from others, etc.) ( Loonen and Ivanova, 2016 ). Now, craving for undertaking these cyber activities to respond to the mentioned social isolation issues places this emotional state much closer to the ‘pleasure governed by desire’ than to ‘atmosphere of good fellowship’ (Happiness) ( Lawrence et al., 2014 ; Lustig, 2017 ).

The flow, defined as the emotional state embracing perception distortion and enjoyment produced by VG activities, is another element that can create confusion in gamers’ insights into their emotional states ( Chou and Ting, 2003 ; Hull et al., 2013 ). As described in the mentioned study, experiencing flow implies not only losing the notion of time but also merging oneself with the VG actions. In these conditions, the gamer’s senses and attention are in the here and now , with little or no awareness about sources of stress relative to past, present or future events. In this line, the motivation to experience immersion has been associated with problematic gaming ( Billieux et al., 2011 ). Considering the fact that loneliness and depression have been identified as predictors of VG addiction and of Internet Gaming Disorders ( Hull et al., 2013 ; Sarda et al., 2016 ), it is understandable why in gamers’ mind experiencing flow could equate this feeling with a relieving emotional state ( Loonen and Ivanova, 2016 ). This sense of alleviation could match the notion of happiness as free from distress ( Kringelbach and Berridge, 2010 ; Loonen and Ivanova, 2016 ) if it resulted from the quality of real life being lived. Instead, in AU, this relieving and enjoyable emotional state would be engendered by a virtual activity (VG), possibly used as a means to escape from stress and to forget tensions ( Demetrovics et al., 2011 ; Bonnaire and Baptista, 2019 ). In the literature, the escaping strategy is a way to find relieve from stressors through the engagement in a pleasant activity, which may end up representing a space of happiness ( Seay and Kraut, 2007 ).

In sum, the incongruence lies in the coexistence of regarding VG as a space of happiness while using VG to get quick pleasures and relief. Individuals suffering from this disorder tend to pursuit short-term pleasures rather than long-term gains ( Dong and Potenza, 2015 ). Being driven by short-term gratifications rather belongs to the reward-seeking realm ( Waterman et al., 2008 ; Lustig, 2017 ). Thus, this pleasant emotional state could be associated with the arousal linked to a reward seeking behavior through which quick and positive results are obtained, which in turn reinforce the mentioned behavior. Probably, this intense arousal situates itself within the sphere of pleasure as a dysfunction in the rewarding system ( Pollard, 2003 ; Berridge and Kringelbach, 2013 ; Lustig, 2017 ) and not in that of happiness in spite of the relieving benefits it provides.

Another possible reading on why the emotional states generated by these cyber activities are linked with happiness may be related to the way in interpreting the experienced sensations. This representation is probably shaped by the individual background, experiences, culture, etc. From a brain mechanism stand point, conscious liking does not limit it self to a sensory outcome, it is also translated into a subjective liking through the recruitment of cognitive processes ( Berridge and Kringelbach, 2013 ). Indeed, these authors state that conscious pleasure rating is sometimes detached from affective reactions as people can elaborate reasons to themselves for how they should feel. Therefore, associating VG with happiness may be the result of a rationalization process to reduce the cognitive dissonance. In other words, the unwished consequences of the VG addiction pattern (increased stress, problems at working, studying, socializing, etc.) ( Griffiths et al., 2012 ) probably produce an increasing amount of pressure (due to the difficulty to reduce gaming time, guilt, etc.) that can become overwhelming if it lasts too long. Consequently, if the affected individuals are unable to master the yearning for VG, perceiving VG activities as a source of well being may reduce the mentioned pressures insofar as the notion of happiness usually suggests a socially acceptable mood, a legitimate aim and a safe emotional state. In this perspective, equating happiness with satisfying craving and with short-term pleasure might contribute to feed the addictive pattern ( Lustig, 2017 ).

In a broader perspective, the rationalization process described in the previous paragraph may be also related with coping strategies to deal with adversity. For instance, it has been observed that problematic gamers may use VG play as a means to cope with stressors and to enhance mood ( Demetrovics et al., 2011 ). An association has been found between stressful life events and addiction to Internet activities ( Schimmenti et al., 2017 ), with the mediating role of psychological needs satisfaction and the moderating role of coping styles ( Dongping et al., 2016 ). Several theories and studies support this approach that strives for a more holistic understanding of this issue. The self-determination theory postulates that humans share three universal psychological needs ( Deci and Ryan, 2000 ; in Dongping et al., 2016 ): autonomy (i.e., feeling of being self-determining in one’s behavior), relatedness (i.e., the feeling of connectedness to others) and competence (i.e., the feeling of dealing with issues in a competent manner). Besides, individuals can adopt different strategies to cope with adversity ( Lazarus and Folkman, 1984 ; in Dongping et al., 2016 ). According to Zheng et al. (2012 ; in Dongping et al., 2016 ), the positive coping approach is the set of strategies aiming at problem solving, support seeking and cognitive restructuring to address the stressors. On the other hand, according to the same authors, the negative coping consists in strategies such as blaming, social withdrawing, denial and disengagement so as to avoid the stressful situations. Now, a parallel can be established between these two coping styles and the brain activities involved in the goal-directed learning and the habit learning.

The goal-directed learning would correspond to the positive coping style insofar as it focuses on the relationship between an action and the motivational value of the outcome, and is associated with the activation of the prefrontal cortex, the dorsomedial striatum and the dorsomedial thalamus ( Ballaine and Dickinson, 1998 ; in Schwabe et al., 2012 ). On the other hand, habit learning, would be linked with the avoidant coping style. This learning process encodes the relationship between a response and preceding stimuli without taking into account the outcome caused by the response and is related to the activation of the dorsolateral striatum ( Yin et al., 2004 ; Tricomi et al., 2009 ; in Schwabe et al., 2012 ). According to Schwabe et al. (2012) , stressful situations may modulate the processes involved in instrumental learning in a way that may produce the shift from goal-directed learning to habitual learning.

In line with these findings, it has been observed that, like cocaine cues, psychological stress induction can generate the same craving response in a cocaine abusers population ( Bradley et al., 1989 ; Wallace, 1989 ; in Sinha et al., 2000 ). The relevance of these observations lies in the fact that both SUD and behavioral addictions (including gaming disorders, Han et al., 2011 ) recruit to an important extent common brain regions and produce similar physiological patterns, as quoted in the introduction of this document.

Considering the association between unhappiness and VG disorders mentioned earlier, it could be posited that the gamers concerned could not overcome the causes of their unhappiness. Indeed, studies suggest that subjects with Internet gaming disorders embark in VG play more to deal with negative affect than to achieve a good performance in the game ( Schimmenti and Caretti, 2010 ; Billieux et al., 2013 ; both in Bonnaire and Baptista, 2019 ). In this scenario, based on the mentioned studies, a low level of happiness would imply that psychological needs are somewhat unmet and associated with the avoidant coping style together with the habit learning. Furthermore, this pattern is supported by compensatory Internet use theory, which postulates that adversity can operate as a stimulus to seek psychological comfort (i.e., satisfying the psychological needs via the cyberspace) ( Kardefelt-Winther, 2014 ; in Dongping et al., 2016 ).

In other words, the psychological comfort engendered by the VG activities in this population of gamers, combined with the characteristics of the avoidant coping style (denial, social withdrawal, avoiding stressful situation, etc.) and with the traits of the habitual learning (actions’ outcomes are disregarded, with little or no awareness of actions’ consequences), might explain, at least partially, the biased perception of the emotional states in AU ( happiness associated to VG) and of their causes of craving for VG. This assumption suggests that online gaming might not be the cause of VG addiction, but rather that VG excessive use could be a compensatory strategy to deal with pre-existing psychological characteristics and deleterious social context ( Kowert et al., 2015 ). For instance, some studies suggest that traumatic experiences, poor emotions regulation, elements of impulsivity and the motivation to experience immersion in a virtual world would increase the likelihood of IGD and Internet addiction ( Billieux et al., 2011 ; Schimmenti et al., 2017 ).

In sum, it would seem as if for AU the mentioned behavioral pattern is a manner to mitigate the difficulties to deal with stressors. This interpretation would be in line with the motives for play in problematic gaming ( Demetrovics et al., 2011 ). Through a massive survey these authors observed seven dimensions that would cover the entire spectrum of motives for VG play in all sort of on line games: escape (from reality), cope (with stressors, playing as a way to improve mood), fantasy (trying new identities/things in a virtual world), skills development (improving concentration, coordination, new skills) recreation (relaxing aspects of gaming), competing (sense of achievement), and social (knowing/being/playing with others). This study suggests that there would be positive and beneficial motives for playing (entertaining gaming) as well as harmful ones (problematic gaming). The correlations between these factors appear to shed light on the positive and negative aspects of gaming. Whilst the weakest correlation is between escape and recreation (also low correlation was found between escape and both, skills development and competition), the strongest correlations were observed between escape and cope and fantasy. These results would indicate that escape and coping are motives associated with problematic gaming, however, the authors argue that escapism would facilitate the coping efforts to deal with stressors and negative moods. Moreover, it is noteworthy underlining that escapism had the lowest mean score in this study among the seven dimensions, which would match with the prevalence level of problematic gaming mentioned previously ( Griffiths et al., 2012 ).

Probably, regarding AU, the accuracy in perceiving emotional states, the ability to deal with stressors and the quality of insights into oneself are dimensions that deserve much attention in the therapeutic processes.

Therapeutic Implications

A cognitive-behavioral approach may contribute to the recovery process by enabling problematic gamers to explore the motives that lead them to abuse of VG play ( Orzack et al., 2006 ; in Griffiths, 2008 ). Developing strategies to tackle stressors appears to be a therapeutic priority for treating this disorder. Consequently, this axis of work includes the understanding of the environmental demands that are perceived as exceeding the individual abilities to handle them. In this line, ensuring the accuracy of the individual’s insights into the emotional states linked to the sources of stress as well as to the game habit could increase the awareness of the underlying issues to be addressed. In particular, deciphering the conditioned desires (unconscious wanting) and the hedonic dimension (unconscious liking) ( Kringelbach and Berridge, 2009 ; Berridge and Kringelbach, 2013 ) linked to VG play may produce added value information for understanding and overcoming the problematic gaming pattern. Within this frame, it could be hypothesized that distinguishing between happiness and feeling alleviated could be beneficial to the therapeutic process, although it remains to be demonstrated.

Overall, this sort of therapeutic approach may contribute to reduce the alexithymia, usually associated with this kind of disorders ( Kandri et al., 2014 ).

In problematic internet/gaming several studies have explored and highlighted to role of alexithymia and its links with other therapeutic issues. For instance, it has been shown that alexithymic individuals are more associated with Internet addiction than non-alexthymic ones ( Baysan-Arslan et al., 2016 ). In this research, the authors consider that the difficulty in identifying and differentiating emotions that characterizes alexithymia may lead individuals with this affliction to regulate their emotional states via their addictive activities.

Another study showed that IGD would be related with alexithymia, anxiety and depression ( Bonnaire and Baptista, 2019 ).

Schimmenti et al. (2017) observed that traumatic experiences (mainly in males) and traits of alexithymia (mainly in females) were associated with Internet addiction symptoms, which may enable a tailored prevention and treatment approach. Besides, Internet addiction (including online role-playing) would be correlated with alexithymia, dissociation (protecting one-self in a more pleasant created reality as a means to deal with traumatic experiences) and insecure attachment ( Craparo, 2011 ).

However, the causal link in the association between alexithymia and Internet addiction would still need to be verified, as indicated by Mahapatra and Sharma (2018) . Moreover, discerning the nature of alexithymia remains an uneasy task: this emotional identification and differentiation disorder might be regarded as a stable personality trait that could increase risks of mental disorder development, and also may be seen as a defense mechanism to cope with psychological stressors ( Mikolajczak and Luminet, 2006 ; in Mahapatra and Sharma, 2018 ).

Apart from alexithymia and traumatic memories, high urgency (a dimension of impulsivity defined by the proneness to have strong reactions usually tied with negative affect) and being motivated to experience immersion in a virtual world would be psychological predictors of problematic multiplayer online games ( Billieux et al., 2011 ). These findings led the authors to posit that individuals with the two mentioned traits are more likely to use the immersion in the virtual world as a means to avoiding facing real life adverse issues. According to the authors, this behavior will lead to a deleterious outcome (culpability and embarrassment as a result of feeling unable to deal with problems), which in turn is experienced as a pernicious condition likely to activate behaviors related to high urgency and immersion.

Like the previously mentioned clinical issues, this vicious loop reinforcing escapism also appears to be a therapeutic target.

Considering the possible association between alexithymia and problematic gaming as a manner to regulate emotions ( Baysan-Arslan et al., 2016 ; Bonnaire and Baptista, 2019 ), the Emotion Regulation Therapy (ERT) might strengthen the therapeutic process. The aim being that the observed difficulties in Internet (including VG) addicts to identifying emotions and regulating affects ( Caretti et al., 2010 ; in Craparo, 2011 ) could be, at least partially, overcome through the ERT process. In effect, Compare et al. (2014) , show that ERT operates as a means to reappraise emotions that trigger actions leading to negative consequences. Reappraising emotions is associated with the involvement of the medial prefrontal cortex, which attenuates the amygdala activation and, thus, reduces the intensity of negative affect; these two areas being coordinated by the orbitofrontal cortex ( Compare et al., 2014 ). Since AU would be prone to associate happiness with VG play, ERT might facilitate the perceptional change enabling to link VG play with pleasure [ Caretti and Craparo, 2009 ; in Craparo (2011) consider Internet addiction (including VG) “as a syndromic condition characterized by a recurrent and reiterated search for pleasure derived from dependence behavior, associated with abuse, craving , clinically significant stress, and compulsive dependence actions despite the possible negative consequences”]. Within this approach, it may be postulated that enabling problematic gamers to familiarize with and to see the self-transcendent notion of happiness could favor the distinction between pleasure and happiness and would render them less vulnerable from impulses and from environmental circumstances ( Dambrun et al., 2012 ). The idea is to facilitate the shift from wanting more than liking (or even without liking) toward liking with little or without wanting ( Berridge and Kringelbach, 2011 ). Furthermore, regarding motives for playing, it could be posited that helping problematic gamers to identify and distinguish the emotions tied to escaping/coping from those related to recreational gaming ( Demetrovics et al., 2011 ), would be a necessary condition to orient effectively the ERT toward the escaping issues and targeted emotional states requiring therapeutic input. In this line, based on the previously mentioned studies in this section, it might be useful exploring the possible link that the excessive time spent in cyber activity could have with past traumatic experiences, insecure attachment, impulsivity, anxiety and depression.

In conclusion, this study suggests that the mentioned confusion of emotional states (pleasure and happiness) associated with addiction ( Lustig, 2017 ), could take place in subjects with VG addiction, and potentially in the entire spectrum of addictions. Moreover, from a cognitive therapeutic perspective, it shows the potential benefits of reappraising emotions as a means to contribute to the emotional distortion reduction.

Limitations

The small sample of this study demands cautiousness when making generalizations from its results. Besides, watching VG clips rather than actually playing VG might be less stimulating for chronic gamers and could have influenced the physiological values recorded during the clip visioning phases. That said, many gamers do attend to public competitions to watch other gamers playing VG. Although, to the best of our knowledge, there is no information available to affirm that there are VG addicts in these audiences.

We also faced the usual paradox when assessing craving via self-report tools. Indeed, participants were asked to judge their craving intensity for VG play whereas sensing craving often may imply a compromised self-awareness level and thus a self-assessment whose value needs to be interpreted carefully.

Although the GAS is a validated tool, which has shown its usefulness in screening addict gamers, having complemented this measurement with thorough diagnostic-driven interviews run by specialists when choosing participants to form the AU and the NAU groups would have strengthened the selection process.

The participants’ selection was centered on the gamer status (gaming addiction/non-addiction and names of games usually played) rather than on the cultural and/or educational background of the persons. Future researches could complete this approach by assessing the possible cultural and educational bias in perceiving the studied emotional states.

Moreover, including more physiological parameters related to pleasure and happiness could further complete the self-reported information and may enable reaching more robust results.

Prospective Research

Further research is required to better understand the relationship between the studied emotional states and this addiction. For instance, since VG addiction decreases with age ( Wittek et al., 2016 ) a longitudinal study could reveal the factors (psychophysiological, environmental, etc.) that operate that change. Moreover, VG addiction is only one area of the spectrum of addictions. Undertaking similar researches on other addictions and with larger samples could also contribute to deepening the comprehension of this issue. Finally, keep enhancing the scales that measure pleasure and happiness may provide with more accurate information about the range of nuances intrinsic to these two emotional states.

Data Availability Statement

Ethics statement.

The studies involving human participants were reviewed and approved by the Université Libre de Bruxelles Ethical Committee. The patients/participants provided their written informed consent to participate in this study.

Author Contributions

LG developed the proposal and the conception of the original project research, searched and articulated the theoretical background, participated in the study and protocol design, elaborated the results interpretation, assembled all the chapters of the study, and in charge of the manuscript writing. ND was involved in the scientific and publication management, participated – as the Research Center Manager – in the study and protocol design, and in charge of the configuration and writing of the physiological measures. JL, as a member of the Research Center, was involved in the study and protocol design, also involved in the configuration of physiological measures, managed the experimental phases in the laboratory, and elaborated the data analysis. CL, as a full Professor at the Faculty of Psychology and Director of the Research Center for Work and Consumer Psychology, assured the scientific and publication management, participated in the study and protocol design, in charge of making the critical reviews of the manuscript along the process, and involved in the manuscript writing.

Conflict of Interest

The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.

Acknowledgments

We would like to express our gratitude to Maastricht University (Department of Psychiatry and Neuropsychology) as well as Université Libre de Bruxelles (Faculty of Psychological Sciences and of Education – Research Center for Work and Consumer Psychology). This work was performed as a partial fulfillment toward the International Master in Affective Neuroscience of Maastricht University and the University of Florence.

Abbreviations

AUaddict users
EEGElectroencephalogram
ETREmotions Regulation Therapy
GASGaming Addiction Scale
Hhappiness
HRheart rate
I.G.D.Internet Gaming Disorders
NAUnon-addict users
OHQOxford Happiness Questionnaire
Ppleasure
SHAPSSnaith-Hamilton Pleasure Scale
VGvideo games.

Self-Report Questionnaires

– Six items Questionnaire: Pleasure and/or Happiness associated with VG play (Items 7 and 8 were suppressed after the preliminary phase)

  • (1) I enjoy playing video games.
  • (2) I am happy when I play video games.
  • (3) I would find pleasure in my video game activities.
  • (4) I find video games amusing.
  • (5) I enjoy playing my favorite video game.
  • (6) I often experience joy and exaltation when playing video games.
  • (7) I would feel pleasure when I receive praise from other people on my capacity to play video games.
  • (8) I don’t have fun when playing video games with other people.

fully disagree disagree slightly disagree slightly agree agree fully agree

<———I——————I——————I————————I——————I—————I———>

– Questionnaire on Craving for playing VG

– After having watched this clip I feel craving for playing video games.

– Three bipolar items Questionnaire: Pleasure and/or Happiness associated with VG play

Bipolar items.

(1) I enjoy playing video games I am happy when I play video games

I——————I——————I——————I—————I

(2) I would find pleasure in I find video games amusing my video game activities

(3) I enjoy playing my favorite I often experience joy and exaltation video game when playing video games

– Ten key words [resulting from the semantic mapping of pleasure (P) and happiness (H)]: 3/10 words to be associated with VG play

  • – Joy
  • – Craving
  • – Well-being
  • – Impulsivity
  • – Fellowship
  • – Desire
  • – Fun
  • – Contentment
  • – Gratification
  • – Serenity

Pleasure cluster: joy, craving, impulsivity, desire, fun, gratification.

Happiness cluster: well-being, fellowship, contentment, serenity.

– One bipolar item Questionnaire: Pleasure or Happiness associated with VG play (with explicit definitions)

Happiness : emotional state of lasting contentment.

Pleasure : transient emotional state when satisfying a desire, a craving.

A bipolar item

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video game addiction essay

Can You Really Be Addicted to Video Games?

The latest research suggests it’s not far-fetched at all — especially when you consider all the societal and cultural factors that make today’s games so attractive.

Credit... Concept by Pablo Delcan. Photo illustration by Justin Metz.

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By Ferris Jabr

  • Published Oct. 22, 2019 Updated Oct. 23, 2019

Charlie Bracke can’t remember a time when he wasn’t into video games. When he was 5, he loved playing Wolfenstein 3D, a crude, cartoonish computer game in which a player tries to escape a Nazi prison by navigating virtual labyrinths while mowing down enemies. In his teenage years, he became obsessed with more sophisticated shooters and a new generation of online games that allowed thousands of players to inhabit sprawling fantasy worlds. Ultima Online, World of Warcraft, The Elder Scrolls — he would spend as much as 12 hours a day in these imaginary realms, building cities and fortifications, fighting in epic battles and hunting for treasure.

During his childhood, Bracke’s passion for video games, like that of most young Americans, didn’t cause him any serious problems. At school, he got along with just about everyone and maintained straight A’s. His homework was easy enough that he could complete it on the bus or in class, which allowed him to maximize the time he spent gaming. After school, he would often play video games for hours with his cousin and a small group of close friends before going home for dinner. Then he would head to the den and play on the family computer for a few more hours before bed. When his parents complained, he told them it was no different from their habit of watching TV every night. Besides, he was doing his homework and getting good grades — what more did they want? They relented.

When Bracke went to Indiana University Bloomington, everything changed. If he skipped class or played games until 3 in the morning, no one seemed to care. And only he had access to his grades. After a difficult breakup with a longtime high school girlfriend and the death of his grandmother, Bracke sank into a period of severe depression. He started seeing a therapist and taking antidepressants, but by his junior year, he was playing video games all day and seldom leaving his room. He strategically ignored knocks at the door and text messages from friends to make it seem as though he were at class. Eventually, he was failing most of his courses, so he dropped out and moved back in with his parents in Ossian, Ind., a town of about 3,000 people, where he got a job at Pizza Hut.

His life there fell into a familiar rhythm: He woke up, went to work, returned home, played video games until late and repeated the whole cycle. “It did not strike me as weird at all,” he recalls. It felt a lot like high school, but with work instead of classes. “And the time I used to spend hanging out with friends was gone, because they had moved to different areas,” he says. “And I kind of just thought that was the way of the world.”

When Bracke was 24, he decided to get his real estate license and move from Indiana to Virginia to work at the same brokerage as his brother Alex, a decision that led to another breakup with another girlfriend and a deep sense of loneliness in a town where, once again, he had no friends. He eventually got in touch with his ex, hoping she would take him back, only to find out that she was dating someone else. “At that point, I lost it,” he says. By his estimate, he started playing video games about 90 hours a week. He did the bare minimum amount of work required to pay his bills. When it was time to log his progress in the brokerage’s internal system, he would just make something up: sent an email to this client; left a voice mail message for that one.

His employer got wise to the scheme and put Bracke on probation. Realizing he had a problem, Bracke dismantled his computer, stashed the pieces among a bunch of storage boxes in the garage and tried to focus on work. About a month later, after making a big sale, he talked himself into celebrating by playing League of Legends for an evening. He retrieved the components of his computer, reassembled them and started gaming around 6 p.m. Ten hours later, he was still playing. The week slipped away. He kept playing.

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Students and Video Game Addiction

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Until the academic warning letter from my son’s college arrived home last December 23rd following his fall freshman term, he assured us that he was getting Bs in his classes. 

Confronted with this letter, he broke down in tears, admitted that he spent most of the last half of the semester playing an online computer game, and didn’t attend the final weeks of classes nor even sit for his exams. 

An activity that started out in high school for fun and as a coping strategy for stress had hijacked his brain, and he lost control.  He was addicted – as are nearly 2 million other U.S. college students. And if the computer game industry continues to succeed in its marketing strategy to hook youth on their products, its market success will trigger bigger avalanches of academic warning letters every December -- unless college leaders take action to address this worsening epidemic.   

For the past six years as an administrator at a large community college, I’ve focused on developing workforce education programs that have helped hundreds of at-risk students succeed in college programs.  However, as a parent of a game-addicted college student living away from home on a college campus, I felt powerless to help my son succeed in his own college launch.  As a young adult, he’s responsible for his choices, and he chose games over college success.  At the same time, the heart of addiction is a loss of control, and still-developing teenagers like my son are especially vulnerable to the instant gratification of games that can entrap them into addiction before they know what has hit them.  My hope is that our family’s story can help the higher education family grapple with this epidemic, so that other parents’ sons and daughters don’t experience the calamitous crash that my son did at college. 

Excessive Gaming Linked to Lower Academic Performance

Because computer game-playing is legal, hidden away in dorm rooms, and doesn’t result in obvious impairments like drug or alcohol addiction, the problem has stayed under the radar.  However, many studies have linked excessive computer game-playing to lower academic performance, as well as a variety of disorders often treated at campus health centers, such as depression, anxiety, ADHD, and social phobias. 

In one of the most authoritative studies, a longitudinal study of 3,000 third- through eighth-graders in Singapore , researchers from Iowa State University and elsewhere found 9 percent of gamers to be “pathological,” meaning that their gaming damaged multiple parts of their lives, including school performance.

Additional Resources

National Academic Advising Association Clearinghouse Article on Gaming Addiction, by Le e Kem of Murray State University

Online Gamers Anonymous , an online support community modeled after 12-step programs.

The Center for Internet Addiction , an online information resource, professional training and treatment service pioneered by Dr. Kimberly Young.

NBC Rock Center story on computer game addiction.

Just like my son, they didn’t grow out of it on their own, either.  Two years later, 84 percent of the pathological gamers in this study were still experiencing similar impacts, a finding that suggests that nearly 10 percent of first-year college students bring these pathologies to college with them.  Students who reported pathological impacts played an average of 31 hours every week.  Gaming within this subculture of students is so prevalent that my son convinced himself that 5-8 hours of daily gaming when he started college was normal.

Once these students arrive on campus, freed from the constraints of high school attendance monitors and parental oversight, students are more likely to binge on gaming, with results that can be as traumatic as my son’s.  In the 2011 National Survey of Student Engagement , completed by 27,000 first-year students, over one-third of incoming males and nearly one-fourth of females reported playing computer games more than 16 hours per week. These students had lower SAT scores and lower high school grades, and completed fewer AP courses.  So, they come to college less prepared to succeed, and are likely to fall further behind if their addiction takes root more deeply. 

An older 2003 study of college students by The Pew Internet and American Life Project confirmed this crowding out effect, with nearly half (48 percent) of college student gamers reporting that gaming keeps them from studying.  Perhaps the former Federal Communications Commissioner Deborah Taylor was ahead of her time in 2008, when she created a brief media firestorm with a speech in which she claimed that “one of the top reasons for college dropouts in the U.S. is online gaming addiction – such as World of Warcraft.”

Emulating the Tobacco Industry’s Marketing Strategy

This problem is poised to get much worse.  More and more online computer games are designed to profit by hooking addicts -- starting at a young age -- on their products, just as cigarette makers profited for decades by hooking young nicotine addicts for a lifetime. This Christmas, children being groomed by game-makers will find "Halo" and "World of Warcraft"-themed Lego sets under the tree.  At a 2010 conference , one industry executive admitted that “we have to bring them in and keep them addicted and make them keep playing.” 

After the computer game industry succeeded in getting and keeping my son addicted at college, he was hardly recognizable as the high school senior with a 3.7 GPA, 2100 SAT, and active participation as a high school athlete and trombonist in five bands.  In a 2010 magazine article , an anonymous game designer described the creepy science of addiction that designers are engineering into their products. 

Game-makers’ profits increasingly rely on addiction.  Consider the meteoric rise of the game that became an addiction as strong as crack for my son: Riot Games’ "League of Legends."  In 2009, Riot Games released "League of Legends" as one of the first free-to-play online massive multiplayer games, which require no upfront subscription payment.  They extract money from players later, after they get hooked. By the fall of 2012, Riot Games reported that "League of Legends" had 70 million registered player names and 12 million “daily active users” (likely addicts) worldwide.  The company’s business model was attractive enough to score a massive $400 million payoff for the company’s founders when they sold the company in 2011. 

Its phenomenal success has induced a Pavlovian response within the industry to design even more intense free-to-play games that seek to ensnare and addict its customers – with youth and college students directly in their crosshairs.  This prospect should motivate every dean of student services into action to warn students, starting with the first day of freshman orientation. 

Campus Strategies to Address Computer Addiction

Such warnings are rare, however.  “Given that college students are at the epicenter of America’s computer addiction epidemic, I’m shocked at how few colleges and universities are addressing this problem aggressively,” says Hilarie Cash, executive director of ReStart Internet Addiction Recovery Center , and author of Video Games and Your Kids .  One reason is that the problem of compulsive or pathological computer gaming is often hidden from college officials by addicted students. 

For example, when the dean of student services asked my son why he was withdrawing from college, he said “because of depression” – without mentioning that he had spent nearly every waking hour in the last month of the semester compulsively playing a computer game while isolated his dorm room. This kind of response is typical of many addicts, who feel a deep sense of shame about their out-of-control compulsion for gaming, and engage in elaborate self-deceptions and lies to protect their addiction and their self-image. My son thought he was the only student with this problem.

Tracy Markle, Founder of Collegiate Coaching Services , has directly observed a chilling rise in pathological computer gaming among her young adult clients.  “When we conduct our initial assessments on new male clients, 75% have some level of computer gaming and/or Internet abuse issue that contributes to the original presenting problems such as poor academic performance, difficulty concentrating, and social anxieties.”  In addition to these reported problems, Markle points to other indicators of potential gaming addiction problems with college students, such as frequent absences from classes, roommate complaints, social isolation, and calls or e-mails from concerned parents. 

Cash and Markle both encourage college and university leaders to provide in-service training to build awareness among staff – especially front-line leaders such as resident assistants, teaching assistants, and student health clinicians -- on how to recognize the warning signs of computer gaming . Colleges can also launch student awareness campaigns to warn students of these problems, and encourage affected students to seek help rather than to retreat into dangerous isolation.  If my son’s college had trained its resident advisers to recognize that holing up in your dorm room all day, not emerging for classes, ordering delivery pizzas alone every night, and turning away friends at his doorway are all signs of a potential problem, he might have been steered to get help before he crashed so completely.  Cash also encourages campus leaders to develop new campus resources, such as offering a 12-step group to address computer gaming, and building a referral network of local therapists who have experience with this unique form of addiction.

Computer game companies already have their grip on nearly 10 percent of college students.  They are coming after more of them, with more potent products.  You can’t stop them. But college and university officials can begin to address this issue by doing what we do best – education -- starting with ourselves to learn more about the growing epidemic of pathological computer gaming. Without action, we need to be prepared to mail even more academic warning letters each semester.

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video game addiction essay

Essay On Video Game Addiction

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This essay on video game addiction examines its causes and effects of and provides strategies to help manage and reduce its prevalence. Learn more about the potential dangers of excessive gaming and how to address the issue with a proactive approach.

Video game addiction is a growing problem in today’s world. It is becoming an issue for people of all ages, especially for children and teenagers. Kids who are addicted to video games can become so preoccupied with playing that it can interfere with other important activities such as school-work, family relationships, and even physical health. When a person becomes addicted to video games they can become withdrawn and can even isolate themselves from other people. They can become so wrapped up in the game that they forget to eat, sleep, and do other important activities. They may even neglect their school work and family responsibilities, which can lead to poor grades and strained relationships. Video game addiction can also lead to physical health problems. People who are addicted to video games often forget to take care of their bodies, which can lead to poor nutrition, lack of exercise, and poor physical health. To prevent video game addiction, it is important to set rules and limits for children and teenagers. Parents should know what games their children are playing and how long they are playing for. It is also important to encourage other activities such as sports, reading, and outdoor activities. If a person is already addicted to video games, it is important to seek professional help. A mental health professional can help them understand why they are addicted and help them learn better ways to cope with stress. In conclusion, video game addiction is a growing problem and it is important to take steps to prevent it. Parents and other adults should be aware of the signs of addiction and seek help if they are needed. By taking preventive steps, we can help ensure that our children and teenagers don’t become addicted to video games.

FAQs Related To Essay On Video Game Addiction

1. what is video game addiction.

Video game addiction is a form of behavioral addiction that is characterized by an excessive or compulsive use of video games. It is often described as an impulse-control disorder, as the person suffering from video game addiction is unable to control their urge to play video games for extended periods of time.

2. What are the physical and mental health risks of video game addiction?

Video game addiction is a serious issue that can have a major negative impact on a person’s physical and mental health. Physically, addiction to video games can create an unhealthy lifestyle, leading to a lack of exercise, poor nutrition, and inadequate sleep. Mentally, video game addiction can lead to depression, anxiety, and other mental health issues. It can also cause a person to become socially isolated and lose interest in activities that used to bring them joy.

3. What are the signs of game addiction in children?

Signs of game addiction in children can vary from child to child, but there are some common signs to look out for. These may include an increase in isolation from family and friends, a decrease in physical activities, a decrease in school performance, irritability when not playing, preoccupation with video games, and playing for longer periods of time than intended.

4. What is the difference between healthy gaming and video game addiction?

Healthy gaming is the act of playing video games in moderation, with a balanced lifestyle that includes other activities such as exercise, socializing, and education. On the other hand, video game addiction is an excessive or compulsive use of video games that affects a person’s life in a negative way. Someone who is addicted to video games may show signs of irritability when they are not playing and may have difficulty focusing on activities outside of gaming.

5. What strategies can I use to help someone with game addiction?

When helping someone with a game addiction, it is important to focus on strategies that encourage healthy lifestyle habits. The most effective strategies to help someone with game addiction include setting limits on how much time can be devoted to gaming each day, creating a balance between gaming and other activities, and introducing alternative activities that can help distract from the urge to game.

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Home — Essay Samples — Information Science and Technology — Dependence on Technology — The Issue of Video Games Addiction

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The Issue of Video Games Addiction

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video game addiction essay

video game addiction essay

Video Game Addiction: Causes, Effects & Treatment Options

  • AddictionExperts
  • Reviewed By Dr. John Elgin Wilkaitis
  • November 20, 2015

How to Recognize & Treat Video Game Addiction

video game addiction essay

Video Game Addiction Statistics

Researchers and social scientists have been troubled by video game addictions since the phenomenon first presented itself with the advent of video games in the 1970s and 1980s. Today, “gaming” has become a popular term used by people of all ages, not just teens. Ironically, video game addiction isn’t just for kids, either. Adults can have just as much trouble turning away from video games as children do.

Some of the more recent statistics involving video game addiction are pretty startling and are indicators that it’s time to start taking this type of addiction as seriously as other addictions:

  • In a survey, 41 percent of respondents said they play video games to escape from real life. These gamers were considered dependent on video games to avoid real-life situations.
  • Multiplayer and role-playing games online appear to be the most addictive types of video games, perhaps because of the illusion of community they create.
  • Intense ADHD symptoms are linked to video game addiction severity.
  • Boys are more likely to become video game addicts than girls. Girls who are addicted tend to prefer games that involve puzzles and other interactive activities rather than violence and aggression.
  • Studies have shown that the regions of the brain (the pleasure centers) that are activated in drug addicts and alcohol addicts are also activated in the regions of the brain of video game addicts.
  • 13.9 percent of male students in Hong Kong report spending over 21 hours per week playing video games.
  • As of 2019, the global prevalence of video game disorder was 3.05 percent.

With information like this, everyone needs to realize that video game addiction is not to be taken lightly.

Risk Factors for Video Game Addiction

Why do some people become video game addicts while others seem to have no problem turning away from the games? The answer might lie in risk factors such as the following:

  • The video game addict has been sexually or emotionally abused and is trying to escape the situation.
  • The video game addict has been bullied by their peer group and is seeking acceptance in an alternative community.
  • The video game addict is socially awkward and uncomfortable interacting with people in a natural environment.
  • The video game addict’s parents or siblings are also addicted to playing video games, making it a family pastime.
  • The video game addict seeks out gaming to show their aggression toward the world or deal with anger.
  • The video game addict has little control in their own life, so they turn to gaming to feel confident.
  • The video game addict has lowered self-esteem and constantly uses video games to elevate feelings of self-worth.
  • The video game addict is left alone for long periods and turns to gaming — primarily multi-player gaming — as a source of community and comfort.
  • The video game addict suffers from untreated depression and uses video games to get a “high” to combat their moods.
  • The video game addict is spontaneous and rash by nature and cannot control their impulsivity.
  • The video game addict has a history of addiction (i.e., to work, love, drugs, nicotine).

If you notice you have one or more of these risk factors and causes of video game addiction, and you regularly game, you may already be addicted to video games. It’s important not to try to go it alone if you want to overcome this problem. Always seek treatment from a trained expert who can guide you through recovery, including proven solutions to video game addiction.

How to Know If You’re Addicted to Video Games

Are you worried you, or someone you know, is a video game addict? Answer this brief assessment to help you find out:

  • Do you play video games for hours and hours, sometimes not eating or sleeping so you can stay in the game?
  • Is gaming more important to you than hanging out with people in “real life?”
  • When you finish playing a video game, do you feel a sense of pleasure and want to get that “high” again?
  • Do you have trouble stepping away from video games or stopping play?
  • Can you leave a video game in the middle of play for an emergency?
  • Have you ever hidden your gaming because you were embarrassed by how often you play?
  • Have people told you that you play too many video games or that you’re addicted to video games?
  • Do you become moody or angry when you can’t play video games?
  • Have you ever played video games when you should be working?
  • Have you ever lost a job because you were playing video games or missed work because of gaming?
  • Has gaming hurt your relationships with your loved ones?
  • Have you spent money on gaming you should have spent on bills or paying down debt?

The more “yes” answers you have, the greater your chances are that you may be addicted to video games. In that case, you deserve to get help immediately. Call a treatment center or therapist who has experience in video game addiction. You’ll be glad you took the first step toward recovery.

How Parents Can Help Their Kids Avoid Video Game Addiction

Because video game addiction so often happens in childhood, parents need to recognize that they play a huge role in stopping video game addiction in children . Moms and dads should be ready to address this subject, and they can take several proactive steps to help their kids avoid becoming video game addicts.

If you’re a parent of a child who enjoys playing video games or who hasn’t yet started playing video games, the following suggestions may prevent a future issue:

  • Talk to your child about the risks of video games . Make sure they understand (at an age-appropriate level) that gaming is meant to be fun, but it should not be all-consuming.
  • Know which video games your child is playing . Most video games are rated, but don’t assume the ratings are up to your standards. Check each game thoroughly, and you may even want to play a game with your child.
  • Limit the time your child is allowed to play video games . Some parents make video gaming only available on the weekend. This eliminates worries about gaming interfering with schoolwork or grades.
  • Make video game playing a seldom-offered reward for a job well done . For instance, if your son comes home with all “A”s on a report card, you may allow him to play a favorite video game for an extra hour or two.
  • Monitor all computer and device activity . Children who want to play video games will often sneak around. Make it a practice to check your child’s technology equipment regularly for signs of video game usage.
  • Watch for signs of video game addiction violence . If you tell your child to stop playing a game, do they suddenly lash out? When they can’t play, do they withdraw from you? This signals that you need help from a therapist or treatment center.
  • Make your child aware of things to do other than video games . Redirect their attention to more positive activities, such as playing outside or helping older neighbors with chores.
  • Deal with your own video game addiction and recovery . If you’re addicted to video games, it will be impossible to tell your child not to play.

By being aware of what’s happening with your son or daughter, you’ll be in a much better position to stave off long-term problems associated with video game addiction.

The Effects of Video Game Addiction

Left untreated, video game addiction is unlikely to go away on its own. Like all other addictions, intervention and treatment is the key to ending any cycle of abusive behavior. And make no mistake — video game addiction abuses not only the gamer but also those around them.

The effects of video game addiction have been documented around the world:

  • Video game addicts are less likely to succeed in life.
  • Video game addicts may suffer from lifelong low self-confidence.
  • Video game addicts may never have a fulfilling career or relationships.
  • Video game addicts are at risk of depression and potentially suicide.
  • Video game addicts are at risk of developing headaches.
  • Video game addicts are at risk of insomnia.
  • Video game addicts may become obese, leading to other problems, such as diabetes and hypertension.

Learn more about the adverse effects of video game addiction here . Society doesn’t need more video game addicts. It needs more productive people.

How Video Game Addiction is Treated

The treatment plans typically used for video game addicts will vary according to the person being treated. However, there are some steps habitually used by therapists who are focused on working with this type of addiction:

  • The behavior is stopped . In some circles, this is called going “cold turkey” and can cause significant withdrawal symptoms. When accompanied by therapy, the withdrawal can be controlled.
  • A plan of action is created . This plan includes a listing of the triggers associated with video game addiction. For instance, an addict may find they play video games when they are stressed out. Thus, the next time the person is under severe anxiety, they can recognize this as a trigger and do something different and healthier, such as going for a walk, calling a friend, or journaling.
  • Daily schedules and routines are developed . A daily routine can be an asset to video game addicts because their days are mapped out. When they are just beginning treatment, this can be a powerful ally in keeping them focused on getting better and not turning to gaming.
  • Ongoing therapy sessions are scheduled . Therapy is essential to overcoming addictions, including video game addictions. Therapy sessions will help restore self-confidence and allow the addict to move past whatever was holding them back.
  • Group sessions may be prescribed. These sessions are similar to AA meetings, where each group member expresses support for the others dealing with an addiction.

Other forms of treatment that may be utilized or suggested could be rewards for not playing video games, art therapy, and music therapy. Depending upon the video game addiction level, inpatient treatment centers may be a better fit for the addict, even if the addict is a teenager.

What to Do After a Video Game Addiction Relapse

Relapsing is a commonplace phenomenon in the treatment of video game addiction. A relapse can be considered part of recovery, however, and not an end to it. As soon as the relapse has occurred, the video game addict must return to their treatment center or therapist. The faster a relapse is evaluated, the sooner the addict can continue toward complete recovery.

If you’re the parent of a child or teen who has undergone treatment for video game addiction and suspects a relapse has occurred, do not hesitate to take action . You may feel uncomfortable confronting your child with your suspicions, but it’s better to have an awkward conversation than to enable them to experience a full-blown video game addiction again.

Can a Video Game Addict Ever Play Video Games Again?

There’s an old saying: “Once an addict, always an addict.” If this statement is to be taken conclusively, it means someone diagnosed as a video game addict should avoid video games in the future. Even one video game session could lead to a relapse.

The good news is that, unlike food addicts who need to eat , video game addicts do not have to play video games. Of course, for kids addicted to video games, not gaming may mean not attending social events like parties and other celebrations where gaming will be available. This is similar to the practice of alcoholics not going to functions where alcoholic beverages are likely to be served.

In general, it’s best if the video game addict never returns to gaming. That way, they have a much better chance of beating the addiction completely.

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video game addiction essay

15.9 Cause-and-Effect Essay

Learning objective.

  • Read an example of the cause-and-effect rhetorical mode.

Effects of Video Game Addiction

Video game addition is a serious problem in many parts of the world today and deserves more attention. It is no secret that children and adults in many countries throughout the world, including Japan, China, and the United States, play video games every day. Most players are able to limit their usage in ways that do not interfere with their daily lives, but many others have developed an addiction to playing video games and suffer detrimental effects.

An addiction can be described in several ways, but generally speaking, addictions involve unhealthy attractions to substances or activities that ultimately disrupt the ability of a person to keep up with regular daily responsibilities. Video game addiction typically involves playing games uncontrollably for many hours at a time—some people will play only four hours at a time while others cannot stop for over twenty-four hours. Regardless of the severity of the addiction, many of the same effects will be experienced by all.

One common effect of video game addiction is isolation and withdrawal from social experiences. Video game players often hide in their homes or in Internet cafés for days at a time—only reemerging for the most pressing tasks and necessities. The effect of this isolation can lead to a breakdown of communication skills and often a loss in socialization. While it is true that many games, especially massive multiplayer online games, involve a very real form of e-based communication and coordination with others, and these virtual interactions often result in real communities that can be healthy for the players, these communities and forms of communication rarely translate to the types of valuable social interaction that humans need to maintain typical social functioning. As a result, the social networking in these online games often gives the users the impression that they are interacting socially, while their true social lives and personal relations may suffer.

Another unfortunate product of the isolation that often accompanies video game addiction is the disruption of the user’s career. While many players manage to enjoy video games and still hold their jobs without problems, others experience challenges at their workplace. Some may only experience warnings or demerits as a result of poorer performance, or others may end up losing their jobs altogether. Playing video games for extended periods of time often involves sleep deprivation, and this tends to carry over to the workplace, reducing production and causing habitual tardiness.

Video game addiction may result in a decline in overall health and hygiene. Players who interact with video games for such significant amounts of time can go an entire day without eating and even longer without basic hygiene tasks, such as using the restroom or bathing. The effects of this behavior pose significant danger to their overall health.

The causes of video game addiction are complex and can vary greatly, but the effects have the potential to be severe. Playing video games can and should be a fun activity for all to enjoy. But just like everything else, the amount of time one spends playing video games needs to be balanced with personal and social responsibilities.

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Essay on Video Games Addiction in English for Children and Students

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Introduction

Video Games are fun to play when you are free. They bring interest and refresh our mind to get ready for work again. Their frequent use and that for a long time creates an addiction among the youth.

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Cause of Addiction

The video games entertain us. With every level, we pass the difficulty and the interest of the user increases together. Our interest increases to see the difficulty of each level. This interest later turns to be video game addiction.

Effect of Video Game Addiction

Video Game Addiction harms us physically and mentally. It weakens our vision, our body, and starts a pain in joints and fingers. It is also a reason for increasing depression, poor vision, high and low blood pressure, and also sometimes the case of paralysis. It may result in death too.

We can limit the use of Video Games. Play them only to refresh your mind, not to waste your time. Never stop your urgent work for playing video games, and decide duration for playing them.

Video Games are to entertain us, not to make us sick. Neither play them too much nor ask others to play. Social awareness is very important in this matter. It is not about our interest, but our health.

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Video Games Essay | Essay on Video Games for Students and Children in English

February 13, 2024 by Prasanna

Video Games Essay:  Video games are electronic games that requires a user interface, input device (it can be joysticks, controllers, motion-sensing devices, keyboard, etc.) that generates visual feedback for the player or players, an output device that is either a two or three-dimensional display device (like TV monitor, touchscreen, VR headset, etc.).

Video games also are augmented with audio feedback using either headphones or speakers. Other types of augmented feedback systems of video games include haptic technology.

You can also find more  Essay Writing  articles on events, persons, sports, technology and many more.

Long and Short Essays on Video Games for Students and Kids in English

We are providing students with a long essay sample of 500 words and a short essay sample of 150 words on the topic Video Games in English for reference.

Long Essay on Video Games 500 Words in English

Long Essay on Video Games is usually given to classes 7, 8, 9, and 10.

Video games have undeniably become an imperative part of most of our life, either as a form of entertainment and even hobby. Video games came into existence through the invention of the Cathode Ray Tube Amusement Device by Thomas T Goldsmith Jr. and Estle Ray Mann in 1947. And in 1948 they got the patent for their invented device with knobs and buttons used for stimulating airborne enemies. It was not until the 1970s, and 1980s those video games reached the mainstream popularity.

One of the biggest technological evolution examples is that of what is seen in video games. Over the years there had been massive changes and several creations since the first released video game. Before the age of Playstation, Xbox, or even computer games, people used to be engrossed in playing video arcade games and later the 8-bit video games using consoles, joysticks, and other controllers. Now we have video games with much higher graphics, better storyline, and even more options. This makes the gaming experience more thrilling and enjoyable; however, it does not change the fact that video games have turned almost an entire generation into couch potatoes.

It is no news that video games are fascinating and because of the graphics along with sound effects gives the player a real-like experience. The video game industry has also started experimenting with virtual reality resulting in even more realistic games which give the player the sensation of truly witnessing the activities of the game. Bur we all know that technology is both a good and a bad effect. The condition is not much different when it comes to video games as well. There are several benefits of playing video games; similarly, there are also adverse effects of the same.

The positive effects of video games include developing one’s skills, like strategic thinking, quick learning, cooperation, creativity, etc. Simulations which are based on the similar technology behind video games are used for training purposes (like shooting, golfing, driving, etc.). Simulations have helped in reducing the risk of accidents occurring during training by allowing the user to practice longer without the requirement of frequent maintenance.

However, there are also some very destructive negative effects of video games. Firstly, children and young adults often get very addicted to playing video games and end up wasting a lot of time and becoming socially isolated. Another aspect of video games which has affected the players immensely is the increase in the violence and aggressiveness in them while trying to imitate the competitive traits of the game.

As intelligent beings, we must use our wisdom and self-control to spend our time wisely and efficiently while avoiding things that have the potential of causing us harm. The gaming industry should monitor the type of games being manufactured and restricting the game for the age for only which it is suitable. Players too should understand the negative impacts of excessive video game playing and addiction. Hence, it can be concluded that the effect of video games depends a lot on the player.

Short Essay on Video Games 150 Words in English

Short Essay on Video Games is usually given to classes 1, 2, 3, 4, 5, and 6.

The electronic games that involve the user interface interacting with a human that results in generating feedback onto the video device are called video games. The platforms are the electronic devices used for playing various video games. The size of platforms or gaming units can range from large mainframe computers to even small handheld devices. The trend of playing video games became prominent from the late 1970s and has only increased over time with the advancement of technology. At present, the global value of the video game industry is stated to be USD 152 billion approximately.

The large scale engagement of youth and people of other age groups as well has turned video games into a trend factor. However, there has been a lot of debate on the matter of the positive and negative impact of games on people. Thus, both the industry and the user need to monitor the content of the games being made, and the amount of time being spent on it, respectively.

10 Lines on Video Games in English

  • There are several types of video games like arcade games, console video game, computer video games, and mobile games.
  • The evident increase in the commercial importance of the video gaming industry began from the 2010s.
  • The Asian market is the biggest contributor to the growth of the video gaming industry.
  • As of 2018, video games were the third-largest segment drawing revenue in the entertainment market of US, behind broadcast and cable TV.
  • Today, numerous people are involved behind creating video games like developers, publishers, distributors, retailers, third party manufacturers, etc.
  • Studies show that gaming addiction causes several physical and behavioural problems in people, especially in children.
  • There are also competitions held for video games in various stages (local, national and international) to find the best player among all.
  • The growth and expansion of the video gaming industry have opened up several job opportunities as well.
  • Parents should monitor the game playing type and time of their children so that it doesn’t turn into an addiction.
  • Lack of motion because of excessive video game playing can cause diseases like obesity and diabetes, along with muscle pain.

FAQ’s on Video Games Essay

Question 1. Mention some positive effects of playing video games.

Answer: Some positive effects of video game playing includes the following-

  • It improves IQ and reflexes of an individual.
  • It develops skills like decision making, attentiveness, multi-tasking, etc.
  • It improves motor skills of players.

Question 2. Which is the most iconic video game character of all time?

Answer:  Mario

Question 3. What is the first invented video game?

Answer:  Tennis for Two is the first video game, and it was created in 1958.

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  1. Essay on Video Games Addiction

    Learn about the causes, effects and solutions of video game addiction, a mental disorder that affects millions of people worldwide. Read different essays on video game addiction in English with various word limits and examples.

  2. Essay on Video Games Addiction

    Long Essay on Video Games Addiction is usually given to classes 7, 8, 9, and 10. Introduction. Video games are a fun and entertaining way to relax. They help people who are isolated to form friends and be a part of a community. There are many stories where children with developmental issues learn how to interact and be a part of society.

  3. The epidemiology and effects of video game addiction: A systematic

    Systematic reviews, meta-analyses, non-journal papers, conference proceedings, letters to authors, and comments on published articles were excluded. Studies that are secondary data sources, e.g., thesis and academic research articles, were also excluded. ... This is because they did not report on video game addiction or were of a study design ...

  4. The Argument Against Video Game Addiction

    Video games have many benefits for gamers. Research on gaming disorder—aka video game addiction—is flawed and not sufficiently conclusive. Because video games are less socially acceptable ...

  5. Is video game addiction really an addiction?

    Treat Game Addiction • 7 years ago. Yes and no. The game addicts are addicted to online video games. Thats a fact. However, the real reason anyone gets addicted to games is to satisfy one or several of the 6 human needs. certainty. uncertainty/variety, significance, growth, contribution and love/connection.

  6. Video Game Addiction: a Growing Threat to Health and Society

    Video game addiction, characterized by excessive and compulsive use, poses a significant threat to mental and physical health. This essay seeks to argue that video game addiction is a serious issue that warrants attention, supported by evidence from scientific studies, statistics, and expert opinions.

  7. 15.9 Cause-and-Effect Essay

    Video game addiction may result in a decline in overall health and hygiene. Players who interact with video games for such significant amounts of time can go an entire day without eating and even longer without basic hygiene tasks, such as using the restroom or bathing. The effects of this behavior pose significant danger to their overall health.

  8. PDF Video Game Addiction

    gaming can lead to social withdrawal, causing students to miss out on important social interactions and. bonding opportunities. This can result in feelings of isolation and loneliness, further exacerbating mental. health issues. In conclusion, video game addiction among elementary school students is a complex issue with.

  9. Video Games Addiction: Is It Real?

    Research Paper. There have been increased cases of people being addicted on video games. A video game can be defined as the electronic entertainment which involves user interface for the purpose of making visual response on a video appliance. Addiction is associated with the need of substance while in some cases a behaviour which someone finds ...

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    Video game addiction has been chosen to explore the possible occurrence of this perceptional distortion. A mixed design lab-based study was carried out to compare between video games addicts and non-addicts (between-subjects), and video games-related activities and neutral activities (within-subject). Emotional reactions were gauged by self ...

  11. Can You Really Be Addicted to Video Games?

    Timothy Fong, a professor of addiction psychology at the University of California, Los Angeles, says he is convinced that video-game addiction is real. "It's quite possible and common to have ...

  12. Video Game Addiction Essay

    In approximately, video game addicts spend 100 hours out of 168 hours in a week playing games that also goes alongside with money consuming due to the need of power and wealth of their imaginary characters. Furthermore, video game addiction may cause many symptoms that belong to Asperger's which is a mild form of autism and possibly it causes ...

  13. Students and Video Game Addiction

    In the 2011 National Survey of Student Engagement, completed by 27,000 first-year students, over one-third of incoming males and nearly one-fourth of females reported playing computer games more than 16 hours per week. These students had lower SAT scores and lower high school grades, and completed fewer AP courses.

  14. 3.2: Cause and Effect Model Essay 1

    Thesis: Regardless of the severity of the addiction, many suffer detrimental effects. II. Supporting Topic Sentence 1: One common effect of video game addiction is isolation and withdrawal from social experiences. A. Hiding at home or an internet cafe. B. some interaction in gaming communities but.

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    Video game addiction is a serious issue that can have a major negative impact on a person's physical and mental health. Physically, addiction to video games can create an unhealthy lifestyle, leading to a lack of exercise, poor nutrition, and inadequate sleep. Mentally, video game addiction can lead to depression, anxiety, and other mental ...

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    obsessive thinking about video or internet games. loss of interest in other hobbies or activities. poor work performance and strained relationships. poor concentration or motivation. lack of ...

  17. The Issue of Video Games Addiction: [Essay Example], 855 words

    Computer Game Addiction refers to excessively playing games on a PC. Most often these games are of the MMO [Massively Multiplayer Online] or the FPS [First Person Shooter] types. Gaming online with and against other players is a key factor in what makes these particular types more addictive than others. Computer game addiction refers to ...

  18. Video Game Addiction: Causes, Effects & Treatment Options

    The Effects of Video Game Addiction. Left untreated, video game addiction is unlikely to go away on its own. Like all other addictions, intervention and treatment is the key to ending any cycle of abusive behavior. And make no mistake — video game addiction abuses not only the gamer but also those around them.

  19. Cause-and-Effect Essay

    One common effect of video game addiction is isolation and withdrawal from social experiences. Video game players often hide in their homes or in Internet cafés for days at a time—only reemerging for the most pressing tasks and necessities. The effect of this isolation can lead to a breakdown of communication skills and often a loss in ...

  20. Student Sample: Cause and Effect Essay

    Cause and Effect Essay Example Effects of Video Game Addiction Video game addition is a serious problem in many parts of the world today and deserves more attention. It is no secret that children and adults in many countries throughout the world, including Japan, China, and the United States, play video games every day.

  21. Essay on Video Games Addiction in English for Children and Students

    This interest later turns to be video game addiction. Effect of Video Game Addiction. Video Game Addiction harms us physically and mentally. It weakens our vision, our body, and starts a pain in joints and fingers. It is also a reason for increasing depression, poor vision, high and low blood pressure, and also sometimes the case of paralysis.

  22. Video Games Essay

    Long Essay on Video Games is usually given to classes 7, 8, 9, and 10. Video games have undeniably become an imperative part of most of our life, either as a form of entertainment and even hobby. Video games came into existence through the invention of the Cathode Ray Tube Amusement Device by Thomas T Goldsmith Jr. and Estle Ray Mann in 1947.