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Internet Gaming Addiction 
LEIGH HOLMAN, PH.D., LPCS, RPTS, NCC, SCS 
AMHCA DIPLOMATE AND CMHC 
PRESIDENT-ELECT INTERNATIONAL ASSOCIATION OF 
ADDICTION & OFFENDER COUNSELORS
Typology 
 70% prefer online games to offline games (DePrato et al., 2010) 
 Online gamers are more likely to demonstrate problematic use (Griffiths, 
Davies, & Chappell, 2004; Griffiths & Meredith, 2009); Rehbein, Psych, 
Kleimman, Mediasci, & Mossle, 2010). 
 Online 
 Typically played simultaneously by players 
 Players can communicate with one another in real time 
 Players can cooperate or compete at will 
 Do not have predetermined end point 
 No real loss, and tasks can be repeated several times 
 Competing leads to immediate social comparison (Griffiths, 2010; Kim & Kim, 2010) 
 Social nature results in more time spent playing 
 Offline 
 Usually played alone 
 Well-defined start and finish point 
 Goals are usually achieved by the players themselves without external help from any 
other player.
History 
1970s: MUDS (Multi-User Domains) (Bartle, 2003; 
Barnett & Coulson, 2010). 
 Text based virtual worlds 
 Several players present at the same time 
 Use imaginations rather than graphics 
 Created real-time chat, interaction between players, parallel 
activities, cooperation, competition, social comparison 
1986: Suggested term: “Video game addiction” 
1989: Comparison to SUD: “Computer dependency” 
1994: Arcade video game dependency conceptualized 
as pathological gambling in the DSM-III
History (Cont.) 
1996: “Internet addiction disorder” described in first 
issue of CyberPsychology & Behavior 
2000: First study of online gaming addiction 
2004: Release of World of Warcraft – 12 million players 
(peak) 
2008: Special issue in IJMHA on video game addiction 
2009: Internet addiction critiqued in several psychiatry 
journals 
2010: First randomized controlled trial of IA treatment 
2012: Proposed inclusion of Internet Use Disorder
History (Cont.) 
MMOGs or MMOs (Massively Multiplayer Online 
Games) 
 100s or 1000s of players 
 People play simultaneously in the same online world, not in an 
individual copy of it 
 Can only be played through an internet connection (Barnett & 
Coulson, 2010). 
 MMOGs most complex (more people and synchronic spaces 
and MOGs are simpler (no synchronic spaces & only 4-16 
players)
Types of Games (Cyber Junkies, Roberts) 
 Puzzle Games: 
 deal with logic, language, trivia, mindless repetition, and visual-spatial skills 
– no themes or characters 
 Addiction Risk: 2 
 Physical Simulations: 
 help remedy physical inactivity – Dance Dance Revolution or Guitar Hero – 
recommend all homes with video game system have at least one physical 
game 
 Addiction Risk: 2 
 Old School Games 
 Nintendo64, Playstation1, Sega’s Dreamcast 
 Cartoonlike characters in mazes, races, and battles 
 Families & friends can play together 
 Some fantasy role-playing games (Legends of Zelda) and first person shooter 
games (GoldenEye 007) low potential for addiction 
 Addiction Risk: 3
Types of Games (Cyber Junkies, Roberts) 
Educational Games 
 May offer very accurate historical representations and give players an in-depth 
education on historical periods 
 Addiction is increased when the educational component is combined with other 
gaming elements (role play or real-time strategy) 
 Addiction Risk: 4 
Mange and Control Games (God Games) 
 The Sims Life Simulation Model- make all housing, finance, food intake, and 
relationship decisions of the characters in the game. 
 Roller Coaster Tycoon, player makes decisions to construct, maintain and grow 
an amusement park. 
 Black and White – players take on role of a god and act to influence the lives of a 
group of islanders 
 Usually have no win-or-loose scenario 
 User does not directly control the characters 
 Opportunity to exert complete dominance over people and places in the game 
 Addiction Risk: 5
Types of Games (Cyber Junkies, Roberts) 
Shoot ‘Em Up and Adventure Games 
 Deepening sense of connectedness to the characters they control. 
 Higher levels of realism equal heightened sensory stimulation 
 Unceasing potential for new missions and adventures ensures that 
players do not quickly tire of these games 
 First-Person Shooter (FPS) Games 
 Public enemy number one – high levels of violence – M-rated 
 A player’s view is the same as in real-life – 3D cyberworld 
 Require a high level of concentration & quick reflexes 
 Virtual death awaits 
 Make their way through mazes, cities, or battlefields to search out and 
destroy their enemies 
 Counter-Strike, Halo, Call of Duty 
 Form Clans and meet online for team battles 
 Addiction Risk: 7
Types of Games (Cyber Junkies, Roberts) 
Shoot ‘Em Up and Adventure Games 
 Real-Time Strategy (RTS) Games 
 Building a civilization & amassing technology to advance to higher 
levels of development 
 Prepare an army for war 
 RTS players control and entire battlefield as well as make overall 
strategic decisions 
 Multitasking skills, manages economy, controls armies, and may keep 
peasants happy or face revolt 
 Gateway Games 
 Can be played alone or with others 
 Players who derive satisfaction from the online multiplayer feature of 
these games often crave greater interaction and connection with other 
players than RTS games can supply. 
 Addiction Risk: 7
Types of Games (Cyber Junkies, Roberts) 
Shoot ‘Em Up and Adventure Games 
 Adventure and Role Playing Games (RPGs) 
 Contains many gateway games because players seem to quite 
easily move to more addictive MMORPGs 
 Draw discovery-oriented players and those motivated by role 
playing 
 Fantasy character embarks on a quest that progresses through 
many trials and obstacles, usually toward a goal 
 In some games there is no ultimate goal, no win-or-loose scenario, 
but rather simply an opportunity to exist as the character 
 A player’s choices help shape the direction of the game – appeals 
to control-oriented gamers 
 Examples: Legend of Zelda, Final Fantasy. Anmd Warhammer 
 Addiction Risk: 8
Types of Games (Cyber Junkies, Roberts) 
MMORPGs 
 Board with life 
 Control an avatar, choose the race, class, and sometimes profession 
 Interact with each other in persistent worlds that operate 24 hours a 
day 
 Join clans and guilds of like-minded avatars – cooperate on quests 
and adventures & chat through headsets 
 Bond that transcends previous relationships 
 May think about the game constantly 
 May shift perception from fantasy to reality 
 Relationships, career, family may all suffer 
 Rune Scape: 10 million active users – most use a free version - 
Addiction Risk: 7 
 World of Warcraft: 9 million users internationally – pay $13- 
$15/month w/ first month free - Addiction Risk: 10
6 technical and design characteristics of MMOS 
(Chan & Vorderer, 2006) 
Persistence 
 the game world may change between sessions because it exists even 
when the player isn’t present. 
Physicality 
 Realistic world with consistent set of rules 
Avatar-Mediated Play 
 Use of an avatar character to interact with others and the game world – 
usually has characteristics/skills that the gamer wants to have but 
doesn’t in real life 
Vertical Game Play 
 Even when the highest level is attained, players remain in the game 
world and complete more challenges or participate in social activities 
Perpetuity 
 Game never ends 
Social Interaction 
 Cooperation and rivalry between players is an essential part of the game
3 Major Groups of MMOs & Other 
(Nagygyogy et al., 2012; Rice, 2006) 
 79% have a clear preference for type of game, which may indicate the type of game 
meets certain needs the gamer has 
 Massively Multiplayer Online Role-Playing Games (MMORPGs) 
 Traditional role-playing games 
 Players control avatar – virtual self 
 Choose a profession that determines their role and abilities 
 Through fulfilling different tasks or missions in the game, the avatars develop & acquire precious 
objects that lead to the differentiation status between avatars (Leveling Up) 
 Massively Multiplayer Online First Person Shooter (MMOFPSs) 
 Skill-demanding action games 
 Players control a single avatar from a first-person perspective 
 Rely on reaction time and attention 
 Several cooperation & competition (individual and group) opportunities 
 Massively Multiplayer Online Real-Time Strategy (MMORTSs) 
 Player oversees large troups &/or territories in a virtual world, engage in battles, or conclude 
alliances with other players 
 Players establish status in the game world and gain esteem through successes 
 Other online games 
 Sport, racing, music/rhythm games 
 Multiplayer online social games or turn-based strategy games 
 Attract fewer players 
 Many more female players
Conflict Over what constitutes Problematic Online Gaming? 
Video games as the starting point for examining the 
characteristics of a specific pathology (Charlton & 
Danforth, 2007; Griffiths, 2005; Griffiths & 
Meredith, 2009; Peters & Malesky, 2008). 
VS. 
Internet is the main platform that unites different 
addictive activities, including online games (Van 
Rooij, Schoemakers, Vermulst, Van den Eijnden, & 
Van de Mheen, 2011; Young, 2009).
Griffiths, 2010) Video Game Addiction Theory 
Indicators of High Engagement (Charlton & Danforth, 2007, 2008) 
1. Salience 
 Gaming becomes the most important activity in the person’s life and dominates his/her thinking, feelings (i.e. 
cravings), & behavior 
 Preoccupation & Cognitive Distortions 
 Deterioration of Socialized Behavior 
1. Mood Modification 
 Gamers report both an arousing ‘buzz or high” and 
 Distressing tranquilizing feeling of “escape or numbing” 
1. Tolerance 
 Increasing amounts of time are required to achieve the former effects 
Central Role in Addiction (Charlton & Danforth, 2007, 2008) 
4. Withdrawal Symptoms 
 Unpleasant feeling states or physical effects when not gaming or reduced time gaming 
 Shakes, moodiness, irritability 
5. Conflict 
 Interpersonal conflict with important relationships 
 Conflict with time spent on other activities (hobbies, work, school, social life) 
 Intra-psychic conflict – feelings of loss of control 
6. Relapse 
 Tendency for repeated reversions to earlier patterns of gaming after abstinence or control has been established
Other models 
Porter et al. (2010) 
 Excessive use of one/more video games resulting in a 
preoccupation with and a loss of control over playing video 
games, and resulting negative psychosocial and/or physical 
consequences 
Integrated Models 
 Problematic Online Game Use model (Kim & Kim, 2010) 
 5 dimensions: euphoria, health problems, conflict, failure of self-control, 
and preference of virtual relationship 
 Demetrovics et al. (2012) Integrative Approach 
 6 Dimensions: preoccupation, overuse, immersion, social 
isolation, interpersonal conflicts, and withdrawal
Issues with Research 
No consistency in literature on gaming addiction: 
 Theory 
 Conceptualization 
 Screening and Assessment Measures 
 Methodology 
 Population 
 Sampling
International Prevalence Rates
Prevalence 
Meta-analysis: About 3% of the general population meet addiction 
criteria 
 Limited evidence suggests that most addicts (about 80%) stay addicts 
for at least 2 years in the absence of treatment 
 Prevalence rates vary according to: Type of digital technology activity 
 How addiction is assessed (measurement) 
 Demographic factors 
 Cultural context (Far East Asian > Western) 
 Country 
 Recruitment and sampling method psychiatric sample vs. community sample; 
 self-selection vs. random selection 
 Type of video game typically played 
 ↑among online video games, especially MMORPGs
Screening and Assessment 
Many scales developed out of scales used for other 
behavioral addictions such as Internet Addiction 
without consideration for unique aspects of gaming. 
Many have ambiguous or questionable 
psychometrics. 
Because of continued differences regarding what 
constitutes problematic gaming, scales may measure 
different things.
Screening & Assessment Issues 
 Review of all studies published 2001-2012 
 Search logic: (pathology* OR problem* OR addict* OR compulsive OR 
dependent*) AND (video OR computer) gam* 
 Academic Search Premier (967 results), PubMed (235 results), PsychINFO 
(957 results), Science Direct (1677 results), and Web of Science (284 
results) 
 Studies were not necessarily excluded on the basis of methodological 
shortcomings. However, a study was excluded if: 
 instrument name was not identified, 
 a composite measure was used, 
 case note material or anecdotal evidence 
 not published in English or Dutch. 
 •TOTAL: 18 instruments across 63 studies
Screening & Assessment Issues 
 Instrument analysis 
 Review framework: 
 Cicchetti's (1994) and Groth-Marnat's (2009) criteria 
 JARS criteria 
 Psychometric information: 
 components (i.e., underlying theoretical construct), 
 dimensionality, 
 validity (convergent, predictive, and criterion), 
 reliability (internal consistency, inter-rater), 
 availability of normative and prevalence data. 
 Practical considerations: number of items, 
 administration time, 
 reading age level, 
 item sensitivity, 
 time-scale, 
 diagnostic categories, 
 country of origin, 
 language versions.
Screening & Assessment Issues
Screening & Assessment Issues 
 No two instruments were alike with respect to their profile of diagnostic 
features 
 Interpersonal conflict was the only addiction indicator that was assessed across 
all 18 instruments 
 Financial conflict not generally assessed 
 Few instruments assessed use despite harm (SD criterion) 
 Instruments do not ask: “Do you think you have a problem?” 
 DSM-IV-TR criteria include the most indicators (13 ind.) 
 Game Addiction Scale and Young Internet Addiction Test each assess 11 criteria 
 Only the PVP Scale mapped all criteria of DSM-5 Internet Use Disorder – 
instruments tended to miss: (i) use despite harm and (ii) deception/secrecy
Improving Measures 
 Inclusion of items to assess: 
 whether the individual personally believes that their video-gaming behavior is problematic 
(i.e., a validity check), 
 an item that asks whether significant others would consider that their video-gaming is 
problematic (i.e., a reliability check) 
 Inclusion of measures to assess co-morbidity 
 Guidelines for scoring and interpretation 
 Establishment of norms 
 Assessing harm/conflict across several domains 
 Research - No instrument measures all indicators, therefore: •include 
additional items 
 Use more than one measure
Gentile (2009) 
Pathological Gaming Scale 
 Over time, have you been spending much more time thinking about playing video games, 
learning about video-game playing, or planning the next opportunity to play? 
 Do you need to spend more and more time and/or money on video games in order to feel the 
same amount of excitement? 
 Have you tried to play video games less often or for shorter periods of time, but are 
unsuccessful? 
 Do you become restless or irritable when attempting to cut down or stop playing video games? 
 Have you played video games as a way of escaping from problems or bad feelings? 
 Have you ever lied to family or friends about how much you play video games? 
 Have you ever stolen a video game from a store or a friend, or have you ever stolen money in 
order to buy a video game? 
 Do you sometimes skip household chores in order to spend more time playing video 
 games? 
 Do you sometimes skip doing homework in order to spend more time playing video games? 
 Have you ever done poorly on a school assignment or test because you spent too much time 
playing video games? 
 Have you ever needed friends or family to give you extra money because you spent too much 
money on video-game equipment, software, or game/Internet fees? 
Convergent & Divergent Validity
Lemmens et al. (2009) 
Game Addiction Scale for Adolescents 
Salience (GA 1-3) 
Tolerance (GA 4-6) 
Mood Modification (GA 7-9) 
Relapse (GA 10-12) 
Withdrawal (GA 13-15) 
Conflict (GA 16-18) 
Problems (GA 19-21) 
Randomly distributed in the scale 
5 point Likert scale 
Second-order factor structure of 21 item Game Addiction Scale 
(N = 351) 
EFA, Convergent & Criterion Validity
Online Game Addition Diagnostic Scale (Lee & Han, 2007) 
Factor 1: Psychological Dependence 
Factory 2: Daily Life Disorder 
Factor 3: Interpersonal Relationship Toward Online 
Factory 4: Tolerance 
Factor 5: Negative Behavior & Emotions 
Factor 6: Mental Disorder 
Factory 7: Physical Disorder 
Integrative Approach 
30 items, EFA, criterion validity
DSM 5 Section III: Internet Gaming Disorder 
Proposed Criteria: 
Persistent and recurrent use of Internet to engage in games, often with other players, leading 
to clinically significant impairment or distress as indicated by 5 or more of the 
following in a 12 month period: 
1.Preoccupation with Internet games. 
2.Withdrawal symptoms when Internet gaming is taken away. 
3.Tolerance: the need to spend increasing amounts of time engaged in internet games. 
4.Unsuccessful attempts to control the participation in Internet games. 
5.Loss of interests in previous hobbies & entertainment as a result of, and with the exception 
of, Internet games. 
6.Continued excessive use of Internet games despite knowledge of psychosocial problems. 
7.Has deceived family members, therapists, or others regarding the amount of Internet 
gaming. 
8.Use of Internet games to escape or relieve a negative mood. 
9.Has jeopardized or lost a significant relationship, job, or educational or career opportunity 
because of participation in Internet games. 
Specify Severity: 
 Mild, Moderate, or Severe
Comorbidity 
2x more likely to be diagnosed with ADD/ADHD than gamers 
who play recreationally (Batthyany, Muller, Benker, & 
Wolfling, 2009; Bioulac, Arfi, & Bouvard, 2008; Chan & 
Rabinowitz, 2006; Gentile et al., 2011; Han et al., 2009). 
Depression (Gentile et al., 2011; Peng & Liu, 2010). 
 MMORPG depressive symptoms (sadness, hopelessness, crying spells, 
insomnia, concentration problems) are related to habitual computer 
gaming at night b/t 10-6 (Lemola et al., 2011) 
Anxiety & Social Phobia – longitudinal data suggest 
pathological gamers exhibit higher levels of depression, 
anxiety & social phobia during follow-up than normal gamers 
(Gentile et al., 2011), but the relationship may be reciprocal.
Etiology 
 Neurobiological Aspects: 
 Cue induced gaming urge activates the same brain regions activated by gambling in pathological gamblers and 
substance use in substance addicts (Han et al., 2011; Ko et al., 2009). 
 Working memory may be affected similarly as is in substance dependence (Kim et al., 2012). 
 Need more studies 
 Personality Aspects: 
 Low Emotional Stability (Charlton & Danforth, 2010; Mehroof & Griffiths, 2010; Nagygyorgy, Mahalik, & 
Demetrovics, 2012; Peters & Malesky, 2008). 
 Low Agreeableness (Charlton & Danforth, 2010; Peters & Malesky, 2008). 
 Low Extroversion (Charlton & Danforth, 2010). 
 Neuroticism 
 Amount of time playing – Decreased quality of interpersonal relationships and increased social anxiety (Lo, Want, 
& Fang, 2005). 
 Problematic Gaming is negatively correlated with offline social self-efficacy and positively correlated with online 
social self-efficacy (Jeong & Kim, 2011, Porter et al., 2010). 
 Inadequate self-regulation (Seay & Kraut, 2007) 
 Low Self-Esteem ( Ko, Yen, Chen, Chen, & Yen, 2005); Lemmens et al., 2011) 
 Low Emotional Intelligence (Herodotou, Kambouri, & Winters, 2011) 
 Above Average State Trait Anxiety (Mehroof & Giffiths, 2010) 
 Increased Loneliness (Lemmens et al., 2011; Seay & Kraut, 2007) 
 Narcissistic Personality (Kim et al., 2008) 
 Aggression (Kim et al., 2008; Mehroof & Griffiths, 2010) 
 Lower life satisfaction (Ko et al., 2005; Wang, Chen, Lin, & Want, 2008) 
 Decreased Psychosocial Well-being compared to other gamers (Lemmens et al., 2011)
Etiology 
Motivational Aspects: 
 Motives play in important role in the development and maintenance of 
problematic online gaming (Demetrovics et al., 2011; Kuss & Griffiths, 
2012) 
 Bartle (1996) 4 motivational types: achievers, explorers, socializes, & 
killers of MUD players 
 Yee (2006) tested Bartle’s model with MMORPG players. Using EFA, 
identified 10 motivational components that belong to 3 main factors: 
 Achievement: advancement (desire to gain power, progress rapidly & 
accumulate in-game symbols of wealth/status), mechanics, and competition; 
 Social Factor & Discovery: socializing, relationship, and teamwork; 
 Immersion: role-playing, customization, and escapism (use of online 
environment to avoid thinking about real-life problems) 
 Demetrovics et al. (2011): Motives for Online Gaming Questionnaire 
(MOGQ): 7 factors 
 Social, escapism, coping, fantasy, skill development, recreation, competition
Etiology 
Motivation (Cont.) Cyber Junkie by Kevin Roberts 
 Achievement – increases self-esteem – good at something 
 Escape – emotional escape, interpersonal difficulties 
 Role Playing: “Their online persona often possesses attributes that they 
wish they had in real life” (p. 14). “Driven to become someone else, to 
exist in a different time, or to live lives filled with meaning.” Rely on the 
game for social interaction. 
 Control: often products of strict/helicopter parenting - cyber world as a 
refuge where they have a sense of power and purpose 
 Aggression: Teabagging – kneeling over an opponent’s on-screen 
character after you kill them to show dominance & humiliate them – 
Aggression and anger management issues precede online gaming – a way 
to act out aggression – generally suffer from emotional avoidance 
 Discovery: satisfaction comes from finding new twists to a game or 
uncovering a glitch that no one has yet discovered. Often genius level IQ 
and underachieving/bored in life/school/job – desire to feel fully alive & 
game is a substitute
Etiology 
Structural Characteristics in Online Gaming: 
 High degree of realism (realistic sound, graphics, and setting), a rapid 
absorption rate, character development, the ability to customize the game, 
multiplayer features, winning and losing features, and ability to save the 
game at regular intervals viewed as essential by gamers (Weed et al., 2004). 
 King et al. (2010) Theoretical Model of 5 Structural Features: 
 Social Features: how players communicate, creation of cooperative & 
competitive community of players. 
 Manipulation & Control Features: how players interact with and control in-game 
properties using a physical control scheme 
 Narrative & Identity Features: how players take on another identity in the 
game – sense of self 
 Reward & Punishment Features: how players are reinforced for skillful play 
(winning) and punished for loosing – Problem gamers report significantly 
higher enjoyment of management of in-game resources, earning points, 
getting 100% in the game, and mastering the game – leveling up (earning 
meta-game rewards) – fast loading times 
 Presentation Features: Aesthetics – Realism of sound and look
Etiology 
Structure Continued: 
 Instant but Intermittent Reinforcement (people keep 
responding in the absence of reinforcement hoping that 
another reward is just around the corner). 
 Magnitude of the Reinforcement (high points score for doing 
something in-game – large rewards lead to fast responding and 
greater resistance to extinction 
Amount of Time 
 Excessive game play is not a sufficient condition of addiction 
 More time = higher risk
Prevention 
 Family & friends should initiate direct conversations with problematic 
players by showing true interest toward the game, the gamer, and 
everything the gamer likes in the virtual environment. 
 Facilitates communication and emotional attachment with the user. 
 Parents choose games with children/adolescents 
 Encourage children to play with other real life friends because it helps 
develop personal relationships & communication & cooperation skills 
learned online can be transferred more easily to real-life situations. 
 Set gaming time together. 
 Follow game manufacturer’s recommendations for monitor brightness, 
distance from the monitor, taking short and frequent breaks, and not 
playing if fatigued. 
 Gamers need other recreational activities in addition to gaming. 
 Positive effects: increased self-esteem; improved reflexes, reaction time, 
memory, logical and strategic thinking, social and communication skills; 
etc. 
(Griffiths, 2003, 2008, 2010; Griffiths & Meredith, 2009)
Treatment 
 Support forums: 
 Parents & other family members who discuss the nature of the problem, share their 
experiences, & support each other 
 Self-help forums (Online Gamers Anonymous) 
 Established & administered by professionals 
 Specialty Addiction Clinics 
 Improve pro-social skills through social activities & real-life activities that replace time spent 
gaming. 
 Psychotherapy to address co-morbid or underlying issues 
 Management skills development to help players control their behavior 
 Support Groups 
 Couples and/or Family Therapy 
 Medication: 
 Buproprion SR – decrease problem behavior & depression (Han et al., 2011; 
Ko et al., 2009; Kuss & Griffiths, 2012). 
 China & South Korea – High Intensity Physical Activity in natural 
surroundings
Treatment of Internet Addiction: 2000-2012

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Internet gaming addiction

  • 1. Internet Gaming Addiction LEIGH HOLMAN, PH.D., LPCS, RPTS, NCC, SCS AMHCA DIPLOMATE AND CMHC PRESIDENT-ELECT INTERNATIONAL ASSOCIATION OF ADDICTION & OFFENDER COUNSELORS
  • 2. Typology  70% prefer online games to offline games (DePrato et al., 2010)  Online gamers are more likely to demonstrate problematic use (Griffiths, Davies, & Chappell, 2004; Griffiths & Meredith, 2009); Rehbein, Psych, Kleimman, Mediasci, & Mossle, 2010).  Online  Typically played simultaneously by players  Players can communicate with one another in real time  Players can cooperate or compete at will  Do not have predetermined end point  No real loss, and tasks can be repeated several times  Competing leads to immediate social comparison (Griffiths, 2010; Kim & Kim, 2010)  Social nature results in more time spent playing  Offline  Usually played alone  Well-defined start and finish point  Goals are usually achieved by the players themselves without external help from any other player.
  • 3. History 1970s: MUDS (Multi-User Domains) (Bartle, 2003; Barnett & Coulson, 2010).  Text based virtual worlds  Several players present at the same time  Use imaginations rather than graphics  Created real-time chat, interaction between players, parallel activities, cooperation, competition, social comparison 1986: Suggested term: “Video game addiction” 1989: Comparison to SUD: “Computer dependency” 1994: Arcade video game dependency conceptualized as pathological gambling in the DSM-III
  • 4. History (Cont.) 1996: “Internet addiction disorder” described in first issue of CyberPsychology & Behavior 2000: First study of online gaming addiction 2004: Release of World of Warcraft – 12 million players (peak) 2008: Special issue in IJMHA on video game addiction 2009: Internet addiction critiqued in several psychiatry journals 2010: First randomized controlled trial of IA treatment 2012: Proposed inclusion of Internet Use Disorder
  • 5. History (Cont.) MMOGs or MMOs (Massively Multiplayer Online Games)  100s or 1000s of players  People play simultaneously in the same online world, not in an individual copy of it  Can only be played through an internet connection (Barnett & Coulson, 2010).  MMOGs most complex (more people and synchronic spaces and MOGs are simpler (no synchronic spaces & only 4-16 players)
  • 6. Types of Games (Cyber Junkies, Roberts)  Puzzle Games:  deal with logic, language, trivia, mindless repetition, and visual-spatial skills – no themes or characters  Addiction Risk: 2  Physical Simulations:  help remedy physical inactivity – Dance Dance Revolution or Guitar Hero – recommend all homes with video game system have at least one physical game  Addiction Risk: 2  Old School Games  Nintendo64, Playstation1, Sega’s Dreamcast  Cartoonlike characters in mazes, races, and battles  Families & friends can play together  Some fantasy role-playing games (Legends of Zelda) and first person shooter games (GoldenEye 007) low potential for addiction  Addiction Risk: 3
  • 7. Types of Games (Cyber Junkies, Roberts) Educational Games  May offer very accurate historical representations and give players an in-depth education on historical periods  Addiction is increased when the educational component is combined with other gaming elements (role play or real-time strategy)  Addiction Risk: 4 Mange and Control Games (God Games)  The Sims Life Simulation Model- make all housing, finance, food intake, and relationship decisions of the characters in the game.  Roller Coaster Tycoon, player makes decisions to construct, maintain and grow an amusement park.  Black and White – players take on role of a god and act to influence the lives of a group of islanders  Usually have no win-or-loose scenario  User does not directly control the characters  Opportunity to exert complete dominance over people and places in the game  Addiction Risk: 5
  • 8. Types of Games (Cyber Junkies, Roberts) Shoot ‘Em Up and Adventure Games  Deepening sense of connectedness to the characters they control.  Higher levels of realism equal heightened sensory stimulation  Unceasing potential for new missions and adventures ensures that players do not quickly tire of these games  First-Person Shooter (FPS) Games  Public enemy number one – high levels of violence – M-rated  A player’s view is the same as in real-life – 3D cyberworld  Require a high level of concentration & quick reflexes  Virtual death awaits  Make their way through mazes, cities, or battlefields to search out and destroy their enemies  Counter-Strike, Halo, Call of Duty  Form Clans and meet online for team battles  Addiction Risk: 7
  • 9. Types of Games (Cyber Junkies, Roberts) Shoot ‘Em Up and Adventure Games  Real-Time Strategy (RTS) Games  Building a civilization & amassing technology to advance to higher levels of development  Prepare an army for war  RTS players control and entire battlefield as well as make overall strategic decisions  Multitasking skills, manages economy, controls armies, and may keep peasants happy or face revolt  Gateway Games  Can be played alone or with others  Players who derive satisfaction from the online multiplayer feature of these games often crave greater interaction and connection with other players than RTS games can supply.  Addiction Risk: 7
  • 10. Types of Games (Cyber Junkies, Roberts) Shoot ‘Em Up and Adventure Games  Adventure and Role Playing Games (RPGs)  Contains many gateway games because players seem to quite easily move to more addictive MMORPGs  Draw discovery-oriented players and those motivated by role playing  Fantasy character embarks on a quest that progresses through many trials and obstacles, usually toward a goal  In some games there is no ultimate goal, no win-or-loose scenario, but rather simply an opportunity to exist as the character  A player’s choices help shape the direction of the game – appeals to control-oriented gamers  Examples: Legend of Zelda, Final Fantasy. Anmd Warhammer  Addiction Risk: 8
  • 11. Types of Games (Cyber Junkies, Roberts) MMORPGs  Board with life  Control an avatar, choose the race, class, and sometimes profession  Interact with each other in persistent worlds that operate 24 hours a day  Join clans and guilds of like-minded avatars – cooperate on quests and adventures & chat through headsets  Bond that transcends previous relationships  May think about the game constantly  May shift perception from fantasy to reality  Relationships, career, family may all suffer  Rune Scape: 10 million active users – most use a free version - Addiction Risk: 7  World of Warcraft: 9 million users internationally – pay $13- $15/month w/ first month free - Addiction Risk: 10
  • 12. 6 technical and design characteristics of MMOS (Chan & Vorderer, 2006) Persistence  the game world may change between sessions because it exists even when the player isn’t present. Physicality  Realistic world with consistent set of rules Avatar-Mediated Play  Use of an avatar character to interact with others and the game world – usually has characteristics/skills that the gamer wants to have but doesn’t in real life Vertical Game Play  Even when the highest level is attained, players remain in the game world and complete more challenges or participate in social activities Perpetuity  Game never ends Social Interaction  Cooperation and rivalry between players is an essential part of the game
  • 13. 3 Major Groups of MMOs & Other (Nagygyogy et al., 2012; Rice, 2006)  79% have a clear preference for type of game, which may indicate the type of game meets certain needs the gamer has  Massively Multiplayer Online Role-Playing Games (MMORPGs)  Traditional role-playing games  Players control avatar – virtual self  Choose a profession that determines their role and abilities  Through fulfilling different tasks or missions in the game, the avatars develop & acquire precious objects that lead to the differentiation status between avatars (Leveling Up)  Massively Multiplayer Online First Person Shooter (MMOFPSs)  Skill-demanding action games  Players control a single avatar from a first-person perspective  Rely on reaction time and attention  Several cooperation & competition (individual and group) opportunities  Massively Multiplayer Online Real-Time Strategy (MMORTSs)  Player oversees large troups &/or territories in a virtual world, engage in battles, or conclude alliances with other players  Players establish status in the game world and gain esteem through successes  Other online games  Sport, racing, music/rhythm games  Multiplayer online social games or turn-based strategy games  Attract fewer players  Many more female players
  • 14. Conflict Over what constitutes Problematic Online Gaming? Video games as the starting point for examining the characteristics of a specific pathology (Charlton & Danforth, 2007; Griffiths, 2005; Griffiths & Meredith, 2009; Peters & Malesky, 2008). VS. Internet is the main platform that unites different addictive activities, including online games (Van Rooij, Schoemakers, Vermulst, Van den Eijnden, & Van de Mheen, 2011; Young, 2009).
  • 15. Griffiths, 2010) Video Game Addiction Theory Indicators of High Engagement (Charlton & Danforth, 2007, 2008) 1. Salience  Gaming becomes the most important activity in the person’s life and dominates his/her thinking, feelings (i.e. cravings), & behavior  Preoccupation & Cognitive Distortions  Deterioration of Socialized Behavior 1. Mood Modification  Gamers report both an arousing ‘buzz or high” and  Distressing tranquilizing feeling of “escape or numbing” 1. Tolerance  Increasing amounts of time are required to achieve the former effects Central Role in Addiction (Charlton & Danforth, 2007, 2008) 4. Withdrawal Symptoms  Unpleasant feeling states or physical effects when not gaming or reduced time gaming  Shakes, moodiness, irritability 5. Conflict  Interpersonal conflict with important relationships  Conflict with time spent on other activities (hobbies, work, school, social life)  Intra-psychic conflict – feelings of loss of control 6. Relapse  Tendency for repeated reversions to earlier patterns of gaming after abstinence or control has been established
  • 16. Other models Porter et al. (2010)  Excessive use of one/more video games resulting in a preoccupation with and a loss of control over playing video games, and resulting negative psychosocial and/or physical consequences Integrated Models  Problematic Online Game Use model (Kim & Kim, 2010)  5 dimensions: euphoria, health problems, conflict, failure of self-control, and preference of virtual relationship  Demetrovics et al. (2012) Integrative Approach  6 Dimensions: preoccupation, overuse, immersion, social isolation, interpersonal conflicts, and withdrawal
  • 17. Issues with Research No consistency in literature on gaming addiction:  Theory  Conceptualization  Screening and Assessment Measures  Methodology  Population  Sampling
  • 19. Prevalence Meta-analysis: About 3% of the general population meet addiction criteria  Limited evidence suggests that most addicts (about 80%) stay addicts for at least 2 years in the absence of treatment  Prevalence rates vary according to: Type of digital technology activity  How addiction is assessed (measurement)  Demographic factors  Cultural context (Far East Asian > Western)  Country  Recruitment and sampling method psychiatric sample vs. community sample;  self-selection vs. random selection  Type of video game typically played  ↑among online video games, especially MMORPGs
  • 20. Screening and Assessment Many scales developed out of scales used for other behavioral addictions such as Internet Addiction without consideration for unique aspects of gaming. Many have ambiguous or questionable psychometrics. Because of continued differences regarding what constitutes problematic gaming, scales may measure different things.
  • 21. Screening & Assessment Issues  Review of all studies published 2001-2012  Search logic: (pathology* OR problem* OR addict* OR compulsive OR dependent*) AND (video OR computer) gam*  Academic Search Premier (967 results), PubMed (235 results), PsychINFO (957 results), Science Direct (1677 results), and Web of Science (284 results)  Studies were not necessarily excluded on the basis of methodological shortcomings. However, a study was excluded if:  instrument name was not identified,  a composite measure was used,  case note material or anecdotal evidence  not published in English or Dutch.  •TOTAL: 18 instruments across 63 studies
  • 22. Screening & Assessment Issues  Instrument analysis  Review framework:  Cicchetti's (1994) and Groth-Marnat's (2009) criteria  JARS criteria  Psychometric information:  components (i.e., underlying theoretical construct),  dimensionality,  validity (convergent, predictive, and criterion),  reliability (internal consistency, inter-rater),  availability of normative and prevalence data.  Practical considerations: number of items,  administration time,  reading age level,  item sensitivity,  time-scale,  diagnostic categories,  country of origin,  language versions.
  • 24. Screening & Assessment Issues  No two instruments were alike with respect to their profile of diagnostic features  Interpersonal conflict was the only addiction indicator that was assessed across all 18 instruments  Financial conflict not generally assessed  Few instruments assessed use despite harm (SD criterion)  Instruments do not ask: “Do you think you have a problem?”  DSM-IV-TR criteria include the most indicators (13 ind.)  Game Addiction Scale and Young Internet Addiction Test each assess 11 criteria  Only the PVP Scale mapped all criteria of DSM-5 Internet Use Disorder – instruments tended to miss: (i) use despite harm and (ii) deception/secrecy
  • 25. Improving Measures  Inclusion of items to assess:  whether the individual personally believes that their video-gaming behavior is problematic (i.e., a validity check),  an item that asks whether significant others would consider that their video-gaming is problematic (i.e., a reliability check)  Inclusion of measures to assess co-morbidity  Guidelines for scoring and interpretation  Establishment of norms  Assessing harm/conflict across several domains  Research - No instrument measures all indicators, therefore: •include additional items  Use more than one measure
  • 26. Gentile (2009) Pathological Gaming Scale  Over time, have you been spending much more time thinking about playing video games, learning about video-game playing, or planning the next opportunity to play?  Do you need to spend more and more time and/or money on video games in order to feel the same amount of excitement?  Have you tried to play video games less often or for shorter periods of time, but are unsuccessful?  Do you become restless or irritable when attempting to cut down or stop playing video games?  Have you played video games as a way of escaping from problems or bad feelings?  Have you ever lied to family or friends about how much you play video games?  Have you ever stolen a video game from a store or a friend, or have you ever stolen money in order to buy a video game?  Do you sometimes skip household chores in order to spend more time playing video  games?  Do you sometimes skip doing homework in order to spend more time playing video games?  Have you ever done poorly on a school assignment or test because you spent too much time playing video games?  Have you ever needed friends or family to give you extra money because you spent too much money on video-game equipment, software, or game/Internet fees? Convergent & Divergent Validity
  • 27. Lemmens et al. (2009) Game Addiction Scale for Adolescents Salience (GA 1-3) Tolerance (GA 4-6) Mood Modification (GA 7-9) Relapse (GA 10-12) Withdrawal (GA 13-15) Conflict (GA 16-18) Problems (GA 19-21) Randomly distributed in the scale 5 point Likert scale Second-order factor structure of 21 item Game Addiction Scale (N = 351) EFA, Convergent & Criterion Validity
  • 28. Online Game Addition Diagnostic Scale (Lee & Han, 2007) Factor 1: Psychological Dependence Factory 2: Daily Life Disorder Factor 3: Interpersonal Relationship Toward Online Factory 4: Tolerance Factor 5: Negative Behavior & Emotions Factor 6: Mental Disorder Factory 7: Physical Disorder Integrative Approach 30 items, EFA, criterion validity
  • 29. DSM 5 Section III: Internet Gaming Disorder Proposed Criteria: Persistent and recurrent use of Internet to engage in games, often with other players, leading to clinically significant impairment or distress as indicated by 5 or more of the following in a 12 month period: 1.Preoccupation with Internet games. 2.Withdrawal symptoms when Internet gaming is taken away. 3.Tolerance: the need to spend increasing amounts of time engaged in internet games. 4.Unsuccessful attempts to control the participation in Internet games. 5.Loss of interests in previous hobbies & entertainment as a result of, and with the exception of, Internet games. 6.Continued excessive use of Internet games despite knowledge of psychosocial problems. 7.Has deceived family members, therapists, or others regarding the amount of Internet gaming. 8.Use of Internet games to escape or relieve a negative mood. 9.Has jeopardized or lost a significant relationship, job, or educational or career opportunity because of participation in Internet games. Specify Severity:  Mild, Moderate, or Severe
  • 30. Comorbidity 2x more likely to be diagnosed with ADD/ADHD than gamers who play recreationally (Batthyany, Muller, Benker, & Wolfling, 2009; Bioulac, Arfi, & Bouvard, 2008; Chan & Rabinowitz, 2006; Gentile et al., 2011; Han et al., 2009). Depression (Gentile et al., 2011; Peng & Liu, 2010).  MMORPG depressive symptoms (sadness, hopelessness, crying spells, insomnia, concentration problems) are related to habitual computer gaming at night b/t 10-6 (Lemola et al., 2011) Anxiety & Social Phobia – longitudinal data suggest pathological gamers exhibit higher levels of depression, anxiety & social phobia during follow-up than normal gamers (Gentile et al., 2011), but the relationship may be reciprocal.
  • 31. Etiology  Neurobiological Aspects:  Cue induced gaming urge activates the same brain regions activated by gambling in pathological gamblers and substance use in substance addicts (Han et al., 2011; Ko et al., 2009).  Working memory may be affected similarly as is in substance dependence (Kim et al., 2012).  Need more studies  Personality Aspects:  Low Emotional Stability (Charlton & Danforth, 2010; Mehroof & Griffiths, 2010; Nagygyorgy, Mahalik, & Demetrovics, 2012; Peters & Malesky, 2008).  Low Agreeableness (Charlton & Danforth, 2010; Peters & Malesky, 2008).  Low Extroversion (Charlton & Danforth, 2010).  Neuroticism  Amount of time playing – Decreased quality of interpersonal relationships and increased social anxiety (Lo, Want, & Fang, 2005).  Problematic Gaming is negatively correlated with offline social self-efficacy and positively correlated with online social self-efficacy (Jeong & Kim, 2011, Porter et al., 2010).  Inadequate self-regulation (Seay & Kraut, 2007)  Low Self-Esteem ( Ko, Yen, Chen, Chen, & Yen, 2005); Lemmens et al., 2011)  Low Emotional Intelligence (Herodotou, Kambouri, & Winters, 2011)  Above Average State Trait Anxiety (Mehroof & Giffiths, 2010)  Increased Loneliness (Lemmens et al., 2011; Seay & Kraut, 2007)  Narcissistic Personality (Kim et al., 2008)  Aggression (Kim et al., 2008; Mehroof & Griffiths, 2010)  Lower life satisfaction (Ko et al., 2005; Wang, Chen, Lin, & Want, 2008)  Decreased Psychosocial Well-being compared to other gamers (Lemmens et al., 2011)
  • 32. Etiology Motivational Aspects:  Motives play in important role in the development and maintenance of problematic online gaming (Demetrovics et al., 2011; Kuss & Griffiths, 2012)  Bartle (1996) 4 motivational types: achievers, explorers, socializes, & killers of MUD players  Yee (2006) tested Bartle’s model with MMORPG players. Using EFA, identified 10 motivational components that belong to 3 main factors:  Achievement: advancement (desire to gain power, progress rapidly & accumulate in-game symbols of wealth/status), mechanics, and competition;  Social Factor & Discovery: socializing, relationship, and teamwork;  Immersion: role-playing, customization, and escapism (use of online environment to avoid thinking about real-life problems)  Demetrovics et al. (2011): Motives for Online Gaming Questionnaire (MOGQ): 7 factors  Social, escapism, coping, fantasy, skill development, recreation, competition
  • 33. Etiology Motivation (Cont.) Cyber Junkie by Kevin Roberts  Achievement – increases self-esteem – good at something  Escape – emotional escape, interpersonal difficulties  Role Playing: “Their online persona often possesses attributes that they wish they had in real life” (p. 14). “Driven to become someone else, to exist in a different time, or to live lives filled with meaning.” Rely on the game for social interaction.  Control: often products of strict/helicopter parenting - cyber world as a refuge where they have a sense of power and purpose  Aggression: Teabagging – kneeling over an opponent’s on-screen character after you kill them to show dominance & humiliate them – Aggression and anger management issues precede online gaming – a way to act out aggression – generally suffer from emotional avoidance  Discovery: satisfaction comes from finding new twists to a game or uncovering a glitch that no one has yet discovered. Often genius level IQ and underachieving/bored in life/school/job – desire to feel fully alive & game is a substitute
  • 34. Etiology Structural Characteristics in Online Gaming:  High degree of realism (realistic sound, graphics, and setting), a rapid absorption rate, character development, the ability to customize the game, multiplayer features, winning and losing features, and ability to save the game at regular intervals viewed as essential by gamers (Weed et al., 2004).  King et al. (2010) Theoretical Model of 5 Structural Features:  Social Features: how players communicate, creation of cooperative & competitive community of players.  Manipulation & Control Features: how players interact with and control in-game properties using a physical control scheme  Narrative & Identity Features: how players take on another identity in the game – sense of self  Reward & Punishment Features: how players are reinforced for skillful play (winning) and punished for loosing – Problem gamers report significantly higher enjoyment of management of in-game resources, earning points, getting 100% in the game, and mastering the game – leveling up (earning meta-game rewards) – fast loading times  Presentation Features: Aesthetics – Realism of sound and look
  • 35. Etiology Structure Continued:  Instant but Intermittent Reinforcement (people keep responding in the absence of reinforcement hoping that another reward is just around the corner).  Magnitude of the Reinforcement (high points score for doing something in-game – large rewards lead to fast responding and greater resistance to extinction Amount of Time  Excessive game play is not a sufficient condition of addiction  More time = higher risk
  • 36. Prevention  Family & friends should initiate direct conversations with problematic players by showing true interest toward the game, the gamer, and everything the gamer likes in the virtual environment.  Facilitates communication and emotional attachment with the user.  Parents choose games with children/adolescents  Encourage children to play with other real life friends because it helps develop personal relationships & communication & cooperation skills learned online can be transferred more easily to real-life situations.  Set gaming time together.  Follow game manufacturer’s recommendations for monitor brightness, distance from the monitor, taking short and frequent breaks, and not playing if fatigued.  Gamers need other recreational activities in addition to gaming.  Positive effects: increased self-esteem; improved reflexes, reaction time, memory, logical and strategic thinking, social and communication skills; etc. (Griffiths, 2003, 2008, 2010; Griffiths & Meredith, 2009)
  • 37. Treatment  Support forums:  Parents & other family members who discuss the nature of the problem, share their experiences, & support each other  Self-help forums (Online Gamers Anonymous)  Established & administered by professionals  Specialty Addiction Clinics  Improve pro-social skills through social activities & real-life activities that replace time spent gaming.  Psychotherapy to address co-morbid or underlying issues  Management skills development to help players control their behavior  Support Groups  Couples and/or Family Therapy  Medication:  Buproprion SR – decrease problem behavior & depression (Han et al., 2011; Ko et al., 2009; Kuss & Griffiths, 2012).  China & South Korea – High Intensity Physical Activity in natural surroundings
  • 38. Treatment of Internet Addiction: 2000-2012

Editor's Notes

  1. Proposed Criteria: Persistent and recurrent use of Internet to engage in games, often with other players, leading to clinically significant impairment or distress as indicated by 5 or more of the following in a 12 month period: Preoccupation with Internet games. (The individual thinks about previous gaming activity or anticipates playing the next game; Internet gaming becomes the dominant activity in daily life.) Note: distinct from Internet gambling, which is included under gambling disorder. Withdrawal symptoms when Internet gaming is taken away. (These symptoms are typically described as irritability, anxiety, or sadness, but there are no physical signs of pharmacological withdrawal.) Tolerance: the need to spend increasing amounts of time engaged in internet games. Unsuccessful attempts to control the participation in Internet games. Loss of interests in previous hobbies & entertainment as a result of, and with the exception of, Internet games. Continued excessive use of Internet games despite knowledge of psychosocial problems. Has deceived family members, therapists, or others regarding the amount of Internet gaming. Use of Internet games to escape or relieve a negative mood. (e.g., feelings of helplessness, guilt, anxiety). Has jeopardized or lost a significant relationship, job, or educational or career opportunity because of participation in Internet games.