I have first-hand experience of the way games such as WoW can be so engaging that entertainment becomes a way of life. Which leads me to the question: was my partner an addict?
If so, was he any different to the thousands, if not millions, of gamers across the world spending what some would deem “excessive” amounts of time online managing virtual farms or defeating dragon gods intent on destroying the world? Were all these people addicts, too?
It seems currently that anything pleasurable we do to excess is described as an addiction – from the traditional drug addictions to behavioural addictions such as shopping, gambling, sex, eating and even reading.
The addiction narrative regularly features in popular culture. One gamer even made a documentary about his “bittersweet” journey through WoW. In Real Life (see below) is Anthony Rosner’s personal look at the effect of what he saw as addiction to the game.
Problem videogaming does not fit neatly into our existing understanding of addiction – indeed, our understanding of the neuroscience of behavioural addiction is very limited and mostly focused on gambling.
Unlike videogaming, gambling has been described by Professor Don Ross at MIT as a basic form of addiction. The combination of reward and failure in gambling tasks disrupts the balance between the mid-brain dopamine system (which encourages reward-seeking behaviour) and our ability to control this behaviour through the pre-frontal and frontal serotonergic system.
The supposed “average” gamer is not who he or she used to be, and the tasks games present players with are growing increasingly complex and varied.
To view games as either helpful or harmful is far too simple. Though there might be links between violent media content and aggression this hasn’t been proven, and there are reasons to argue that games could provide a great array of psychological and physiological benefits.
Violent videogames such as Call of Duty and Grand Theft Auto are considered most problematic because of their violent content. But it’s actually the “simple” games, such as Angry Birds and Bejeweled that are most similar to gambling.
The playground of videogame worlds is decidedly different to the playgrounds of the past, for better or for worse.
The bottom line is that more informed and substantial research needs to be done into problem gaming. In the meantime, describing “excessive” gamers as addicts may simply do more harm than good.