Tag: video game addiction

  • "Pokemon Go" CEO Pushes For Safety Over Profits To Fight Gaming Addiction

    "Pokemon Go" CEO Pushes For Safety Over Profits To Fight Gaming Addiction

    “If you’re being led by profit and the dollar sign, and you don’t have other goals, the outcome may not be great.”

    The chief executive officer of Niantic, the software development company behind the popular mobile games “Pokemon Go” and “Harry Potter: Wizards Unite,” told CNBC that gaming manufacturers need to focus as much attention on safeguarding users against compulsive or addictive game play as they do on their profit margins.

    Integrating Reality Into Gaming

    Speaking in London at One Young World, a UK-based global solution forum, John Hanke said that his company’s games require players to interact with the real world during game play, and encouraged other manufacturers to adopt similar measures.

    “I think it’s a great example of how you can design technology that leads into positive impacts,” he said.

    Both “Harry Potter: Wizards Unite” and “Pokemon Go”—which, as of September, was the second highest-earning mobile game in the world—use augmented reality and location data based on the player’s actual geographical location as part of game play. As players move around the real world, their game avatars follow a similar path on the game’s map.

    But as CNBC noted, the games’ rise in popularity also raised issues of “gaming disorder,” which was identified as a health condition by the World Health Organization in 2016. Exactly how many people can be diagnosed as exhibiting the signs of gaming disorder is a subject for debate, with some sources claiming that 10% to 15% of gamers currently qualify as suffering from gaming disorders, while others urge caution and further research.

    Playing In Small Doses

    Hanke told CNBC that Niantic’s games actually discourage compulsive game play through the company’s core tenets: promoting community exploration, incorporating exercise into game play and encouraging interaction with the real world.

    “I would really look at our games as an alternative to traditional video games, because they’re designed to be played in small doses as you’re moving around outside, and they’re meant to be played together with people in real life,” he said.

    Hanke also urged other companies to consider similar measures for their product in addition to the monetary rewards. “Technology is not inherently evil, but if you’re being led by profit and the dollar sign, and you don’t have other goals, the outcome may not be great,” he noted.

    Finding The Balance

    Niantic’s gaming principles have not only determined how their games are played, but which games the company releases.

    “In a game like ‘Pokemon Go,’ there are hundreds of features you could build, and many would not fulfill one of those three objectives,” said Hanke. “It’s about finding that balance between purpose and profit and pursuing both in the context of a private company.”

    “It’s not easy—it’s a constant challenge—but I do think it’s possible to combine those things.”

    View the original article at thefix.com

  • Video Games: A South Korean National Pastime…Or Addiction?

    Video Games: A South Korean National Pastime…Or Addiction?

    The digitized nation grapples with the good and bad of competitive computer gaming.

    South Korea’s $13 billion competitive gaming industry doesn’t like the World Health Organization’s addition of “gaming disorder” to its 2022 revision of the International Classification of Diseases. Mental health experts in the country say a nuanced examination of the hobby is long overdue.

    The nation has seen some gripping examples of gaming addiction. A grandmother watched as her grandson locked himself away in his room to play games, not even stopping his gaming at his grandfather’s funeral.

    Some in the country have died for their hobby, neglecting their need to sleep and eat until they collapse. Gaming even led one couple to neglect their baby daughter until she died of malnutrition. They were put away for negligent homicide.

    The South Korean government is taking the issue seriously, putting together a panel of experts to detangle the whole thing. Much to the chagrin of the nation’s massive gaming industry, the panel is looking into whether to add gaming disorder to the 2025 edition of the Korean Standard Classification of Diseases.

    There’s big money at stake, considering that South Korea exported $6 billion in video games in 2017. That’s more than 10 times more than what K-pop brought in.

    “It’ll be a disaster,” says Kim Jung-tae, a professor of game studies at Dongyang University. “The entire ecosystem of the game industry could collapse.”

    A Witch Hunt Or Real Issue?

    Kim is on a task force formed to combat the classification of gaming as a disorder. He calls the whole thing a “witch hunt” by those who stand to profit from addiction research and treatment, spurred by concerned parents looking for a scapegoat for what’s become of their kids.

    “It’s part of a phobia of new media,” Kim said. “Games, like air, are already a part of our lives.”

    Those on Kim’s side believe that the gaming industry stands to lose $9 billion and 8,700 jobs if the classification of gaming as a disorder goes through. However, mental health advocates say that the gaming industry and its fans have nothing to worry about.

    “Alcoholics don’t blame the company that makes the liquor,” said Roh Sung-won, an addiction specialist. “You don’t stop manufacturing cars because there are automobile accidents.”

    Playing For 3 Days Straight

    He recalls the owner of an internet cafe calling his hospital on behalf of a man who had been playing games for over 72 hours straight. But opponents of the classification say that such people aren’t suffering from gaming disorder, but are gaming because of some other underlying mental health issues.

    South Korea is far from the only nation grappling with compulsive gaming issues. Epic Games, the American creators of the immensely popular game Fortnite, is facing a class-action lawsuit from a Montreal-based firm for purposely putting out a game built to be addictive to teenagers.

    View the original article at thefix.com

  • Fortnite Being Sued For Designing Game To Be "As Addictive As Possible”

    Fortnite Being Sued For Designing Game To Be "As Addictive As Possible”

    Fortnite has previously been blamed for breaking up marriages and distracting students from schoolwork.

    The developer of the hugely popular online video game, Fortnite, is accused of designing the game to be “as addictive as possible,” with no effort to warn players of the addictive risk.

    Fortnite is free to download, but revenue is earned through in-game purchases such as outfits and “emotes” to customize a player’s virtual character. The game boasts nearly 250 million registered players around the world, its creator Epic Games revealed in March.

    Possible Class Action Lawsuit

    Now, a Montreal-based firm is seeking to file a class action lawsuit against Epic Games for not warning players that they may become hooked.

    The CBC reported on October 4 that the law firm, Calex Légal, filed a legal notice seeking authorization to launch the class action lawsuit, on behalf of parents of a 10- and 15-year-old.

    By playing Fortnite, players agree to waive their right to sue the company and must instead resolve any dispute in arbitration, according to the game’s terms of service. However, a Calex Légal attorney said that this “agreement” does not apply in Quebec, where companies are required by law to disclose any potential consumer risk associated with any product or service.

    Alessandra Esposito Chartrand, who is representing the plaintiffs, said that Epic Games not only designed the game to be “as addictive as possible,” the company also failed to warn players of the addictive risk.

    Lawyer Says There Was No Warning Of Game’s “Addiction Risks”

    “Epic Games, when they created Fortnite, for years and years, hired psychologists—they really dug into the human brain and they really made the effort to make it as addictive as possible,” said Chartrand. “They knowingly put on the market a very, very addictive game which was also geared toward youth.”

    They allege that the game triggers the release of “the pleasure hormone, dopamine” when played for a long period. 

    Epic Games failed to inform players of this risk, which is the company’s responsibility, the lawsuit argues.

    “In our case, the two parents that came forward and told, ‘If we knew it was so addictive [and] it would ruin our child’s life, we would never have let them start playing Fortnite or we would have monitored it a lot more closely,” Chartrand said.

    Waiting For Epic Games’ Response

    Epic Games has 30 days to respond to the legal action.

    The company is also involved in a federal case brought to the northern district of California in June, that alleges in part that Fortnite does not provide adequate “parental controls that would allow parents or guardians of minors to make informed decisions regarding in-app purchases.”

    According to Bloomberg, parents “have lost substantial amounts of money” from not being vigilant about their children making in-app purchases using their payment information.

    Last year, the World Health Organization classified “gaming disorder” as a diagnosable condition. Fortnite has been blamed for breaking up marriages and distracting students from schoolwork. Some young people are being sent away to receive help for their excessive playing.

    View the original article at thefix.com

  • South Korea Grapples With Line Between Pro-Gaming and Gaming Addiction

    South Korea Grapples With Line Between Pro-Gaming and Gaming Addiction

    Where is the line between professional gamer and person with with gaming disorder?

    South Korea, a country where e-sports flourishes, is grappling with a difficult question now that gaming disorder has become officially recognized by the World Health Organization: Is professional gaming actually gaming disorder?

    The answer, they’ve determined, is… not really. The WHO has a pretty narrow definition of gaming disorder, where video gaming takes over a person’s life to a point they neglect their family, friends, and job in favor of playing for an extended period of time.

    Pro Gamers Practice Self-Discipline 

    Representatives for professional gaming leagues say that the way in which pro-gamers play is quite the opposite of this.

    “Addiction is akin to social isolation. People who are addicted often display lack of interest in the world other than their obsession,” said Kim Jong-seong, a senior manager at the Korea e-Sports Association. “But esports is the opposite — it’s about bringing individual gamers out into the world to teamwork, connect with the mass and possibly gain fame.”

    The key difference, he argues, is in the self-discipline practiced by South Korean career gamers.

    “Furthermore, professional esports is systematic. For example, if the players spend 12 hours training, they would have specific hours for solo play training, group play training, with regular nutrition intake hours and workouts in between.”

    Not only that, but these gamers aren’t neglecting their professional life and financial responsibilities–they’re taking care of them by playing. Expert and sponsored League of Legends players in the country took in an average of 175.6 million won ($145,000 USD) last year. These surveyed gamers are also younger than the average salaryman at an average age of 20.8 years old. The oldest surveyed was 26, while the youngest was just 17.

    Can the Quest to Go Pro Lead to Gaming Addiction?

    But there is concern for those who toil away at these games to try and go pro but just can’t hack it. These players dedicate themselves to their game of choice at a young age, and experts worry that these youngsters could become addicted to gaming in the process.

    “Some scholars point to individuals’ innately impulsive nature as what causes substance addiction, but in the case of behavioral addiction like video game addiction, we don’t have enough evidence yet and socio-psychological factors might play a larger role,” said Prof. Ahn Woo-young, who researches psychology at Seoul National University.

    Examples of such socio-psychological effects include the availability of gaming in South Korea’s multitudes of internet cafes as well as children having to occupy themselves with digital entertainment waiting for their parents to return from busy work lives.

    Pathologizing Gamers

    “A rising number of young people around the world are becoming more passionate about games,” said Arnold Hur, the co-president of esports company Generation Gaming. “However, instead of embracing this trend, many societies have chosen to ignore or even stifle this growing interest. In doing so, passionate gamers are often at risk of becoming marginalized — perhaps even to the extent of being labeled as having a ‘gaming disorder.’”

    View the original article at thefix.com

  • What Tech Addiction Treatment Looks Like

    What Tech Addiction Treatment Looks Like

    Though the treatment has been described as intense, patients with gaming disorder say it has allowed them to regain control over their lives. 

    About 90 minutes south of Amsterdam, Jan Willem Poot helps treat young people who have gaming and other technology addictions at the Yes We Can clinic, one of the few facilities dedicated to helping youth overcome tech addictions. 

    “It is safe here,” Poot told The Guardian.  

    Poot, who is in recovery himself, recognized the need to provide treatment for gaming addiction, especially with few other options around. His patients come for a 10-week intensive treatment, with the option for four weeks of aftercare. They’re not allowed any tech devices, or any contact with the families during the first five weeks. 

    Although it is intense, patients like Tom, 17, say that the treatment at the Yes We Can clinic has allowed them to regain control over their lives. 

    “I changed through the course of the program, slowly but surely,” Tom said. “At first I was super anxious and I could not talk to anyone, but slowly I started to open up and became comfortable. I started to face my avoidant behavior and understand why I do it. I started to open up about my past and figure things out.”

    Tom, like any person with addiction, still copes with residual effects of his condition even now that he is in recovery. 

    “I still have a hard time. Life is not easy but I have learned to cope through the suffering and tough times,” he said. 

    Another patient at the clinic, Victor, 24, said that although people may be skeptical about gaming addiction, it was very real to him. 

    “It was helpful having treatment with other addicts. I recognized a lot of stories,” he said. “One time I heard a story from a guy who was an alcoholic, and without mentioning the word alcohol everything was my story. By seeing that it also helped me see that addiction is a wide and broad subject to talk about.”

    Poot said that more and more people are seeking treatment for gaming and other tech addictions. Last year he treated 90 people for gaming addiction, up from just 30 in 2016. Halfway through 2019, 55 people have come through the program. Poot says that with screens everywhere, it’s easy for technology to become an unhealthy coping mechanism. 

    “They have found a way to feel better just by being in the online world because it is escapism,” he said. 

    He’s even seeing more people come in for treatment for social media addiction, especially teenage girls. 

    “That has a lot to do with personality disorder, where they are so insecure they need confirmation by sending 20-30 selfies or Instagram posts a day—they need the likes to get confirmation that they are still attractive or liked,” he explained. 

    View the original article at thefix.com

  • When Does Hardcore Video Gaming Become An Addiction?

    When Does Hardcore Video Gaming Become An Addiction?

    Experts weigh in on the World Health Organization’s decision to add gaming disorder to its International Classification of Diseases.

    Many gamers know the feeling of playing for too long into the night and being just useless the next day, but that’s now something that could be indicative of gaming disorder as defined by the World Health Organization’s International Classification of Diseases.

    The WHO officially recognized gaming disorder last year, defining it as “impaired control over gaming.” The diagnosis is applicable to gamers who put their video gaming time ahead of everything else in their life, including work, study or relationships.

    Is It Really An Addiction?

    Many experts, including Dr. Kenneth Woog, were unsure if gaming should really be considered addictive.

    “In 2002, a lot of people [were] laughing at it and scoffing at it, saying it was ridiculous,” said Dr. Woog, who now treats gaming addiction. “But after doing my research in 2003 and 2004, I was pretty much convinced. I’d seen a few more clients and after I surveyed mental health professionals across the United States, I became convinced that it could be a real thing.”

    People may be slow to accept gaming as addictive because there isn’t a chemical component acting on the brains of gamers, suggests Dr. Alok Kanojia. The purely mental nature of video game addiction also means that a hard approach that includes abstinence is often not necessary.

    “I think sobriety for gamers involves understanding why do you play the game?” said Dr. Kanojia. “To understand the drives behind the game, and to try to replace those drives with healthy alternatives.”

    Personal Experience

    Dr. Woog and Dr. Kanojia, who play video games themselves, say that there are a lot of benefits to playing video games. In particular, social games like Fortnite are replacing the malls of yesteryear as a space where children can socialize. Dr. Kanojia says that he tries to help his patients find a healthy balance between video games and life, a lesson he himself had to learn as a university student.

    “I basically had less than a 2.0 GPA after two years of college because I was just playing a bunch of video games every night,” Dr. Kanojia recounted. “I was on academic probation, really trying to figure out what was going on and didn’t understand why some days I would wake up and be able to go to class and then other days not.”

    He took a break from school to study yoga and meditation in India.

    “I started to study myself, and figure out how games interact with me, what is it about the game that I really like, why can’t I wake up in the morning?” he revealed.

    Unfortunately, video game addiction isn’t being taken seriously enough in the United States, where proper diagnosis and treatment for gaming disorder is hard to find.

    View the original article at thefix.com

  • Lack of Gaming Addiction Treatment Options Raises Concern

    Lack of Gaming Addiction Treatment Options Raises Concern

    Getting treatment for gaming addiction is an expensive, arduous task in the US.

    Even with the World Health Organization classifying video game addiction as a mental disorder, there is still much debate as to whether an addiction to video games should still be a considered a serious concern or not.

    Gaming Disorder Cannot Be Diagnosed In The US

    A report on NPR explains that therapists are very concerned about technology addiction among adolescents, and that it’s hard to find the right treatment for it in the United States.

    NPR focused on a treatment facility in Minnesota, where Dr. Shalene Kennedy claims that 75% of the adolescents they work with are using too much technology. Even with the World Health Organization declaring video game addiction a mental disorder earlier this year, an individual can’t be officially diagnosed with having a gaming or technology addiction in the U.S. 

    Finding gaming addiction treatment for adolescents can be particularly difficult in the U.S. Trish Vanni, a pastor from Minnesota, tried to get her son into treatment for gaming addiction, and she said it was “a wasteland of help, an absolute wasteland. It was so frustrating. He couldn’t even leave the house, couldn’t hold a job, couldn’t be responsible for his rent and to his roommates.”

    Some Experts Believe Gaming Addiction To Be An Underlying Symptom Of A Mental Health Issue

    Some experts believe that video game addiction can be an underlying symptom of depression or anxiety or even another addiction. Vanni says her friends would assuage her concerns by noting that her son “could be addicted to drugs.” Vanni soldiered on looking for treatment as his addiction became more “acute.”

    Trying to find treatment across the country, there were only a few retreats that met her son’s needs but they came at a high cost, with treatment plans costing tens of thousands of dollars.

    Finally, she was able to connect her son with Julian Sheats, a man from St. Paul who overcame a gaming habit. Sheats and Vanni’s son work the 12-step program, and Sheats feels if gaming addiction could be properly diagnosed in the U.S., it would make it a lot easier for people to get help for it.

    “It’s not something you have to be confused about or feel like an outsider about,” Sheats explains. “Rather, you just have a medical condition just as much as if you had rheumatoid arthritis, I think would relieve a lot of the stress of these young individuals.”

    View the original article at thefix.com

  • Researchers Create Psych Test For Gaming Addiction

    Researchers Create Psych Test For Gaming Addiction

    The test allows users to compare their results with others to see how their gaming habits line up to the greater population.

    Now that video game addiction is a recognized mental disorder, a new test aims to help people determine if they suffer from it.

    Last month, the World Health Organization (WHO) officially recognized video game addiction as a mental disorder. Now, academic researchers from the UK, Germany, China and Australia have banded together to create a test to help people determine if they have it. 

    Like many types of addiction, simply engaging in gaming is not in itself a mental disorder. However, gaming addiction does become a mental disorder of a person plays so excessively that they begin to experience detrimental effects on other aspects of their life for a time span of more than a year.

    The researchers have publicly released the test online in the form of a five to 10 minute quiz. In its current form the quiz rates its takers on a scale with a maximum score of 20, with a higher score indicating a greater tendency towards gaming addiction.

    However, there is no definitive score that defines addiction, with the test instead comparing your results with everyone else’s to allow you to see how your gaming habits line up to the greater population. The test also determines your personal motivations for gaming, be it to kill time, compete with others, or to cope with negative emotions.

    Of 550 gamers tested in the UK and China, 36 of them meet the WHO’s criteria for video gaming addiction, defined as “impaired control over gaming” as well as gaming taking “precedence over other interests and daily activities” with a continued pattern of such behavior even after repeated negative consequences.

    At the end of May, the WHO announced that gaming addiction would be officially recognized in their newest revision of the International Statistical Classification of Diseases and Related Health Problems (ICD-11), which is due at the beginning of the year 2022. The move gained a lot of attention from critics, including video gaming media outlets.

    The Entertainment Software Association blasted the move, stating that it “recklessly trivializes real mental health issues like depression and social anxiety disorder.”

    The announcement also drew ire from heath experts.

    “It’s really a junk diagnosis,” said Christopher J. Ferguson, PhD, a mental health provider who co-wrote a journal article saying that the WHO’s diagnosis provided “little clarity… regarding diagnostic criteria and appropriate symptoms.”

    View the original article at thefix.com

  • Video Game Addiction Is Officially Classified As A Mental Disorder

    Video Game Addiction Is Officially Classified As A Mental Disorder

    WHO’s decision has been met with opposition from the gaming industry and other critics. 

    The World Health Organization (WHO) announced that “gaming disorder” will be included in an upcoming revision of its International Statistical Classification of Diseases and Related Health Problems (ICD-11).

    The disorder is defined as a “pattern of persistent or recurrent gaming behavior” which manifests itself in a variety of symptoms, including “impaired control over gaming.” The decision has garnered controversy from both the entertainment software community and some mental health professionals, who have described the decision as a “junk diagnosis.”

    Gaming disorder will be listed in ICD-11 as part of its chapter on “mental, behavioral or neurodevelopmental disorders.”

    As Polygon noted, the language for the disorder – which was finalized in 2018 and formally adopted May 25, 2019 – is nearly identical to ICD-11’s description of “gambling disorder,” which precedes it in the chapter. 

    Gaming disorder applies to behavior exhibited during “digital gaming” or “video-gaming” which may be online or via gaming systems. Those diagnosed with “gaming disorder” may exhibit “impaired control over gaming,” as well as “increased priority” to gaming “to the extent that gaming takes precedence over other life interests and daily activities.”

    The revision that will include gaming disorder will take effect on January 1, 2022.

    Response from the gaming industry has been largely negative; a joint statement issued by European industry members and seven other nations noted that the disorder “is not based on sufficiently robust evidence to justify its inclusion in one of the WHO’s most important norm-setting tools.”

    The Entertainment Software Association also voiced its opposition in 2018, writing that the inclusion in ICD-11 “recklessly trivializes real mental health issues like depression and social anxiety disorder.”

    Some mental health providers have also voiced opposition to the WHO’s decision. “It’s really a junk diagnosis,” said Christopher J. Ferguson, Ph.D to Polygon 2018. Ferguson co-authored a journal article, which was published in Professional Psychology: Research and Practice, which said that the organization’s definition of gaming disorder showed “little clarity… regarding diagnostic criteria and appropriate symptoms.

    Ferguson’s co-author, Anthony M. Bean, also suggested to Polygon in 2017 that the WHO was pressured into adding gaming disorder to ICD-11 by Asian member states, where gaming addiction is widely considered to be a serious problem to be dealt with through strict, often draconian measures. The WHO responded to the article by noting that their decision was based “entirely on the available scientific evidence and experiences with such health conditions in different countries, not limited to Asian countries.”

    View the original article at thefix.com

  • Everything you think you know about addiction is wrong | Johann Hari

    Everything you think you know about addiction is wrong | Johann Hari

    What really causes addiction — to everything from cocaine to smart-phones? And how can we overcome it? Johann Hari has seen our current methods fail firsthand, as he has watched loved ones struggle to manage their addictions. He started to wonder why we treat addicts the way we do — and if there might be a better way. As he shares in this deeply personal talk, his questions took him around the world, and unearthed some surprising and hopeful ways of thinking about an age-old problem.

    TEDTalks is a daily video podcast of the best talks and performances from the TED Conference, where the world’s leading thinkers and doers give the talk of their lives in 18 minutes (or less). Look for talks on Technology, Entertainment and Design — plus science, business, global issues, the arts and much more.

    View the original article at ted.com