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Thesis Statement: The Psychological Addiction of the Role-Playing Computer Game

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Shanlax press

Sivakumar I. , RAJA SURYA.S

Gaming addiction or disorder occurs when adolescents compulsorily play video games for long hours - until it begins to impair in family, social, personal, educational, and other vital areas of life. Video gaming can become addiction that can damage your health and relationship. WHO officially recognized "gaming disorder" as a mental health conditions. More than 2 billion people play video games globally; 3-4 percent of gamers are addicted to video games. In 2020, worldwide video game addiction statistics show that 94 percent of gaming addicts were male and only 6 percent were female. The research based on qualitative analysis. The study reveals that the prolonged gaming releases dopamine, which can negatively affect impulse control, it also affects the frontal cortex of the brain, similar to the effects of cocaine. In rare and extreme cases, deaths have resulted from excessive video game playing. At the same time gaming can provide a way for people to interact with each other, it helps to who can have challenges with traditional modes of communication.

thesis statement about gaming addiction

Mark D Griffiths

Aims. The current study explored the nature of problematic (addictive) video gaming and the association with game type, psychosocial health, and substance use. Methods. Data were collected using a paper and pencil survey in the classroom setting. Three samples were aggregated to achieve a total sample of 8478 unique adolescents. Scales included measures of game use, game type, the Video game Addiction Test (VAT), depressive mood, negative self-esteem, loneliness, social anxiety, education performance, and use of cannabis, alcohol and nicotine (smoking). Results. Findings confirmed problematic gaming is most common amongst adolescent gamers who play multiplayer online games. Boys (60%) were more likely to play online games than girls (14%) and problematic gamers were more likely to be boys (5% ) than girls (1%). High problematic gamers showed increases on depressive mood, loneliness, social anxiety, negative self-esteem, and self-reported lower school performance. Nicotine, alcohol, and cannabis using boys were almost twice more likely to report high PVG. Conclusions. It appears that online gaming in general is not necessarily associated with problems. However, problematic gamers do seem to play online games more often, and a small subgroup of gamers – specifically boys – show decreased psychosocial functioning and lower grades. Moreover, associations with alcohol, nicotine, and cannabis use are found. It would appear that problematic gaming is an undesirable problem for a small subgroup of gamers. The findings encourage further exploration of the role of psychoactive substance use in problematic gaming.

Edra Ayuningtiaz

International Journal of Mental Health and Addiction

Charlotte Wittek

Current Psychiatry Reviews

Video gaming has become a popular leisure activity in many parts of the world, and an increasing number of empirical studies examine the small minority that appears to develop problems as a result of excessive gaming. This study investigated prevalence rates and predictors of video game addiction in a sample of gamers, randomly selected from the National Population Registry of Norway (N=3389). Results showed there were 1.4 % addicted gamers, 7.3 % problem gamers, 3.9 % engaged gamers, and 87.4 % normal gamers. Gender (being male) and age group (being young) were positively associated with addicted-, problem-, and engaged gamers. Place of birth (Africa, Asia, South- and Middle America) were positively associated with addicted- and problem gamers. Video game addiction was negatively associated with conscientiousness and positively associated with neuroticism. Poor psychosomatic health was positively associated with problem- and engaged gaming. These factors provide insight into the field of video game addiction, and may help to provide guidance as to how individuals that are at risk of becoming addicted gamers can be identified.

Alex Blaszczynski

Research suggests that excessive online gaming may lead to symptoms commonly experienced by substance addicts. Since games are particularly appealing to children and adolescents, these groups may be more at risk than other groups of developing gaming addiction. Given these potential concerns, a literature review was undertaken in order (i) to present the classification basis of online gaming addiction using official mental disorder frameworks, (ii) to identify empirical studies that assess online gaming addiction in children and adolescents, and (iii) to present and evaluate the findings against the background of related and established mental disorder criteria. Empirical evidence comprising 30 studies indicates that for some adolescents, gaming addiction exists and that as the addiction develops, online gaming addicts spend increasing amounts of time preparing for, organizing, and actually gaming. Further evidence suggests that problematic online gaming can be conceptualized as a behavioral addiction rather than a disorder of impulse control.

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Correlates of Video Game Addiction

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Video game addiction often leads to a tremendous burden on those afflicted with the condition, draining their time, resources, and life away until they have nothing left. To further elucidate the problem of video game addiction, the current research examines the level of video game addiction of 111 participants, along with their motivation for their addictive behaviors, the quality of life of addicted individuals, and possible relations between video game addiction and other forms of addiction. Results of the current research indicate a correlation between addictive video game use and depression, alcohol use, a desire for escapism, a need for … continued below

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Langley, Alex December 2010.

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Video game addiction often leads to a tremendous burden on those afflicted with the condition, draining their time, resources, and life away until they have nothing left. To further elucidate the problem of video game addiction, the current research examines the level of video game addiction of 111 participants, along with their motivation for their addictive behaviors, the quality of life of addicted individuals, and possible relations between video game addiction and other forms of addiction. Results of the current research indicate a correlation between addictive video game use and depression, alcohol use, a desire for escapism, a need for social interaction, and lack of self-control. The results of a multiple regression indicate that, amongst the various research factors, depression is the factor with the most significant link to addictive video game use, implying a dangerous correlation between mental health and an addictive behavior that some erroneously disqualify as a true addiction.

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Effect of online game policy on smartphone game play time, addiction, and emotion in rural adolescents of China

Qiongyao yang.

1 Department of Psychiatry, Chaohu Hospital of Anhui Medical University, Hefei, 238000 China

2 Anhui Psychiatric Center, Anhui Medical University, Hefei, China

3 School of Mental Health and Psychological Sciences, Anhui Medical University, Hefei, China

4 Department of Psychiatry, The Fourth People’s Hospital of Maanshan, Maanshan, China

Yueyue Zhang

Xiaoping yuan, chuanchuan chen, yongjie zhong, wenhui wang, miaomiao zhang, yating yang, huanzhong liu, associated data.

The datasets used and/or analyzed during the current study are available from the corresponding author on reasonable request.

Smartphone game addiction has emerged as a major public health problem in China and worldwide. In November 2019 and August 2021, the National Press and Publication Administration of China implemented two increasingly strict policies, as a means of preventing smartphone game addiction in adolescents aged 18 or below. This study aimed to analyze the effect of the policies on smartphone game play time, addiction, and emotion among rural adolescents in China.

We sent the questionnaire to rural adolescents through the online survey tool Questionnaire Star, a professional online survey evaluation platform. The questionnaire included demographic data, smartphone use survey, smartphone game addiction and emotion evaluation scales. The Smartphone Addiction Scale-Short Version (SAS-SV) measured adolescents’ smartphone game addiction. The Short Version of UPPS-P Impulsive Behavior Scale (SUPPS-P) and Social Anxiety Scale for Children (SASC) measured emotion. According to SAS-SV score, the enrolled rural adolescents were divided into addiction group and non-addiction group. The t -test, Chi-square test, and repeated measure ANOVA assessed the effect of the policies on adolescents’ smartphone game addiction and emotion.

Among enrolled 459 rural adolescents with a mean age of 14.36 ± 1.37years, 151 (32.90%) were in the addiction group and 308 (67.10%) were in the non-addiction group. Adolescents in the addiction group were older, more male, and higher grade. There were time and group effects between the two groups in playtime. After a year of policies implementation, the weekly game time dropped from 3.52 ± 1.89 h to 2.63 ± 1.93 h in the addiction group and from 2.71 ± 1.75 h to 2.36 ± 1.73 h in the non-addiction group. There were also time and group effects in SAS-SV and SASC scores, but not for SUPPS-P score. In the addiction group, the SAS-SV score dropped from 41.44 ± 7.45 to 29.58 ± 12.43, which was below the cut-off value for addiction, and the level of social anxiety was consistently higher than non-addiction group.

Conclusions

The playtime of rural adolescents spent on smartphone games has decreased significantly due to the restriction of the policies rather than the lack of addiction or social anxiety. The policies had practically significant effects in reducing smartphone game play time for rural adolescents in China.

With the rapid development of technology, the Internet has gradually penetrated all aspects of people’s work and life. According to the China Internet Network Information Center (CINIC) data, as of June 2022, the number of Chinese netizens was 1.051 billion, with 10-19-year-old netizens accounting for 13.5%, and the average weekly Internet time of netizens was 29.5 h [ 1 ]. The Internet provides great convenience for learning and leisure, but smartphone overuse or gaming disorder has significant consequences for adolescents. Prolonged use of electronic device was found to be related to physical discomfort, including eye discomfort, musculoskeletal discomfort (wrist, neck, shoulder and back), obesity, sleep deprivation and insufficient physical activity [ 2 – 6 ]. Gaming disorder may lead to several negative mental health problems such as depression, social anxiety, stress, suicide ideation and substance abuse [ 2 , 6 ]. In addition, studies have reported that students with gaming disorder had poorer academic achievement. This may be explained by poor time management resulting in most of the time being spent on games and poor sleep quality leading to a lack of in-class concentration [ 7 – 9 ].

At present, whether smartphone addiction meets the criteria for addiction is controversial [ 10 ], while the International Classification of Diseases (11th Revision) formally defined gaming disorder as addictive behavior in May 2019 [ 11 ]. The problem of adolescents addicted to online games has emerged as serious public health problem. However, the etiology of gaming disorder is not fully understood. Some researchers have suggested that the incidence of addictive behaviors in adolescents increases due to the immaturity of cognition and brain development [ 12 ]. Multiple protective and risk factors have been considered to be associated with gaming disorder [ 13 ]. Self-control, positive parent–adolescent relationship, high levels of school connectedness are protective factors [ 13 , 14 ]. Impulsivity, maladaptive cognitions and motivations, hostility, deviant peer affiliation, family conflicts, school bullying are positively correlated with gaming disorder [ 2 , 13 – 15 ].

The prevalence of gaming disorder varies widely due to the lack of standard definition and heterogeneity in demographics and research methodology. It was reported that the overall prevalence of gaming disorder was 3.3% in general populations [ 16 ], while in adolescents it was 4.6% [ 17 ], indicating that the prevalence of gaming disorder among adolescents is higher. Gaming disorder is more prevalent in Asian countries, a meta-analysis conducted in 2022 that calculated the prevalence of gaming addiction in East Asia as 12% [ 18 ]. A survey of participants from 34 provinces in China showed that the prevalence of gaming disorder among adolescents was 17.0% [ 2 ], and the prevalence was higher among adolescent males than females (19.2% versus 7.8%) [ 19 ]. It was reported that there was a gap between urban and rural Internet use among Chinese minors [ 20 , 21 ]. Compared with urban areas, the proportion of mobile phone dependence was higher in rural students, while the proportion of Internet time restricted by parents was lower. The reported prevalence of Internet addiction among left-behind children was higher than that of non-left-behind children due to the lack of parent-child communication and parental supervision [ 22 ].

In response, governments around the world have taken regulatory measures to reduce the time of children and adolescents on video games, and those depend on the values and policy goals of various governmental departments [ 23 – 25 ]. In the Western world, video game-related regulations are mainly limited to the rating systems evaluating content and age-appropriateness, such as the Pan European Game Information (PEGI) rating system used in Europe and the Entertainment Software Rating Board (ESRB) used in North America [ 23 ]. Compared with the policies implemented by Western countries, Asian countries have clear regulations and mainly aimed at adolescents [ 23 , 24 ]. The policies limiting the availability of the game include Shutdown system implemented by Thailand, Vietnam, South Korean, China, Selective Shutdown Policy in South Korea, anti-online game addiction system in China, etc. More specifically, for instance, the ‘Juvenile Protection Act’, also known as the Cinderella Law, prohibited individuals under the age of 16 from playing games between 12 midnight and 6 am in South Korean in 2011, which was formally abolished due to it was outdated and basically ineffective in 2021 [ 25 , 26 ].

In mainland China, governmental regulation of play time is consistent. Drawing on international experience and based on China’s national conditions, the Chinese government has adopted a series of policies to prevent minors from becoming addicted to online games. The National Press and Publication Administration of China (NPPA), one of the agencies directly under The State Council, is in charge of the administration of press and publication and copyright throughout the country. Since 2005, NPPA has organized and formulated the Development Standards and the Real-Name Authentication Scheme of Online Game Anti-Addiction System [ 27 ]. In November 2019, NPPA issued a notice to prevent adolescents aged 18 or below from becoming addicted to online games. The policy emphasized the strict implementation of real-name registration and logins, and online game companies could provide no more than one and a half hours of service to minors on ordinary days, with the limit set at no more than three hours on official holidays [ 28 ]. The Law of the People’s Republic of China on the Protection of Minors (2020 Revision) put forward protection measures against minors’ Internet addiction, such as online game service providers shall, in accordance with the relevant regulations and standards of the State, classify game products, make age-appropriate warnings, and take technical measures to prevent minors from accessing inappropriate games or game functions (Article 75, paragraph 3) [ 29 ]. In December 2020, Online Game Age- Appropriate Tip officially entered the trial stage and provided three different age marks: green 8+, blue 12 + and yellow 16+. For different age levels, the implementation of different game systems, play time, game payment and other operations [ 30 ]. In August 2021, NPPA issued stricter regulations to prevent gaming addiction. New regulations required online game companies to allow minors to play only from 8 pm to 9 pm on Fridays, weekends, and official holidays. Press and publication administrations at all levels shall strengthen supervision and deal with companies that fail to put measures in place [ 31 ].

There are a large number of left-behind children in rural China, and guardians cannot effectively restrict children’s use of smartphones, which aggravates their addiction to smartphones. At present, smartphone management is a common problem. There are few studies on smartphone game addiction among children in rural areas, and it is imperative to know whether anti-addiction policies reduce the use of smartphones by these children. The main objective of this study was to explore the relationship between anti-addiction policies and smartphone gameplay time, addiction and emotion among rural adolescents in China.

Study participants and data collection

A questionnaire was distributed to rural adolescents through the online survey tool Questionnaire Star starting in September 2021 to collect relevant data, and follow-up visits were conducted in March and September 2022, respectively. The questionnaire includes demographic information, smartphone use characteristics and scale assessments. Informed consent was obtained from the legal guardians of minors involved in the study. Adolescents aged 10–18 who had played smartphone game once or more were included in the study. Exclusion criteria included never having played smartphone game, under 10 years old, over 18 years old, not willing to participate in the study. This study was approved by the ethical review board of Chaohu Hospital of Anhui Medical University, which conformed to the principles embodied in the Declaration of Helsinki.

Assessment instruments

Smartphone addiction scale-short version (sas-sv).

The SAS-SV is a short version that contains only 10 items with a 6-point Likert scale (1: ‘‘ strongly disagree ’’ and 6: ‘‘ strongly agree ’’) to evaluate smartphone addiction by self-reporting. Compared with SAS, the SAS-SV provides a cut-off value to evaluate the level of addiction and treatment effect, which is better as an appropriate tool for evaluating smartphone addiction in adolescents. The Cronbach’s alpha of the SAS-SV is 0.91 [ 32 ].

Short version of UPPS-P impulsive behavior scale (SUPPS-P)

The SUPPS-P consists of 20 items assessing five distinct facets of impulsivity, with 4 questions in each dimension, including negative urgency (α = 0.78), lack of premeditation (α = 0.85), lack of perseverance (α = 0.79), sensation seeking (α = 0.74), and positive urgency (α = 0.78). A 4-point Likert scale is used for scoring, and some items are coded in reverse, with higher total scores indicating higher impulsivity. The SUPPS-P is considered a valid and reliable alternative to the original UPPS-P [ 33 ].

Social anxiety scale for children (SASC)

The SASC consists of 10 items by self-report measure with two factors. Factor 1 is labeled fear of negative evaluation (FNE) with 6 items, and factor 2 is labeled social avoidance and distress (SAD) with 4 items. Anxiety is significantly correlated with FNE and SAD factors. The scores range from never true (0) to sometimes true (1) to always true (2), and several items indicate higher levels of anxiety with lower scores. The standardized alpha reliability coefficient is 0.76 for SASC, and the test-retest reliability is 0.67 [ 34 ].

Statistical analysis

The mean and standard deviation (SD) for quantitative variables and percentage for categorical variables were used to describe the characteristics of participants. The t -test, Chi-square test, and repeated measure ANOVA were used to compare the differences between the two groups to assess the effect of the policies on adolescents’ smartphone game addiction and emotions. All statistical analyses were analyzed using SPSS software (version 16.0), and statistical significance was set at a level of two-sided p < 0.05.

Demographic characteristics of all enrolled rural adolescents

A total of 459 adolescents completed the study with an average age of 14.36 ± 1.37. Participants were divided into addiction and non-addiction groups based on SAS-SV scores (over 31 points for males, over 33 points for females). There were 151 (32.9%) participants in the addiction group with an average age of 14.58 ± 1.26(minimum,12; maximum,17), and 308 (67.10%) in the non-addiction group with an average age of 14.26 ± 1.40(minimum,11; maximum,18). There were statistical differences in gender and grade distribution between the two groups. Most adolescents came from two-parent families (86.27%), and the proportion of only children was low (20.92%). No significant difference was found in who they lived with or their parents’ educational background between the two groups. The main characteristics of participants are presented on Table  1 .

Demographic data of all enrolled rural adolescents

Comparison of smartphone use habits between the two groups

The survey found that 54.90% of rural teenagers had their own mobile phones. There were no significant differences in smartphone use habits between the two groups. They often used mobile phones to watch videos, make calls, learning, play games and so on. 87.15% of the adolescents had played mobile games, and more than half of them played mobile games for the first time in grade 3–6 in primary school. Table  2 shows the specific smartphone usage habits among the two groups of participants.

Effects of the policies on playtime and emotion for the two groups

Table  3 summarizes the changes in smartphone use time and mood of two groups before and after the implementation of the policies. The total number of participants who completed all assessments was 459. There were time and group effects between the two groups in play time. The addiction group spent more time in smartphone game than the non-addiction group at a year ago. With the implementation of the policy, the time spent on smartphone game decreased significantly in both the two groups. Moreover, there is no significantly difference in play time between the two groups now. There were time and group effects between the two groups in the SAS-SV and SASC scores. The SAS-SV scores of the addiction group were significantly higher than those of the non-addiction group, and the scores of the addiction group decreased significantly after the policy was implemented. The SASC score of the addiction group was always higher than that of the non-addiction group, and only the decrease in the non-addiction group was significant. Based on the SUPPS-P, no statistical difference in impulsivity were found between the two groups.

Play time and emotion evaluation of all participants

Abbreviations: SAS-SV, Smartphone addiction scale-short version; SUPPS-P, Short version of UPPS-P impulsive behavior scale; SASC, Social anxiety scale for children. Compare with addiction group, ** P < 0.01; *** P < 0.001

The play time of rural adolescents spent on smartphone game has decreased significantly after the implementation of the policies. It was reported that the prevalence of gaming disorder increased for adolescents during the COVID-19 pandemic [ 35 , 36 ]. The data showed the prevalence of minors playing mobile games was 53.2% in China in 2021, down 3.2% points from 2020 [ 21 ]. In 2022, the weekly gaming time of minors was further reduced after the policies were implemented in China, such as 75.49% of minors played less than 3 h per week in 2022 and 67.76% in 2021 [ 37 ]. The participants’ mean SAS-SV score was below the cut-off value for addiction after the new regulations had been implemented for one year. It is reasonable for this study to conclude that the policies have practically significant effects in reducing smartphone gameplay time for rural adolescents in China.

The results found that adolescents in the addiction group were older, more male, and higher grades than those in the non-addiction group, which is consistent with previous researches [ 6 , 38 ]. Boys spend the most time on gaming, but girls were more likely to engage in social media [ 39 ]. Study found excessive smart device use for leisure more prevalent than learning among adolescents [ 3 ], and minors tend to devote their time to short videos after gaming is restricted [ 37 ]. Maladaptive cognitions, psychological features and relevant brain areas were found to be associated with sexual dimorphism and gaming disorder [ 19 , 40 ]. Such sex differences should be noted in future studies. Some external factors were associated with a higher risk of gaming disorder, including single-parent families, low socio-economic status, low mother’s education level, poor family relationships, excessive use of video games by parents, and physical or verbal abuse exerted by parents [ 41 , 42 ]. Our study did not find any correlation between family background and gaming disorder, which may be related to the fact that the sample came from rural children in the same area.

However, the result showed that 45.03% of the adolescents in the addiction group did not have their own smartphone. We know that a proportion of adolescents are using family members’ mobile phones or borrowing others’ mobile phones to play games. Grandparents, out of coddling their grandchildren, may give mobile phones to children without restraint. In addition, they may increase the time of smartphone games through some circumvention methods, including registering with the real name of the parents’ ID card, fraudulently obtaining facial recognition from family members, using other relatives, friends and other adults’ identity information, borrowing or buying game accounts to bypass the supervision of the anti-addiction system. At present, accurate identification of minors online is a challenging task.

High impulsivity and low self-control are key risk factors of gaming disorder, and adolescents with high impulsivity may exhibit heightened spontaneous responses to behavioral cues to games, especially among male adolescents [ 15 , 38 ]. The current study did not find a statistical difference in impulsivity between the two groups, and one reason for this may be that the sample being from a non-clinical background. Social anxiety is reportedly associated with behavioral addictions [ 43 , 44 ]. Individuals with gaming disorder tend to have less face-to-face interaction because they spend most of their time playing games. Studies showed that social anxiety was lower when interacting online than offline, socially anxious gamers believe that online communication can avoid the distress of face-to-face social interactions, and the negative metacognitions about online gaming played a mediating role in the relationship between social anxiety and gaming disorder [ 44 , 45 ]. Social anxiety would elevate gratification of Internet gaming, which has also been suggested to result in gaming disorder [ 46 ].

The prevention of adolescents’ addiction to online games requires the cooperation of the government, schools, families and enterprises. China is one of the few countries in the world that have national measures to prevent public health hazards of online games. In practice, the truly implementation is conducive to the prevention and treatment of gaming disorder. Internet usage reportedly declined only in the first two years after the Cinderella Law was implemented in South Korea [ 47 ], suggesting the importance of translating policies into action and keeping up with the times. In the future, research and development protection procedures should be strengthened, and anti-addiction systems should be continuously upgraded to prevent bypassing supervision. Game companies and platforms should continue to improve social responsibility, strictly implement anti -addiction policies, and provide high -quality and healthy game products. Schools should strengthen publicity and education, carry out various activities, strictly standardize terminal equipment management, promote parents’ performance of monitoring responsibilities, and ensure that primary and secondary school students grow up healthily under a good network environment. Parents should establish a harmonious parent -child relationship with their children and increase their companionship. Additionally, parents should play an exemplary role, guide their children to use the network correctly and limit play time reasonably because study showed restrictive parental mediation produced a boomerang effect, which increasing child-parent conflict and possibly exacerbating addictive use [ 48 ].

The study has several limitations. First, the generalization of the results to adolescents may be limited because our study was conducted among rural adolescents, more research based on large samples, urban and rural integration should be conducted to verify those figures. Second, participants smartphone use time was based on self-reporting, without standard records, and time management software is conducive to truly understanding of smartphone usage. Third, the effect of anti-addiction policies is presented indirectly because it is affected by multiple potentially confounding factors. However, it is reasonable to interpret the effectiveness of policies in the context of domestic longitudinal survey reports on Internet use among minors. Taking the Cinderella Law in South Korea as an example, further research should be conducted on whether policies are directly effective and long-term effective. Additionally, this study only explored the effectiveness of the policies and did not further explore the reasons for the high prevalence of gaming disorder among rural adolescents, which is very important for preventing and reducing excessive gaming. Last, common Internet-based addictive behaviors, including Internet addiction, online gaming disorder, online gambling disorder, pornography use, and smartphone use disorder. Research targeting a specific purpose may be conducive to understanding behavioral addiction.

After the policies of firmly preventing minors from being addicted to online games was implemented, smartphone gameplay time decreased significantly among rural adolescents in China. Due to the high prevalence and adverse effects of gaming disorder, for the healthy growth of adolescents, the anti-addiction system still needs to be upgraded, and parents should strengthen the supervision of adolescents using mobile phones. Adolescents with gaming disorder commonly have emotional problems, healthcare providers should provide psychological intervention. Due to lack of evidence-based clinical interventions, prevention-oriented and comprehensive intervention are important principles in dealing with game disorder.

Acknowledgements

The authors thank Chaohu Hospital of Anhui Medical University.

Abbreviations

Authors’ contributions.

K.Z. and H.L. designed the study. Q.Y. and HO.W. wrote the main manuscript text and K.Z. and Q.Y. prepared Tables 1, 2 and 3. HA.W.,W.L.,Y.Z.,YI.Y.,X.Y.,C.C.,Y.W.,Y.Z.,W.W.,M.Z. and YA.Y. performed the stduy and collected the data. All autuors reviewed the manuscript.

This study was supported by grants from the China International Medical Exchange Foundation (Z-2018-35-2002) (to KZ), the University Natural Science Research Key Project of Anhui Provincial Department of Education (2023AH050647) (to KZ), the Research Fund of Anhui Medical University (2020xkj051) (to KZ), and the Anhui Province Outstanding Young Talents Support Program (gxyqZD2022022) (to KZ). The funders had no role in the study design, data collection, and analysis, decision to publish, or preparation of the manuscript.

Data Availability

Declarations.

The authors declare no competing interests.

This study was approved by the ethical review board of Chaohu Hospital of Anhui Medical University, which conformed to the principles embodied in the Declaration of Helsinki. Informed consent was obtained from the legal guardians of minors involved in the study.

Not applicable.

Publisher’s Note

Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

Qiongyao Yang, Han Wang, Hongye Wu and Wei Li contributed equally to this work.

Essay on Video Games Addiction

Addiction to anything happens when it starts being used excessively and when without it something seems incomplete in life. Like the additions of tea and coffee, now people are also getting additions of video games . From morning till night, they have started living in captivity of android phones or laptops. While doing some work, many people are seen playing games on their phones even during a slightest break. Such people are so lost in their world of games that they do not remember their stop in the bus and train or other important works. This situation can be very stressful if not controlled in time.

Although gaming addiction is a new word, there is no difference between it and other addictions. Just like a drug addict needs drug all the time. In the same way in video gaming addiction, one needs to play a video game all the time. If he does not get to play the game, he starts getting restless. People with gaming addiction spend most of their day playing video games. It is not just the youngsters playing big games on the computer but adults are also involved. Younger children and older people may get addicted to it.

Long and Short Essay on Video Game Addiction in English

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Here some long and short important essay on video game addiction in English are given into different word limits according to the need and requirement of students. These essays will provide you the specific knowledge of the affects of playing video games.

You will know about the symptoms and adverse effect of playing video games continuously. It is also discussed in the essay on video game addiction that how people get attracted towards them and spent their valuable time on it and get addicted.

You can use the essay on video game addiction in your school assignments on video games or in discussions on the subject with your classmates and teachers. You will also get aware about the facts that how video games leave their good and bad impact on its users.

Essay on Video Game Addiction – 1 (200 Words)

Video game addiction is also known by the term gaming disorder. It is known as an irresistible use of video games that promotes significant imbalance in the various life realms over a long period of time.  Too much indulgence into anything or work leads to addiction. Addiction can ruin the life of any human being, because in this man becomes crazy about the things he is addicted to.

Any kind of addiction causes loss of health, money, relationship and respect for human beings. World Health Organization has described video gaming addiction as a mental disorder.

The common children will enjoy this most, but the truth is that gaming could lead to a level where one can feel lonely and becomes an introvert personality. Instead of playing outside the children have preferred playing games on their electronic gadgets at home.

This makes them physically unfit and it can also cause problems in the eyes. Children who play games tend to talk less to the people around them and in this way they get lonely because they spend most of their time at home with their gadgets.

Children become flabby with this habit and this also causes problems in their careers in future. Many researchers have also revealed that men are more addicted to gaming than women.

Essay on Video Game Addiction – 2 (300 Words)

Excess of anything is harmful. Likewise, if a child plays excessive games on a portable device, such as on a TV, or on a computer, it can affect his/her life. Playing games is a great source of entertainment for children, but its addiction can become very harmful to children’s health. Children who are addicted to video games are affected both emotionally and physically. Gaming addiction not only affects their health but also their studies. In addition, children who are addicted to video games do not participate in any social things.

Children who are addicted to playing games are unable to concentrate and to take interest either in their work or studies. If children play games for a long time, this affects their education very badly. Due to the addiction of playing games, children also face problems in getting good sleep.

Apart from this, due to the addiction of the game, children remain deprive of sleep late nights and can’t sleep for the recommended hours of sleep. Inadequate sleep is harmful to their overall health.

Children who are addicted to playing games are always seen playing games all the time. They are socially separated from people and at the same time they do not want to attend any social event. Because of this their mental health is not fully developed.

Gaming addiction affects their behavior. Children become irritable due to gaming addiction and they get angry on every small issue.

If these symptoms are seen in any child then we should have to teach them to spend more time with family and friends. Set a time limit for any task and say them to follow it seriously. Do not allow children to use more mobiles, laptops and internet and keep an eye on them. Despite all the efforts, if the children are not able to distance themselves from these digital games then there should be no hesitation in seeking psychological help.

Essay on Video Game Addiction – 3 (400 Words)

According to experts, the heart of a person with gaming addiction does not fill up very easily. In this, the person is constantly excited to play games. Things like crossing new levels and making high scores make them excited to play more. He keeps playing games all the time without thinking about himself and the works. It is believed that mental satisfaction is also hidden behind it.

The personal life of many people who play more games is not very good. They are not able to achieve in the real world what they achieve in the game. So they spend much time in the artificial world of games more than the outside world. The gaming addiction has increased so much that it has been declared as ‘mental illness’.

The people, who have been addicted to play the video games, start getting restless. Their minds do not agree to do any other work. A person addicted to playing video games tries to stay away from the world. He wants to spend as much time playing games as he can.

As this intoxication of video gaming increases, the person suffering from it becomes more mentally disturbed. Sometimes they also have to face depression. Many things like sleeplessness during night, headache, red eyes, waist ache and pain in the neck happen to the person if he plays more games. Many addicted people do not even eat properly. The most important thing for them is to remain in the game. More anger is also a symptom of gaming addiction.

Gaming addition has become a big problem today, but it can be removed and for this extra ordinary strong willpower and patience are needed. There is no harm in playing video games. The video games can be played to keep boosting the mood but it should be played for a limited time. It is also very important to have ‘family time’ in order to emerge from it. Sitting and talking and playing with family are good methods to keep distance from video games. The most important of these is to give time to you. You know about yourself better so enjoy from your other hobbies. Go somewhere to roam.

Games addiction affects a person’s mental health. In this case, we must take some precautions or else this problem can be harmful to the individual’s overall health. The amount of time the addicted person gives to the game, if he gives this time for himself, his habit can improve.

Essay on Video Game Addiction – 4 (500 Words)

There are some symptoms of gaming addiction like spending most of the time playing games and its impact on studies, jobs and relationships etc. If one ignore all these things and keep engaging in the game, then within few months he get addicted to it.

More involvement in playing game increases the tension in a person’s personal life and relationships. When a person starts tolerating all the positive things due to gaming addiction in his life, then his mental health also starts to affect and it has been named addiction. Addiction not only affects one’s life but also affects the people around him.

Let us find out its positive and negative effects.

  • Improves reflex and IQ

Studies have proved that playing video games improves players’ reflection in many aspects. Studies have also proved that people who are regular gamers have improved brain activity.

  • Better functioning

Functioning refers to the ability to allocate mental capacity to individuals. Video games have improved attention and decision making skills. Studies have proved that people who play video games are good at making better decisions. Often gamers are good at multi-tasking.

  • Brain health

Video games increase the speed and capacity of the brain to work. Playing video games improves children’s mental fitness.

  • Aggressive thoughts and behavior

Studies by The American Psychological Association have proved that children exposed to violent sports become more aggressive in thoughts and feelings. This resulted in several incidents.

  • Socially isolated

Lots of gaming players can overcome from social responsibilities and increase the chances of social isolation. In addition, in the case of children it may increase the lack of interest in engaging in household chores, outdoor games and social activities. It is dangerous to be alone even in a virtual world.

  • Adverse health issues

There are adverse health issues after addiction of video games. Risk of heart attack, obesity, and depression etc. are observed in some of them. There are health risks for children, such as video-induced seizures, muscle and skeletal disorders, etc.

  • Parental concerns

The amount of violence in video games is an important concern for parents. To help deal with this problem it is important to monitor the child. If a child plays a violent video game then the difference between the game and reality should be discussed.

  • Common problems

Children often become very involved in video games and do not want to stop playing them. It is necessary to set solid boundaries about the time that can be spent playing the game and then apply these limits.

It is very important to avoid this kind of addiction; otherwise it can affect the personal life of an individual. Continually ignoring work or relationships is not beneficial in any way. Hence children can also be encouraged to play games with other children, as discussing strategies and problem solving in groups is a positive social activity. Even educational games should not be played much, as playing video games is not a substitute for positive social interaction or traditional education.

Essay on Video Game Addiction – 5 (600 Words)

According to a study, Internet gaming disorder is quite common in adolescent children between 12 and 20 years. Even Internet gaming disorder cases are more prevalent in Asian countries than in North America and Europe.

Although the American Psychological Association is studying the growing cases of Internet gaming addiction, so far it has not been included in the list of diseases. But given the speed with which Internet gaming addiction cases are increasing worldwide, experts fear that it will get the status of a disease soon.

Exciting online games found on the Internet are now dominating the hearts and minds of children. Every second changing world and the thrill increasing moment by moment combination of music with colorful themes on the small screen of a computer or mobile, there is a virtual world, which allows the elders to fascinate. Then small children are bound to be attracted to them.

It is easy to get caught in the Internet gaming addiction but it is very difficult to get out of it. According to experts, the addiction of playing games on the Internet not only makes children physically and mentally ill, but it is a big threat to the personality development of the child.

In the changing environment, children’s friends, playgrounds, parks, everything is confined to one application of the Internet. More attention is paid to indoor games than outdoor games. That leads to obesity and many other disorders. The prohibition from outdoor games is making children physically weak and there is a problem of socialization among them.

  • Children who play Internet games for more time are reduced in the ability to focus and concentrate on their studies.
  • The inclination of such children is mostly on negative models.
  • Patience starts decreasing in children.
  • Children want to accumulate power near their surrounding events.
  • Self control is lost.
  • Sometimes children become violent.
  • Children start away from social life and prefer to live alone.
  • The impact of Internet gaming has been seen on both the child’s behavior and thoughts.
  • Children fall prey to obesity and diabetes in a tender age.

It is not that every child playing online games is a victim of gaming addiction. But according to experts, when the hobby of playing the game turns into a habit, for this, the parents have to keep an eye on the child’s activities.

  • Parents should decide which gadget / game or device to give to the child and at what age.
  • Do not show songs or poem on mobile to keep the little ones busy.
  • Let the children use the Internet only for the necessary work related to studies.
  • If the child plays games on the Internet, then decide to play outdoor games with him/her.
  • Do not let internet games to be played for more than half an hour every day.
  • Promote outdoor games.
  • If the child has started giving more time to internet games, then encourage him/her for some other productive activity.
  • Keep an eye on what games a child plays on the Internet.

According to psychologist Dr. Pooja Shivam Jaitley, once a child becomes addicted to internet gaming, then it becomes difficult for the child to live without internet. Children insist on the Internet. Many times children become aggressive after parents refusal.

If your child has symptoms of video game addiction, see a psychiatrist without delay. Take care of the child mentally and emotionally. But for the safe future of the child, let the growing children use the Internet as much as is necessary. It should not happen that the addiction of internet gaming makes your child sick socially, physically and mentally.

Sports vs Video Games

To reduce the growing population of obese children in the world the parents need to encourage sports and outside play over video games. Kids in the world today know little about sports and the rules. But spend more time playing video games than outside being active. What happened to neighborhood hide and seek, or pick-up basketball games with other neighborhood kids. Today children are more interested in video games, computers and television, and parents are afraid of letting their children run around the streets because of kidnappings.

When I was a kid I had video games but I spent most of my time outside playing. Being outside with the fresh air and the sunshine was the best thing for me. This year today there are a lot of kids who don’t know how to play sports or are too obese to play sports. Take basketball for instants I personally think it’s one of the easiest sports besides football. The rules are simple in basketball, dribble the ball one hand at a time, and don’t carry the ball. Also in basketball, it’s up to you and your team to score as many points as you can.

But in the game of basketball like any other sport you have to work as a team. One of the major benefits you get from playing sports is understanding how to work really good with other people. In my mind TEAM means Together Everyone Achieves More, which means if you try to do everything by yourself you won’t get very far. Video games don’t teach you how to work with others. Also most of the video games today prompt violence and use profanity. (Gump, 3) The majority of kids are no longer interested in physical activity.

There are a certain percentage of kids today that are addicted to video games. I believe that at a youth age kids shouldn’t be addicted to anything. Video games in today’s society have a negative influence on kids because it separates them from reality. Besides working together basketball also benefits you in other ways like it will keep you healthy and moving like other kids. I played basketball for 7 years. I maintained a bodyweight of 145 lbs. With my body being and looking the way it did, it made me feel extremely good and confident.

There is so much that comes with playing basketball the constant practicing and working out in the weight room. All the extra running and lifting weights that you have to do keeps the body healthy and muscular. Aerobic exercise strengthens the heart and lungs. Not only does exercise help the internal organs but it also increases strength and stamina. Sports do not only help you physically but mentally as well. There is no match to the happiness that sports bring. Playing sports is energy put to good use.

Sports are a form of exercise which generates happiness in your body, thus restoring your mental health. Video games don’t help lose weight it helps gain weight. Also, video games can mess up a kid mentally instead of making you happy it makes you violent or sad. Sports improve you physical and psychological health; physical because sports involve exercise and psychological because playing is something you enjoy, it’s something that relaxes your mind. The lack of encouragement from parents when it comes to sports needs to be cut down. As many parents, there are in this world that has played sports.

There should be twice as many kids playing these sports. I believe if parents get more involved in their child’s physical life there will be less obese children. What these kids need most is love and supporting parents teaching them the benefits of sports and a healthy life. So by parents being active with their children, this would also cut down on the violence in the world today.

  • http://www.tribtoday.com/page/content.detail/id/565582/BOYS--VIDEO-GAMES-VS--STUDYING.html? nav=5059-By LAUREN GUMP - Warren G. Harding High School

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