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Post  Weijian Li Mon Apr 22, 2013 8:33 am

Video game addiction
K. Cheng
Child Psychiatry, Doernbecher Hospital, 7th Floor, Oregon Health and Science University, Portland, USA
http://dx.doi.org/10.1016/j.neurenf.2012.05.504

Video game addiction is a global mental health problem. International research teams now use American Psychiatric Association gambling addiction criteria to define video game addiction. Youth with video game addiction are reported to average 30–40 hours a week of game play. However, the number of hours playing video games does not necessarily translate across all cultures. Longitudinal studies recently published show rates of video game addiction in many countries. For example, during the past decade, researchers have reported the percentage of youth with pathological video game use in Germany (11.9%) China (10%), Singapore (9%), United States (8.5%), Australia (8%), and Taiwan (7.5%). By definition, youth with video game addiction must have deterioration in multiple areas of life. To be pathological, gamers show decreased functioning in school, social, family, occupational, and social domains of their lives. Once addicted to video games, these youth are more likely to become depressed, anxious, and have lower academic achievement.
From this article, I know more about the problem of video game addiction in the aspect of psychology and also provide me some specific effects of video game addiction on youth.

Video game addiction and social responsibility.
Authors: VAN ROOIJ, ANTONIUS J.
MEERKERK, GERT-JAN
SCHOENMAKERS, TIM M.
GRIFFITHS, MARK
VAN DE MHEEN, DIKE
Source: Addiction Research & Theory. Oct2010, Vol. 18 Issue 5, p489-493. 5p.
http://ehis.ebscohost.com/ehost/pdfviewer/pdfviewer?sid=67fd3c7f-0506-46a9-b708-c67c0bc858e2%40sessionmgr15&vid=2&hid=4
In recent years, several studies have demonstrated that at least a small group of gamers has trouble controlling their online video game playing. Excessive amounts of time spent on playing online video games can be severely disruptive to school, work, and “real life” social contacts. It seems that online games, especially multiplayer online role playing games, are more often associated with video game addiction. Drawing parallels to other industries–such as gambling–which are heavily regulated, the issue of social responsibility of the video game industry is explored. Presently, online video game publishers provide neither referral services nor customer care with regards to video game addiction. In our opinion, a dual approach is necessary. Firstly, consumers should be informed about potential addiction risks that can be attributed to playing online video games. Secondly, game publishers should implement proper referral services. Providing customer care and referral services might be in the best interest of the video game industry at this point, as it may very well prevent revenue restricting governmental intervention. Therefore, taking action on the issue of social responsibility will benefit both the customer–who will be informed and properly referred–and the game industry alike.
According to this abstract, this article concerns with the bad influence of video game addiction and at the same time list some ways to deal with this problem. It has a better analysis of video game addiction effects on people's daily life and is very helpful to my question.


Online video game addiction: identification of addicted adolescent gamers.
Authors:
Schoenmakers, Tim M.
Vermulst, Ad A.
Van Den Eijnden, Regina J. J. M.
Van De Mheen, Dike
Source:Addiction. Jan2011, Vol. 106 Issue 1, p205-212. 8p. 5 Charts.
http://ehis.ebscohost.com/ehost/pdfviewer/pdfviewer?sid=bac11cce-a200-4588-b9ba-46f292f8dd17%40sessionmgr4&vid=2&hid=4
To provide empirical data-driven identification of a group of addicted online gamers. Repeated cross-sectional survey study, comprising a longitudinal cohort, conducted in 2008 and 2009. Secondary schools in the Netherlands. Two large samples of Dutch schoolchildren (aged 13-16 years). Compulsive internet use scale, weekly hours of online gaming and psychosocial variables. This study confirms the existence of a small group of addicted online gamers (3%), representing about 1.5% of all children aged 13-16 years in the Netherlands. Although these gamers report addiction-like problems, relationships with decreased psychosocial health were less evident. The identification of a small group of addicted online gamers supports efforts to develop and validate questionnaire scales aimed at measuring the phenomenon of online video game addiction. The findings contribute to the discussion on the inclusion of non-substance addictions in the proposed unified concept of 'Addiction and Related Disorders' for the DSM-V by providing indirect identification and validation of a group of suspected online video game addicts.
Young people are always more likely to be addicted to video games, as they are the main group of the video game addiction, it is very necessary to know more from how video game addiction effect on their life in order to research my question.


Computer and Video Game Addiction—A Comparison between Game Users and Non-Game Users
September 2010, Vol. 36, No. 5 , Pages 268-276 (doi:10.3109/00952990.2010.491879)
Aviv Malkiel Weinstein, Ph.D.
Department of Medical Biophysics and Nuclear Medicine, Hadassah Hospital, Ein Kerem, Jerusalem, Israel, and Department of Nuclear Medicine, Sourasky Medical Center, Tel Aviv, Israel
http://informahealthcare.com/doi/pdf/10.3109/00952990.2010.491879
Computer game addiction is excessive or compulsive use of computer and video games that may interfere with daily life. It is not clear whether video game playing meets diagnostic criteria for Diagnostic and Statistical Manual of Mental Disorders, Fourth Edition (DSM-IV). Objectives: First objective is to review the literature on computer and video game addiction over the topics of diagnosis, phenomenology, epidemiology, and treatment. Second objective is to describe a brain imaging study measuring dopamine release during computer game playing. Methods: Article search of 15 published articles between 2000 and 2009 in Medline and PubMed on computer and video game addiction. Nine abstinent “ecstasy” users and 8 control subjects were scanned at baseline and after performing on a motorbike riding computer game while imaging dopamine release in vivo with [123I] IBZM and single photon emission computed tomography (SPECT). Results: Psycho-physiological mechanisms underlying computer game addiction are mainly stress coping mechanisms, emotional reactions, sensitization, and reward. Computer game playing may lead to long-term changes in the reward circuitry that resemble the effects of substance dependence. The brain imaging study showed that healthy control subjects had reduced dopamine D2 receptor occupancy of 10.5% in the caudate after playing a motorbike riding computer game compared with baseline levels of binding consistent with increased release and binding to its receptors. Ex-chronic “ecstasy” users showed no change in levels of dopamine D2 receptor occupancy after playing this game. Conclusion: This evidence supports the notion that psycho-stimulant users have decreased sensitivity to natural reward. Significance: Computer game addicts or gamblers may show reduced dopamine response to stimuli associated with their addiction presumably due to sensitization.
This abstract explains the cause of video game addiction in the perspective of biology and make me have a deepen understanding of how the video game addiction cause effects on people's daily life.

Video Game Addiction
Source: Science Teacher; Feb2007, Vol. 74 Issue 2, p20-22, 2p
http://ehis.ebscohost.com/ehost/pdfviewer/pdfviewer?sid=db35b5ad-45ff-48df-b570-f32b42ebf230%40sessionmgr114&vid=4&hid=15
Abstract: The article addresses video game addiction. Psychologists at the University of Rochester, working collaboratively with Immersyve, Inc., asked gamers what motivates them to keep playing. Responses indicate that the fun of playing is rooted in fulfilling basic psychological needs. More than just providing fun, the psychologists contend that the games engender feelings of autonomy, competence, and relatedness.
This abstract illustrates the incentives for people to play the video game. Although it is not directly concerned with my question, it is very related to it and I definitely need to know how people to be addicted to video games, no matter from psychological perspective or biological perspective.

Weijian Li
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Join date : 2013-02-03

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