Video Game Addiction 101

Video Game Addiction 101
Author: Andrew Walsh,Frank Greenagel
Publsiher: Unknown
Total Pages: 162
Release: 2019-10-22
Genre: Electronic Book
ISBN: 1698525001

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Video game addiction is the latest behavioral process disorder. While it is similar to substance misuse disorders and problematic gambling, little is known about pathology and almost nothing about treatment. It was added to the latest version of the International Classification of Diseases (ICD-11), which resulted in headline news around the world in June of 2018. It is expected that it will be added the next version of the DSM (DSM 5.1), the mental health diagnostic book that is used in the United States. To put the gaming industry in perspective, consider that worldwide revenue for McDonalds was $22 billion in 2017. U.S. only revenue from video games in 2018 is projected to be $30 billion. Furthermore, very few non-gamers know about loot boxes. These are boxes/chests in games that one can spend money on in order to acquire desired items. Loot boxes are cheaper than most desired items in the box, so players are hoping that it contains what they want (it usually doesn't). The authors view loot boxes as gambling, as do some European governments. We believe that loot boxes are priming a few generations for gambling problems. This book examines the history of gaming and then devotes individual chapters to gaming in the United States and several Asian countries. Since video games emerged as a public health crisis in South Korean, Japan, China and Thailand about a decade earlier than the United States, there is much we can learn from their research and actions. We explain the psychology of game design and how manufacturers intentionally made games to be addictive. There is a chapter on how to recognize or diagnose video game addiction, and there is the horrifying and moving story of a young man who has been abstinent from video games for over three years. The book concludes with recommendations for parents, researchers, clinicians, educators and policy makers.

Video Game Addiction

Video Game Addiction
Author: David A. Olle,Jean Riescher Westcott
Publsiher: Mercury Learning and Information
Total Pages: 108
Release: 2018-01-19
Genre: Psychology
ISBN: 9781937585846

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This book addresses the history, symptoms, causes, and available treatment for "video game overuse." It examines numerous case studies and provides resources from several countries including the US, China, South Korea, and the UK. Features • Questions and answers about the medical definition/description of the condition; the source/causes; details of symptoms; available cure/treatment; and societal issues or public opinion such as legal issues, social/psychological ramifications, etc. • Case studies from both the physician and patient perspectives • Animations, figures, and photos to support, explain topics under discussion. In electronic versions these items are integrated as hyperlinks and “pop-ups” throughout the text • Resources including Web sites, articles, blogs, and books that offer additional information on each subject

Unplugged

Unplugged
Author: Ryan G. Van Cleave
Publsiher: Simon and Schuster
Total Pages: 303
Release: 2010-04-23
Genre: Biography & Autobiography
ISBN: 9780757393648

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WARNING: This video game may impair your judgment. It may cause sleep deprivation, alienation of friends and family, weight loss or gain, neglect of one's basic needs as well as the needs of loved ones and/or dependents, and decreased performance on the job. The distinction between fantasy and reality may become blurred. Play at your own risk. Not responsible for suicide attempts, whether failed or successful. No such warning was included on the latest and greatest release from the Warcraft series of massive multiplayer on-line role-playing games (MMORPGs)—World of Warcraft (WoW). So when Ryan Van Cleave—a college professor, husband, father, and one of the 11.5 million Warcraft subscribers worldwide—found himself teetering on the edge of the Arlington Memorial Bridge, he had no one to blame but himself. He had neglected his wife and children and had jeopardized his livelihood, all for the rush of living a life of high adventure in a virtual world. Ultimately, Ryan decided to live, but not for the sake of his family or for a newly found love of life: he had to get back home for his evening session of Warcraft. A fabulously written and gripping tale, Unplugged takes us on a journey through Ryan's semi-reclusive life with video games at the center of his experiences. Even when he was sexually molested by a young school teacher at age eleven, it was the promise of a new video game that lured him to her house. As Ryan's life progresses, we witness the evolution of videogames—from simple two-button consoles to today's complicated multi-key technology, brilliantly designed to keep the user actively participating. As is the case with most recovering addicts, Ryan eventually hits rock bottom and shares with the reader his ongoing battle to control his impulses to play, providing prescriptive advice and resources for those caught in the grip of this very real addiction.

Glued to Games

Glued to Games
Author: Scott Rigby,Richard M. Ryan
Publsiher: Bloomsbury Publishing USA
Total Pages: 201
Release: 2011-02-18
Genre: Social Science
ISBN: 9780313362255

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This book offers a practical yet powerful way to understand the psychological appeal and strong motivation to play video games. With video game sales in the billions and anxious concerns about their long-term effects growing louder, Glued to Games: How Video Games Draw Us In and Hold Us Spellbound brings something new to the discussion. It is the first truly balanced research-based analysis on the games and gamers, addressing both the positive and negative aspects of habitual playing by drawing on significant recent studies and established motivational theory. Filled with examples from popular games and the real experiences of gamers themselves, Glued to Games gets to the heart of gaming's powerful psychological and emotional allure—the benefits as well as the dangers. It gives everyone from researchers to parents to gamers themselves a clearer understanding the psychology of gaming, while offering prescriptions for healthier, more enjoyable games and gaming experiences.

Game Addiction

Game Addiction
Author: Neils Clark,P. Shavaun Scott
Publsiher: McFarland
Total Pages: 212
Release: 2009-06-08
Genre: Games & Activities
ISBN: 9780786453498

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An eleven-year-old boy strangled an elderly woman for the equivalent of five dollars in 2007, then buried her body under a thin layer of sand. He told the police that he needed the money to play online videogames. Just a month later, an eight-year-old Norwegian boy saved his younger sister's life by threatening an attacking moose and then feigning death when the moose attacked him--skills he said he learned while playing World of Warcraft. As these two instances show, videogames affect the minds, bodies, and lives of millions of gamers, negatively and positively. This book approaches videogame addiction from a cross-disciplinary perspective, bridging the divide between liberal arts academics and clinical researchers. The topic of addiction is examined neutrally, using accepted research in neuroscience, media studies, and developmental psychology.

Playstation Nation

Playstation Nation
Author: Olivia and Kurt Bruner
Publsiher: Center Street
Total Pages: 122
Release: 2009-05-30
Genre: Family & Relationships
ISBN: 9781599952789

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When Olivia Bruner saw video games overtaking her young sons' lives, she decided to learn the facts behind addiction. What she found was shocking: that most games are designed to be highly addictive-triggering physiological reactions in the brain similar to those associated with substance abuse-and that one out of five kids becomes addicted to computer and video games. And while many parents screen the content of games to protect their children from violent and sexual themes, few understand the forces causing their children to become hooked on the "digital drug." This book arms parents with the facts they need and concrete steps to protect our children from this very real epidemic. A must-read for all parents.

Cyber Junkie

Cyber Junkie
Author: Kevin Roberts
Publsiher: Simon and Schuster
Total Pages: 204
Release: 2010-08-24
Genre: Self-Help
ISBN: 9781592859948

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Recovering video game addict Kevin Roberts offers a step-by-step guide to recovery for those struggling with compulsive video gaming and Internet surfing. Recovering video game addict Kevin Roberts offers a step-by-step guide to recovery for those struggling with compulsive video gaming and internet surfing. Video gaming and Internet surfing are the top sources of entertainment for tens of millions of North Americans today. As these technologies continue to grow and flourish, so does the number of people becoming obsessively absorbed in the imagination and fantasy that they present. More and more people are isolating themselves, turning their backs on reality, ignoring family and friends, and losing their sleep and even their jobs due to excessive use of video games and the Internet--and they continue to do so despite harmful consequences to their mental, physical, and spiritual health, a telltale sign of addiction.In this groundbreaking book, recovering video game addict Kevin Roberts uses extensive scientific and social research, complemented by his and others' personal stories, to give compulsive gamers and surfers--and their family and friends--a step-by-step guide for recovery. He outlines the ways that "cyber junkies" exhibit the classic signs of addiction and reveals how they can successfully recover by following a program similar to those used for other addictions. Readers learn to identify whether they have an addiction, find the right resources to get individualized help, and regain a rewarding life away from the screen by learning new thoughts and behaviors that free them from the cravings that rule their lives. Included is a guide for parents for working with their addicted children.

Overcoming Internet Addiction For Dummies

Overcoming Internet Addiction For Dummies
Author: David N. Greenfield
Publsiher: John Wiley & Sons
Total Pages: 354
Release: 2021-09-08
Genre: Psychology
ISBN: 9781119711872

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A guidebook to beating internet addiction and screen overuse and for living a fuller life There’s no escaping it―we live in a digital world. We work, play, socialize, and learn online, and the Internet provides many amazing opportunities. Unfortunately, because of our basic biology, we’re all susceptible to overuse and addiction to screens. Video games, social media, porn, and even scrolling online, taps into that pleasurable dopamine reward system. So, when is it time to log off or put the phone down and get help? Overcoming Internet Addiction For Dummies gives you the information, resources, and the self-assessment tools you need to discover how much is too much, along with practical suggestions on what to do about it. Learn how to take back control of your time and attention—or help your kids or loved ones get control of theirs. This comprehensive, user-friendly overview of Internet addiction is full of helpful and proven methods to help foster a healthy, balanced, and sustainable life with screens. Discover the basic biology of addiction, including why children and teens are especially susceptible. Become aware of the cognitive, psychological, and physical effects excess Internet and screen use. Learn how social media, video gaming, and Internet pornography could be getting in the way of real-time living. Find out why smartphones are not smart for you to use all the time. Understand the science of how and why you can become addicted to your screens so you can unplug more easily and use your time for what matters most. Empower yourself and your children to build a positive relationship with the Internet and digital technology. This book can help you and your loved ones plug back into life and show you where you can find information, resources, support, and treatment. Overcoming Internet Addiction is about taking back control of your time and attention and learning to manage your screen use, so it doesn’t manage you.