Overview

Gaming addiction (also termed “internet gaming disorder” in the psychiatric literature) is a pattern of video game use characterised by loss of control, preoccupation with gaming, withdrawal symptoms, lying about usage, and continuing to play despite significant negative consequences in work, school, relationships, and health. It differs from heavy or enthusiastic play: the key marker is impairment — gaming crowds out sleep, social interaction, physical activity, and other life domains to the point of measurable dysfunction.

Using the Gaming Addiction Scale for Adolescents, researchers divide gamers into four groups: addicted (all four addiction criteria: relapse, withdrawal, conflict, and problems), problematic (two or three criteria), engaged (heavy play without addiction criteria), and casual. The addicted and problematic groups are the ones at risk for lasting harm.

Prevalence

Harms for problematic and addicted gamers

Opportunity cost even for non-addicted heavy users

Gaming vs. social media: asymmetric gender risks

Jonathan Haidt notes that video games do not play the same role for boys as social media does for girls. Some evidence shows cognitive benefits for moderate gaming (improved working memory, response inhibition, cooperative play), and the link between gaming and mental illness is weaker and less consistent than the link between social media use and mental illness in girls. The chief risks are at the tail — the addicted and problematic subset — and from chronic opportunity cost for heavy users who are not addicted.

Different studies find different numbers, but 7% seems to be a reasonable middle-ground estimate for the percent of adolescent boys who are suffering substantial impairment in the real world (school, work, relationships) because of their heavy engagement with video games. That is one out of every 13 boys.

(Haidt, The Anxious Generation)

Connection to boys’ disengagement from the real world

Gaming is one half of the “pull” side of the push-pull dynamic Haidt describes for boys: as overprotection and safetyism reduced opportunities for real-world agency and adventure, video games offered a compelling substitute — competition, mastery, exploration, and social belonging in a virtual space. The problem is that this substitute does not develop the real-world social competencies boys need for adulthood. See also Phone-based childhood, Safetyism.

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