Electronic gaming is often perceived as a benign mode of recreation that individuals of varying ages indulge in. Several studies have shown positive effects of playing video games such as improvement in cognition, perception and visual-spatial skills (1). Millions of people around the world enjoy gaming, and thus the idea of a gaming addiction should not be laughable. The suicide cases attributed to the recent ban of PUBG Mobile, a video game, in India is just a more observable support to this argument. The International Classification of Diseases (ICD) has included the Gaming Disorder in its 11th revision. According to the WHO, a Gaming Disorder can be defined as “a pattern of gaming behavior (“digital-gaming” or “video-gaming”) characterized by impaired control over gaming.” A diagnosis is generally made if gaming starts to hinder a person’s social and occupational functioning for at least a year (2).
Many correlational studies have concluded a positive relationship between violent video games and an increased level of aggression in players. One such study found that when participants played a violent video game, their tendency to expect others to react to conflicting situations aggressively was significantly higher than that of the control group (3). Several research studies and meta-analyses have shown poor effects of video games on personality traits such as lowered self-esteem and self-efficacy, i.e. belief in one’s capabilities. Self-blame and behavioral disengagement were also effects of problematic video games, like ones that are excessively violent or competitive. It can also lead to the deterioration of mental health in the form of clinical depression or an anxiety disorder. Excessive gaming also hampers psychosocial development by weakening interpersonal skills and coping mechanisms(4).
One may question how an addiction to something that is not a substance is possible. Studies demonstrate that cravings of cue-induced gaming have similar effects on the brain as those of substance dependence (5). This means that they activate similar neurological mechanisms. According to a cross-sectional research conducted in Norway, an increased level of dopamine was observed in participants playing a driving video game, especially when they were winning. This activity releases the same hormones in our body as when one is smoking, and activates similar parts of the brain. Thus, they feel pleasure in gaming and there is a risk for addiction (6). “Reward-seeking behaviors may be reinforced through short-term online experiences, and these may further disturb executive-control abilities, leading to a vicious cycle of addictive Internet use.” (7). Brain imaging techniques such as the functional Magnetic Resonance Imaging (fMRI) have also shown increased activation in the reward centers of the brain such as the nucleus accumbens (NAcc). Changes have been seen in the amygdala, dorsolateral prefrontal cortex, and insula. Such neurobiological changes cause not only an addiction, but also psychological and behavioral effects on “learning, reinforcement of behavior, attention and sensorimotor integration.” (8).
Cognitive behavioral therapy, Cognitive Bias Modification and Mindfulness-based stress reduction are some therapies that have proven to be effective against the Internet Gaming Disorder. They follow steps that encourage intrinsic and sustainable changes in individuals diagnosed with IGD. These treatment methods aim to inhibit desires to play games excessively, strengthen cognitive capacities to reduce the duration of playing, and shift emphasis on long-term goals rather than short-term pleasures. Studies show that a combined approach i.e. use of all three methods is more effective than using only a single approach towards IGD (9).
Sales of video games have reached record-highs during the Coronavirus Pandemic (10). As a result of stay at home orders and lockdowns, a lot of people have turned to electronic gaming as a pastime. There are several multi-user games that enable social interaction at a time when connectivity is much needed. Through the use of video games, “people learn how to negotiate, collaborate, take turns and think critically.”(11). Video games have been an effective source of entertainment amidst boredom and loneliness during the Pandemic. They have helped people feel rejuvenated in an otherwise monotonous routine in the last six months. According to the Self-Determination theory, ‘competence, autonomy and relatedness’ are the three psychological components that people need for their well-being. At a time when social interactions have been minimised, video games can certainly fulfil such needs. The increased use of video games during the pandemic shouldn’t be alarming since there are obvious reasons behind the same. There have been studies about the potential of video games as an educational tool. Since they’re engaging and catch students’ attention easily, they can be utilised to reinforce skills such as visual- spatial ability, etc. (12).
The aim of this article is not to discourage anyone from playing video games, but to be mindful about its impact on oneself. Intellectually stimulating and challenging games could be given preference over violent and fatuous games. Just like one is supposed to restrict their alcohol consumption or refrain from substance abuse, they should also control the duration for which they play video games. After all, moderation is the key!
REFERENCES
Boot, W. R., Blakely, D. P., & Simons, D. J. (2011). Do Action Video Games Improve Perception and Cognition https://www.frontiersin.org/articles/10.3389/fpsyg.2011.00226/full.
World Health Organization. Gaming disorder. World Health Organization. https://www.who.int/news-room/q-a-detail/gaming-disorder.
Bushman, B. J., & Anderson, C. A. (2002).Violent Video Games and Hostile Expectations: A Test of the General Aggression Model. https://journals.sagepub.com/doi/abs/10.1177/014616702237649
Ko, C.-H., Liu, G.-C., Hsiao, S., Yen, J.-Y., Yang, M.-J., Lin, W.-C., … Chen, C.-S. (2008). Brain activities associated with gaming urge of online gaming addiction. Journal of Psychiatric Research. https://www.sciencedirect.com/science/article/abs/pii/S002239560800229X.
Kuss, D. J., & Griffiths, M. D. (2012). Internet and gaming addiction: a systematic literature review of neuroimaging studies. Brain sciences. https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4061797/.
Andreassen, C. S., Billieux, J., Griffiths, M. D., Kuss, D. J., Demetrovics, Z., Mazzoni, E., & Pallesen, S. (2016). The relationship between addictive use of social media and video games and symptoms of psychiatric disorders: A large-scale cross-sectional study. Psychology of Addictive Behaviors, 30(2), 252-262. http://dx.doi.org/10.1037/adb0000160
Dong, G., & Potenza, M. N. (2014). A cognitive-behavioral model of Internet gaming disorder: Theoretical underpinnings and clinical implications. Journal of Psychiatric Research. https://www.sciencedirect.com/science/article/abs/pii/S0022395614002027.
Koepp, M. J.,Gunn, R. N., Lawrence, A. D.,Cunningham, V.J. ,Dagher, A., Jones, T., Brooks, D. J.,Bench, C. J., Grasby, P. M.(1998). Evidence for striatal dopamine release during a video game. Nature. https://pubmed.ncbi.nlm.nih.gov/9607763/.
American Psychological Association. American Psychological Association. https://psycnet.apa.org/record/2013-20495-002
Schreier, J. (2020). Gaming Sales Are Up, but Production Is Down. The New York Times. https://www.nytimes.com/2020/04/21/technology/personaltech/coronavirus-video-game-production.html
Isabela Granic, PhD, Adam Lobel, PhD; The Benefits of Playing Video Games. https://www.apa.org/pubs/journals/releases/amp-a0034857.pdf.
The educational benefits of videogames - SHEU. https://sheu.org.uk/sheux/EH/eh203mg.pdf.
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