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The Ills of Gaming Addiction on the Mental Health of Individuals

Video gaming has become a favorite pastime for many individuals in the United States.

According to a study conducted in 2014, findings revealed that the number of Americans

playing these games was at 59% (Saunders, Conigrave and Latt 443). Although this concept is

popular among people and it is perceived to contribute to child development, it is not without

adverse impacts that affect the mental health of the gamers that range from depression and

physical problems. The video games differ from Call of Duty, multiplayer games such as

World of Warcraft and the action-adventure game of Grand Theft Auto. This topic of gaming

addiction holds a special place in my heart since when I was younger; I spent a significant

amount of my time playing these video games to the dismay of my parents. In addition to that,

the paper seeks to strike a balance of opinions as well as empirical evidence on the negativity

of gaming addiction. In my view, devoting excessive time to gaming can affect people's

health because it can lead to social functioning disorder, cause depression, and even physical

problems.

Before delving into the ills of gaming addiction, it is essential to understand what are

dependence and its signs and symptoms. Gaming addiction refers to an uncontrollable or

excessive use of online games by the users (Greenfield and Young 495). They encompass
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multi-players or single players whose role is to complete the missions proposed in the games.

It is interesting to note that gaming addiction just like drug addiction is fuelled by the

behavioral attributes of the players to fall into temptations. In addition to that, both addicts

create their virtual world where they can interact with other players which explains why my

brother views the games as interactive sections. The gaming addiction signs that parents

should look for are the prolonged use of these games by users and symptoms of social

dysfunction such as isolation tendencies. It was through my anti-social activities that my

parents realized I was becoming addicted to the video games.

One of the negative aspects of gaming addiction is the destruction of the social fabric of

the gamers. Most of these players develop anti-social behavior since they spend most of their

time locked in their rooms alone with their computers. Studies reveal that most children are

spending between 13 and 14 hours playing these games (Hughes 1). Therefore, this has

resulted in less physical activities connected with extracurricular activities. From personal

experience, I used to devote most of the time to gaming. Thus I can relate to the findings.

Due to these long hours of inactivity, then health-related problems such as obesity are likely

to occur. In addition to that, gamers that participate in violent games are reported to have

increased heart rates as well as nausea. Prolonged use of these games is likely to cause the

severity of these symptoms and dent the health of the gamers (Hughes 1).

It is essential to note that gaming addiction sprouts from the behaviors of the gamers.

Therefore, the addiction is a development process that is influenced by the psychosocial

attributes. The firsts step is that the practice of gaming is noticeable through

overconcentration in the games (Kuss 126). The second phase that follows is the modification

of mood by the gamers where they use the games as an excuse to escape their real world.
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Therefore the players thrive in isolation in their virtual worlds (Kuss 126). The third step is

forbearance where the gamers are willing to tolerate their addictive behavior which to them

seems reasonable. The fourth level is that withdrawal symptoms begin to form and depression

issues may arise in this instance if the gamers are prohibited from playing. In addition to that,

they may become irritable and even violent. The other step is that the individual may develop

personal issues in the workplace and school and eventually the addiction might degenerate

(Kuss 127).

There is a relationship between gaming addiction and the general functioning of the

brain. The brain operates by rewards which encompass natural and unnatural rewards. Natural

rewards include eating habits since an individual derives happiness after consumption. On the

other hand, addictive behaviors comprise the unnatural bonuses since they are based on the

lack of specific attributes in the human response (Kuss 127). Since these unnatural rewards

translate to a deficiency in the individual, the gaming addiction is consolidated in the gamer's

lives. Issues of depression may then occur due to the desire and temptation of playing these

games. In my opinion, the cases of depression arise since the gamers do not get the

satisfaction and thrill they once sought when they joined the gaming world. Those gamers

who join for the purpose of seeking a virtual world also succumb to these depressive traits

since the interactions in the gaming rooms do not meet their relationship needs.

Dependence is one of the primary health-related problems posed by gaming addiction.

This issue makes it hard for the users to survive without gaming activities. The gaming

addiction is related to the substance addiction where individuals rely on the drugs in their

lives. It is essential to note that addiction is in itself a disease of the brain that destroys the

memory and other activities of the mind that involves reading and processing information
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(Kuss 128). Therefore, if I had continued with the gaming habit, then I would have grown

dependent on the video games and discontinuing this practice will have been difficult. Since

addiction is a progressive process over time, its continued use might even lead to the death of

the users since individuals are unable to resist the desire they have for the online games. I am

of the opinion that those gamers who have grown dependent on video games should strive to

seek medical health to prevent further damage to their health.

One of the theories that explain the concept of gaming addictions in individuals is the

reinforcement theory. According to this approach, the users' behavior can be influenced by the

knowledge that good deeds are rewarded while the bad ones are punished. (Hellstrom 11)

Persons who indulge themselves in addictive games have the perception that there is

retribution for their actions. On the other hand, good deeds should be strengthened to ensure

that individuals do not relapse (Hellstrom 11). Initially, I started out on online games since

there were limited extra-curricular activities in the Dominican Republic than in Boston.

Although it seemed like a productive activity, it soon turned into an addiction since I could

not stay for long without playing. The positive impact of the game was to gain expertise in the

game. However, the negative aspects of the game revealed themselves through isolation from

the rest of the world.

With mental health comes reduced productivity among individuals and the financial

burden of the government to provide proper medical care for the patients. The overall impact

is of this financial burden is the decline of the economic situation of a nation. Since the online

games are available to children, these mental related problems crop up at a young age, and if

measures are not taken to curb the addiction, then it develops into adulthood. One of the

impacts of online gaming on health is musculoskeletal symptoms (Nilsson, Charlotta and


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Leppert). These symptoms may reveal themselves through back pains due to sitting positions

for long hours. In addition to that, the users may also experience in the hands mainly fingers

due to constant use of the computer keyboard and other control devices of the game. Since

these symptoms develop over time, they are experienced in the later stages of adulthood

(Hellstrom 22).

Psychosomatic symptoms are fuelled by the mental factors and may include cases such as

dizziness, chest pains, and fatigue. These symptoms are not caused by any physical disease

since they are mentally conceived. Just like the skeletal muscle symptoms, the psychosomatic

ones are also progressive, and they are identified at the later stages of adulthood right from

their inception at the adolescent stage (Hellstrom 22). In addition to that, the gamers may

experience headaches and sleep disturbances which vary in consistency (Nilsson, Charlotta

and Leppert 267). It is essential to note that players who play on a daily basis are vulnerable

to the psychosomatic and skeletal muscle problems. However, those who play on weekends

alone have a high resistance to these health-related issues in individuals. It should also be

noted that the character traits of individuals such as ant-social attributes contribute to a large

extent to these problems.

It is correct to state that the physical problems attributed to gaming are contributed by

the skeletal muscle symptoms. Studies reveal that there is a direct relationship between

computer gaming and back pains. Therefore, the prolonged computer use translates to

increased back pain and headaches. It is essential to note that posture contributes to the

physical problems of the gamers. Poor sitting posture due to proper seats fuels the

Musculoskeletal issues in the individuals (Hellstrom 29). Psychosocial factors also contribute

to the health issues in individuals. Cases of depression arise due to the antisocial behavior of
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the gamers and their inability to open up to others about their addiction problem. In addition

to that, individuals who play with the concept of socializing have high rates of depression

cases, especially if their needs are not met during the interactive session. Therefore,

individuals who play with the sole purpose of escaping their social are likely to be depressed.

Psychiatric disorders, therefore, result in the players of video games.

Psychopathological assessments done on the adults and adolescents reveal that video games

produce biological as well as psychological effects in individuals. Studies show that the video

games destroy the social functioning in adolescents instead of strengthening these capabilities

(Swenson, Hunt and Tapor 1611). Personal factors that contribute to these disorders include

cases of low self-esteem, previous history of substance abuse as well as individuals who are

adventure seekers and are fearless in their pursuit. Social situation that fuel gaming addiction

encompass small leisure activities which I can relate to back in the Dominican Republic. This

inadequacy pushes adolescents to seek for other pastime activities such as video games. In

addition to that, the access to computers by individuals further compounds the addiction issue

(Saunders, Conigrave and Latt 446)

One of the psychiatric disorders that may result in gaming addiction is the Attention

Deficit Hyperactive Disorder (ADHD). Since gaming addiction results to impulse reactions

among individuals, this disease hampers patients in controlling their actions. Attention deficit

means that the patients are easily distracted while hyperactivity ones cannot keep still and are

always energized and in motion (Saunders, Conigrave and Latt 446). These patients act on

impulse and are prone to making hasty decisions. Therefore, cases of psychopathological

disorders in individuals with gaming addiction encompass ADHD, depression, and anxiety as

well as acting on impulse. It is crucial to note that video game players are highly susceptible
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to these conditions. However, psychological factors such as mood swings and anxiety are also

present in the addicts.

Although gaming is marred by negative impacts that are detrimental to the health of

individuals, counterarguments exist that are in support of the gaming activities. Jane

McGonigal, the author of Be a Gamer, Save the World argues that through video games,

individuals derive satisfaction in their work (McGonigal). She highlights games such as

World of Warcraft which assist individuals in solving their problems by finding solutions to

these issues (McGonigal). In essence, video games meet the needs and want of individuals

that the real world cannot offer. She further argues that the gamers are not escaping from their

real life. In fact, they are immersed in their busy schedules be it at work or school. However,

the fact that they see the world as incomplete, and then they turn to these gaming sites for

personal fulfillment and challenge that boosts their creativity and innovativeness.

McGonigal further supports the concept of playing the video games since they have

four attributes among them satisfaction, hope, interconnectedness as well as self-growth and

development. She argues that the rewards that individuals obtain from playing these games

are beyond the monetary values (McGonigal). The primary goal of these games is to have a

clear purpose in life as well as to boost the productivity in individuals. In addition to that,

individuals are likely to pursue their ambitions and even try out these games in the real world

such as learning to play the guitar. "Players of "Guitar Hero" are more likely to pick up a real

guitar and learn how to play it" (McGonigal).The overall impact of these virtual games is to

boost the positive values of individuals which make them take upon daunting tasks with a lot

of persistence.
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Another argument that opposes the negative impact of video games is from Bissel, Tom

the author of Extra Lives: Why Video Games Matter. At first, the author is of the opinion that

video games are time-consuming especially on time meant for leisure. He views the mission

of these games as complicated due to their unending concept (Bissel 215). However, Bissel

argues that he got to spend his life with some creative and exciting people while was playing

the game Oblivion. He further claims that to some extent the game might have contributed to

some psychosomatic symptoms such as depression. The primary argument of Bissel

concerning gaming is that the world in which the story revolves around the game is more

important than the story itself (Bissel 220). Once individuals understand this concept, then

they can tolerate the complexities that revolve around the video games.

The problematic aspect of video games gives them an edge over the films. Although

both the genres have actors, the video games create a feeling of suspense and fun that lacks in

storytelling. Individuals also love the element of surprise which is incorporated adequately in

games (Bissel 220). Even though video games are frustrating to the users, the part of

sophistication is what keeps the gamers glued to the games. In addition to that, most video

games have the concept of intelligence where the human abilities and creative ways are tested.

In addition to that, the idea of motivations that act as the driving force to individuals

especially resilience in the face of challenges in the virtual world is what differentiates the

video games from novels and films. Therefore, these games are essential in giving directions

and a sense of purpose in a world where individuals are lonely and have lost their goals in life

(Bissel 220)

Based on the negative attributes of the gaming disorders, efforts should entail proper

usage of the computers and reduced time of exposure. Gaming addicts should be advised to
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reduce the number of accounts they operate in these video games. In addition to that, they

should be taught how to manage these video games to reduce cases of addiction unlike in the

substance abuse treatment where they are advised to cut down on these substances. The

overall goal of therapy should be to help the individuals identify the pros and cons of video

games and make a personal choice to disengage from these games. However, severe

conditions such as ADHD require medical treatment to provide relief to the players ( Saunders

448). Therefore, it should be the goal and objective of every player to practice moderation

when it comes to video games because they are harmful to mental health.

Consequently, it is comprehensible that gaming addiction affects the mental health of

gamers. However, some individuals argue that video games are essential since they give them

a purpose and a sense of direction. In my opinion, videos games result to the disconnectedness

among individuals as well as they hamper their growth and development. Some of the

problems include skeletal muscle symptoms such as pain in the legs and hands mainly on the

fingers due to prolonged use of the computer keyboard. The psychosomatic symptoms include

depression, headaches and sleep disturbances in individuals. It is crucial to note that these

symptoms worsen as individuals move from the phase of adolescence into adulthood. Parents

have a role to play by monitoring the online activities of their children to ensure they do not

fall victims of gaming addiction.


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Works Cited

Bissel, Tom. Extra Lives: Why Video Games Matter. Ed. Melissa A Goldthwaite. 14. The Norton

Reader with 2016 MLA Updates W. W Norton Company, 2016.

Greenfield, David N and Kimberly Young. "Pathological video game use among youth 8 to 18: a

national study." Psychological Science 20 (2009): 594-602.

http://www.addictionrecov.org/Addictions/?AID=45

Hellstrom, Charlotta. "Online Gaming in relation to Negative consequences and ill health among

adolescents." Computers in Human Behavior (2012): 1-56. https://www.diva-

portal.org/smash/get/diva2:661786/FULLTEXT01.pdf

Hughes, Emily. Effect of Video Games on Child Development. 24 April 2014. 11 December

2017 <https://my.vanderbilt.edu/developmentalpsychologyblog/2014/04/effect-of-video-

games-on-child-development/>.

Kuss, Daria J. "Internet gaming addiction: current perspectives." Psychology Research and

Behavior Management 6 (2013): 125-137.

https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3832462/

McGonigal, Jane. Be a Gamer, Save the World. Ed. Melissa A. Goldthwaite. The Norton Reader

with 2016 MLA Updates The Norton Reader, 2011. myweb.uiowa.edu/.../Be%20a

%20Gamer,%20Save%20the%20World%20(1.22.11)doc

Nilsson, Kent W, et al. "Effects of adolescent online gaming time and motives on depressive,

musculoskeletal, and psychosomatic symptoms." Upsala Journal of Medical Sciences

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Saunders, John B, et al. Addiction Medicine. 2nd. Oxford: Oxford University Press, 2016.

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