Preliminary Investigation of Online Video Game Addiction

November 19, 2002

 

Edwin Hart

Johnson County Community College

Overland Park, KS

 

Abstract

This paper was written for the purposes of exploring the phenomenon of Online Video Game Addiction.  Various aspects of Internet addiction were explored in hopes of better understanding the nature of addiction.  Some background investigation was done into online video games to raise an awareness of the potential threat they pose.  The studies that were explored came from both psychological and sociological perspectives.  In the future, I hope to conduct a study of my own utilizing some of the concepts and methodology gathered herein.  The results of my investigation have left me with little doubt that Online Video Game Addiction exists and that there must be a systematic and empirical approach identified to analyze this problem. 

 

 

Introduction

 

Internet Addiction is a growing social problem that has increased with our dependency upon the Internet.  Over-use of the Internet has been cited as having a negative impact on the following: social relationships, marriages, school achievement, work performance, health, and other vital life functions (Young 1998).  From (Bellamy and Hanewicz 2001).  With a growing number of people playing online games, due to the addition of online gaming capabilities from game consoles, this paper will attempt to conceptually measure the aspects of online gaming as they pertain to addiction. I would like to point out online gambling is outside the scope of this project and should not be confused with online video gaming, although there may be some underlying root causes that both addictions may share.  Al Bellamy and Cheryl Hanewicz, who approached the so-called Internet Addiction phenomena from a sociological perspective in order to understand and determine the underlying dynamics, have done an excellent study.  Their study, “An Exploratory Analyses Of The Social Nature Of Internet Addiction” (Bellamy and Hanewicz 2001) has led me to do my own research into the phenomenon of Online Video Game Addiction.

 

Observations about Online Video Games

 

According to Datamonitor, a company that does business research, the current online gaming market USD670 million is expected to grow to USD2.9 billion by the year 2005.  They attribute the growth of this market to console online gaming (Datamonitor 2002).  With the increasing revenues in this market, corporations will be investing their vast resources into developing more compelling online games to appeal to this growing market.  Dr. Sam Vaknin, a senior business correspondent for United Press International, writes about online gaming in his article “Games People play”.  Massively Multiplayer Online Role Playing Games (MMORPG) have attracted an astounding number of players.  These MMORPG are 3-D games where the player is represented as a versatile avatar which can walk, talk, and do just about anything the game developers want them too.  The worlds in these games are immense and have great detail.  Currently, Sony Online Entertainment boasts the second largest online gaming community with over half a million subscribers to the game “Everquest”.  However, the largest MMORPG is in fact the Korean game “Lineage” which possesses an astounding 2.5 million subscribers.  Ultima Online has about 250,000 subscribers to its game “Britannia” where the average user spends about 13 hours a week submerged in a virtual world.  These MMORPG all have some sort of economy.  Everquest’s virtual economy is in fact the 77th largest economy in the real world with a GNP per capita of $2,266.  For many of these “gamers”, These MMORPG represent their main social interaction.  The addictive qualities of these games have psychologists worried (Vaknin 2002).  Vaknin writes,  Others regard these diversions as colossal -- though inadvertent -- social experiments. If so, they bode ill -- they are all infested with virtual crime, counterfeiting, hoarding, xenophobia, racism, and all manner of perversions.” (2002).  It is apparent with such large communities of people growing by the day; there is cause for alarm. 

 

 

Purpose

 

The purpose of this paper is to exam the current phenomenon of online video games as it relates to addiction, and explores the potential methods of research into such phenomena.  In order to better understand Online Video Game Addiction, it is important to explore Internet addiction.  

 

Internet Addiction

 

Why has the Internet become so attractive?  According to David Moore, it is because of the social aspect.  People from all over the world with different backgrounds are allowed to communicate with each other and share their opinions and ideas.  The Internet has allowed a new form of social interaction.  Because of the anonymous nature of the Internet, it allows people to escape from the aspects of real life and venture into a world where they are in complete control.  Moore warns that like any other escape, it can become detrimental to the mental health of the user.  However, he contends that Internet Addiction Disorder is still too new to truly be recognized and suggests that it is more a media term rather then a medical one.  Moore writes, “The term Internet Addiction was first used by New York psychiatrist Ivan Goldberg in a spoof on societies morbid fascination with addictive behaviors, and has since become taken seriously by many in the psychiatric community.”  He concludes that the Internet itself has been molded after society and that Internet addiction my well be a symptom of an increasingly fragmenting society (Moore 2000).      

 

Internet Addiction Disorder (IAD) was a term coined by Dr. Ivan Goldberg.  Goldberg says that IAD exists when an individual experiences a decrease occupational, academic, social, work-related, family-related, financial, psychological, or physiological functioning.  He says that IAD could be compared to pathological gambling. (1996).  From (Bellamy and Hanewicz 2001). 

 

Because Internet addiction is a new concept many studies have been conducted to evaluate its effects on its users.  Online surveys have indicated that anywhere from 80% to 17% of its participants-the numbers ranged from 496 to 185 participants-were categorized as being addicted.  In one survey almost half of the participants experienced negative effects to their work because of Internet utilization.  A commonality was found in most of the studies, which was that Internet addiction is affected by social interactions.  However, as pointed out by Bellamy and Hanewicz, none of these studies provided empirical data that correlated IAD with social factors (Bellamy and Hanewicz 2001).      

 

A study was done at Carnegie Mellon University to measure the social and psychological impact the Internet had on 169 people in 73 households within the first 2 years of usage.  The purpose of the study was to gather longitudinal data to explore the effects of the Internet on social interaction and psychological healthiness.  The results of the study showed that greater Internet usage was associated with less communication within the family, declines in the size of their social circle, and an increase in depression and loneliness (Kraut et al. 1998). 

 

 

Online Video Game Addiction

 

There has not been much exploration to date into the phenomenon of Online Video Game Addiction and none from a sociological perspective.  Although the following studies were conducted within a psychological framework, they help to validate the fact that there are people addicted to online video games. 

 

An in-depth study by Nicholas Yee “The Norrathian Scrolls: A Study of Everquest” does a fantastic job of exploring addiction to the game Everquest.  Yee conducted a survey that included about 4000 participants (Yee 2001).  The study was done over the Internet in 5 phases that took about 8 months to complete.  Each phase gathered both quantitative and qualitative data that was related to questions in the previous phase.  The questions gathered information about the participant’s personality traits and usage of the game.  This allowed Yee to relate individual qualitative responses to overall statistics about the game.  Yee utilized a personality scale developed by Costa and McCrae that measured five factors about personality: Neuroticism, Extraversion, Openness, Agreeableness, and Conscientiousness.  The average hours spent per week by an EQ player was 22.4 hours.  Players that showed a high level of neuroticism played significantly more hours per week then players that showed a low level.  The study also showed that people who scored on the lower end of the Openness scale played more hours then people who showed a high degree of Openness.  Yee’s study also asked the question, “Would you consider yourself addicted to EQ?”  Yee includes a response where the respondent clearly recognizes that their game-play was adversely affecting their life:

 

Yes, I am now officially a hermit. I had problems keeping in touch with old friends to begin with. Now its rare I see anyone other than the two people I live with. Both of which also play EQ, constantly. My girlfriend, and my roommate. Neither of them have jobs, and both of them play EQ 95% of their time awake. When I come home from work in the morning, my girl logs, and sits in my lap and watches me play. I dont have a phone plugged in anymore, I just check messages now and then. I dont answer my door. I barely talk to any friends or family. We have fun, I love EQ... but it -IS- without a doubt, an addiction. When your sitting there, knowing you have important things to do, but keep playing anyway... when your two closest loved ones cant pry themselves from "the game" to get themselves lives... when there is no food or clean clothes... etc... etc... [m, 22]                  (Yee 2001)

          

 

After the conclusion of Yee’s study, he broadened his survey and narrowed his scope to do a study on MMORPG addiction.  Nicholas Yee’s latest essay, “Ariadne - Understanding MMORPG Addiction” is a descriptive essay on the “very real phenomenon” of MMROPG addiction (Yee 2002).  He attempts to explain the phenomenon in terms of internal game factors and external personality or situational factors.  In order to demonstrate that MMROPG addiction is real, Yee has gathered statistical data to support that such a phenomenon does in fact exist.  Yee explains that part of the addiction could be “Attraction Addiction.” (2002).  One of the main attractions to MMORPG is the network of relationships that a player accumulates.  Often times it is necessary to band together with a group of players to achieve a difficult task.  The particular games he studied all provided social structures known as “guilds” which have rules and norms of behavior.  Yee concludes that having a network of friends increases the likelihood of personal attachment and time investment (Yee 2002).  While Yee’s approach to explain the phenomenon of MMORPG addiction is from a psychological perspective, part of this addiction is social by nature.

 

Sociological Perspective of Internet Addiction

From a sociological perspective, identity emerges from the recursive interplay between taking the role of others in a given situation (where the process of taking-the-role of the other is influenced by the symbols present within a given social situation) and the social interactions that occur from a situational context that has been symbolically defined by the individual. (Mead, 1934).  From (Bellamy and Hanewicz 2001). 

Within sociology, identity is considered a subset of “self”. That is, self consists of several identities, wherein the manifestation of a specific identity is contingent upon the exigencies of a social situation. Stryker, (1980) suggests that identities are arranged according to a “salience hierarchy”, whereas the dynamics of a social situation determine the identity or identities that will be evoked.  From (Bellamy and Hanewicz 2001). 

The Internet allows for interpersonal communication where conventional information symbols are absent.  This allows for an individual to participate more freely in reciprocal communication compared to traditional face-to-face environments.  Given this new situational platform to project ones self, it may very well be an influence on identity.  This allows the individual to present as many identities as he/she likes, empowering the individual to present and control the identities rather then the social context (Bellamy and Hanewicz 2001).  To illustrate this point, here is a direct quote from one of Yee’s respondents to his study “Ariadne”.

 

I think anyone that plays more than 20 hours a week is addicted though most would deny it. The sad truth is that in many ways EQ is better than RL. It is easier to succeed in EQ, I can be beautiful, fit and healthy in EQ - in real life I am chronically ill and there isn't much fun or achievement to be had. EQ is more than just an opiate, and much more than just a game. In a very real sense EQ gives me an opportunity to feel free. [f, 36] From (Yee 2002).

 

However, these identities being projected by an individual are presented within a social context because they are still attached and cultivated by the expectations of others in the electronic communication environment (Bellamy and Hanewicz 2001).

 

Discussion

 

There has been a lot of debate whether Internet Addiction Disorder is in fact real or merely a misconstrued notion by psychologists to label what is a new (and threatening) form of human interaction.  As our society becomes more fragmented and conventional forms of social interaction give way to a less symbolic form of communication, the attributes of IAD may be seen as conventional behavior as these new technologies develop and society begins to better understand the Internet and the part it plays in our lives.  As with anything, there will always be people that become obsessed with objects that they derive pleasure from, but what can be done to help those people?  It is apparent that there are people who are becoming addicted to these online video games in the conventional sense of the word.  They are suffering consequences for their actions in real life yet they are compelled to continue on with their negative behavior.  Perhaps there is cause for alarm.  Just as these people may be trying to fill a void, so to are the people that would try to define the unknown and label it a pathological disorder.  It is very important that we identify a more systematic and empirical approach to analyze the underlying factors of Online Video Game Addiction.  Perhaps as Bellamy and Hanewicz suggest, Stryker’s concept of saliency hierarchy of identity is adequate to provide a proper framework for analysis of these electronic situations. 

 

References

Bellamy, Al and Cheryl Hanewicz. 2001. “An Exploratory Analyses Of The Social Nature Of Internet Addiction: A Research Paper Submitted To The Electronic Journal Of Sociology.” Electronic Journal of Sociology.  2001. Retrieved November 18, 2002 (http://www.sociology.org/content/vol005.003/ia.html).

Datamonitor. 2002. Online Gaming Revenues Set to Rise. August 29, 2002. Retrieved November 18, 2002. (http://www.nua.ie/surveys/index.cgi?f=VS&art_id=905358321&rel=true).

Kraut, Robert, Vicki Lundmark, Michael Patterson, Sara Kiesler, Tridas Mukupadhyay, and William Scherlis. 1998. “Internet Paradox: A Social Technology that Reduces Social Involvement and Psychological Well-Being?” American Psychological Association. September 1998. Retrieved November 18, 2002 (http://www.apa.org/journals/amp/amp5391017.html).  

Moore, David. 2000. “The Individual and the Internet.” Web page, October, 2000. Retrieved November 18, 2002 (http://multimedia.design.curtin.edu/cache/i/0011/).

Vaknin, Sam. 2002. “Games People Play.” United Press International. June 14, 2002. Retrieved November 18, 2002 (http://www.upi.com/view.cfm?StoryID=14062002-095032-6717r).

Yee, Nicholas. 2002. “Ariadne – Understanding MMORPG Addiction.” Web page, October 2002. Retrieved November 18, 2002 (http://www.nickyee.com/hub/addiction/home.html).

Yee, Nicholas. 2001. “The Norrathian Scrolls: A Study of EverQuest.” Web page, May 2001. Retrieved November 18, 2002 (http://www.nickyee.com/eqt/report.html).

All information contained herein is the intellectual property of Edwin Hart unless otherwise cited and cannot be used without acknowledgement of the author