Students and Video Game Addiction

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Until the academic warning letter from my son’s college arrived home last December 23rd following his fall freshman term, he assured us that he was getting Bs in his classes. 

Confronted with this letter, he broke down in tears, admitted that he spent most of the last half of the semester playing an online computer game, and didn’t attend the final weeks of classes nor even sit for his exams. 

An activity that started out in high school for fun and as a coping strategy for stress had hijacked his brain, and he lost control.  He was addicted – as are nearly 2 million other U.S. college students. And if the computer game industry continues to succeed in its marketing strategy to hook youth on their products, its market success will trigger bigger avalanches of academic warning letters every December -- unless college leaders take action to address this worsening epidemic.   

For the past six years as an administrator at a large community college, I’ve focused on developing workforce education programs that have helped hundreds of at-risk students succeed in college programs.  However, as a parent of a game-addicted college student living away from home on a college campus, I felt powerless to help my son succeed in his own college launch.  As a young adult, he’s responsible for his choices, and he chose games over college success.  At the same time, the heart of addiction is a loss of control, and still-developing teenagers like my son are especially vulnerable to the instant gratification of games that can entrap them into addiction before they know what has hit them.  My hope is that our family’s story can help the higher education family grapple with this epidemic, so that other parents’ sons and daughters don’t experience the calamitous crash that my son did at college. 

Excessive Gaming Linked to Lower Academic Performance

Because computer game-playing is legal, hidden away in dorm rooms, and doesn’t result in obvious impairments like drug or alcohol addiction, the problem has stayed under the radar.  However, many studies have linked excessive computer game-playing to lower academic performance, as well as a variety of disorders often treated at campus health centers, such as depression, anxiety, ADHD, and social phobias. 

In one of the most authoritative studies, a longitudinal study of 3,000 third- through eighth-graders in Singapore , researchers from Iowa State University and elsewhere found 9 percent of gamers to be “pathological,” meaning that their gaming damaged multiple parts of their lives, including school performance.

Additional Resources

National Academic Advising Association Clearinghouse Article on Gaming Addiction, by Le e Kem of Murray State University

Online Gamers Anonymous , an online support community modeled after 12-step programs.

The Center for Internet Addiction , an online information resource, professional training and treatment service pioneered by Dr. Kimberly Young.

NBC Rock Center story on computer game addiction.

Just like my son, they didn’t grow out of it on their own, either.  Two years later, 84 percent of the pathological gamers in this study were still experiencing similar impacts, a finding that suggests that nearly 10 percent of first-year college students bring these pathologies to college with them.  Students who reported pathological impacts played an average of 31 hours every week.  Gaming within this subculture of students is so prevalent that my son convinced himself that 5-8 hours of daily gaming when he started college was normal.

Once these students arrive on campus, freed from the constraints of high school attendance monitors and parental oversight, students are more likely to binge on gaming, with results that can be as traumatic as my son’s.  In the 2011 National Survey of Student Engagement , completed by 27,000 first-year students, over one-third of incoming males and nearly one-fourth of females reported playing computer games more than 16 hours per week. These students had lower SAT scores and lower high school grades, and completed fewer AP courses.  So, they come to college less prepared to succeed, and are likely to fall further behind if their addiction takes root more deeply. 

An older 2003 study of college students by The Pew Internet and American Life Project confirmed this crowding out effect, with nearly half (48 percent) of college student gamers reporting that gaming keeps them from studying.  Perhaps the former Federal Communications Commissioner Deborah Taylor was ahead of her time in 2008, when she created a brief media firestorm with a speech in which she claimed that “one of the top reasons for college dropouts in the U.S. is online gaming addiction – such as World of Warcraft.”

Emulating the Tobacco Industry’s Marketing Strategy

This problem is poised to get much worse.  More and more online computer games are designed to profit by hooking addicts -- starting at a young age -- on their products, just as cigarette makers profited for decades by hooking young nicotine addicts for a lifetime. This Christmas, children being groomed by game-makers will find "Halo" and "World of Warcraft"-themed Lego sets under the tree.  At a 2010 conference , one industry executive admitted that “we have to bring them in and keep them addicted and make them keep playing.” 

After the computer game industry succeeded in getting and keeping my son addicted at college, he was hardly recognizable as the high school senior with a 3.7 GPA, 2100 SAT, and active participation as a high school athlete and trombonist in five bands.  In a 2010 magazine article , an anonymous game designer described the creepy science of addiction that designers are engineering into their products. 

Game-makers’ profits increasingly rely on addiction.  Consider the meteoric rise of the game that became an addiction as strong as crack for my son: Riot Games’ "League of Legends."  In 2009, Riot Games released "League of Legends" as one of the first free-to-play online massive multiplayer games, which require no upfront subscription payment.  They extract money from players later, after they get hooked. By the fall of 2012, Riot Games reported that "League of Legends" had 70 million registered player names and 12 million “daily active users” (likely addicts) worldwide.  The company’s business model was attractive enough to score a massive $400 million payoff for the company’s founders when they sold the company in 2011. 

Its phenomenal success has induced a Pavlovian response within the industry to design even more intense free-to-play games that seek to ensnare and addict its customers – with youth and college students directly in their crosshairs.  This prospect should motivate every dean of student services into action to warn students, starting with the first day of freshman orientation. 

Campus Strategies to Address Computer Addiction

Such warnings are rare, however.  “Given that college students are at the epicenter of America’s computer addiction epidemic, I’m shocked at how few colleges and universities are addressing this problem aggressively,” says Hilarie Cash, executive director of ReStart Internet Addiction Recovery Center , and author of Video Games and Your Kids .  One reason is that the problem of compulsive or pathological computer gaming is often hidden from college officials by addicted students. 

For example, when the dean of student services asked my son why he was withdrawing from college, he said “because of depression” – without mentioning that he had spent nearly every waking hour in the last month of the semester compulsively playing a computer game while isolated his dorm room. This kind of response is typical of many addicts, who feel a deep sense of shame about their out-of-control compulsion for gaming, and engage in elaborate self-deceptions and lies to protect their addiction and their self-image. My son thought he was the only student with this problem.

Tracy Markle, Founder of Collegiate Coaching Services , has directly observed a chilling rise in pathological computer gaming among her young adult clients.  “When we conduct our initial assessments on new male clients, 75% have some level of computer gaming and/or Internet abuse issue that contributes to the original presenting problems such as poor academic performance, difficulty concentrating, and social anxieties.”  In addition to these reported problems, Markle points to other indicators of potential gaming addiction problems with college students, such as frequent absences from classes, roommate complaints, social isolation, and calls or e-mails from concerned parents. 

Cash and Markle both encourage college and university leaders to provide in-service training to build awareness among staff – especially front-line leaders such as resident assistants, teaching assistants, and student health clinicians -- on how to recognize the warning signs of computer gaming . Colleges can also launch student awareness campaigns to warn students of these problems, and encourage affected students to seek help rather than to retreat into dangerous isolation.  If my son’s college had trained its resident advisers to recognize that holing up in your dorm room all day, not emerging for classes, ordering delivery pizzas alone every night, and turning away friends at his doorway are all signs of a potential problem, he might have been steered to get help before he crashed so completely.  Cash also encourages campus leaders to develop new campus resources, such as offering a 12-step group to address computer gaming, and building a referral network of local therapists who have experience with this unique form of addiction.

Computer game companies already have their grip on nearly 10 percent of college students.  They are coming after more of them, with more potent products.  You can’t stop them. But college and university officials can begin to address this issue by doing what we do best – education -- starting with ourselves to learn more about the growing epidemic of pathological computer gaming. Without action, we need to be prepared to mail even more academic warning letters each semester.

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Internet gaming addiction: current perspectives

Daria j kuss.

Psychology Research and Behavior Management, Birmingham City University, Birmingham, UK

In the 2000s, online games became popular, while studies of Internet gaming addiction emerged, outlining the negative consequences of excessive gaming, its prevalence, and associated risk factors. The establishment of specialized treatment centers in South-East Asia, the US, and Europe reflects the growing need for professional help. It is argued that only by understanding the appeal of Internet gaming, its context, and neurobiologic correlates can the phenomenon of Internet gaming addiction be understood comprehensively. The aim of this review is to provide an insight into current perspectives on Internet gaming addiction using a holistic approach, taking into consideration the mass appeal of online games, the context of Internet gaming addiction, and associated neuroimaging findings, as well as the current diagnostic framework adopted by the American Psychiatric Association. The cited research indicates that the individual’s context is a significant factor that marks the dividing line between excessive gaming and gaming addiction, and the game context can gain particular importance for players, depending on their life situation and gaming preferences. Moreover, the cultural context is significant because it embeds the gamer in a community with shared beliefs and practices, endowing their gaming with particular meaning. The cited neuroimaging studies indicate that Internet gaming addiction shares similarities with other addictions, including substance dependence, at the molecular, neurocircuitry, and behavioral levels. The findings provide support for the current perspective of understanding Internet gaming addiction from a disease framework. The benefits of an Internet gaming addiction diagnosis include reliability across research, destigmatization of individuals, development of efficacious treatments, and the creation of an incentive for public health care and insurance providers. The holistic approach adopted here not only highlights empirical research that evidences neurobiologic correlates of Internet gaming addiction and the establishment of a preliminary diagnosis, but also emphasizes the necessity of an indepth understanding of the meaning, context, and practices associated with gaming.

Introduction: the mass appeal of Internet gaming

Internet gaming is a booming market. In 2012, more than one billion individuals played computer games, which fuelled the 8% growth of the computer gaming industry in the same year. 1 A recent report by the market research company Niko Partners has estimated the People’s Republic of China’s online gaming market at $12 billion in 2013. 2 Massively Multiplayer Online games (MMOs) offer the possibility to play together with many other players and can be differentiated based on game content and player experience. A latent profile analysis of survey data from 4,374 Hungarian online gamers (91% male, mean age 21±6 years) indicated that the most prominent MMOs were role-playing games, first-person shooters, real-time strategy, and other games. 3 First-person MMO shooter games are based on skill because they require good reaction time and attention, and competition is a key aspect of these games. In real-time MMO strategy games, players organize teams, develop their skills, and play for status in the game. 4

Massively Multiplayer Online Role-Playing Games (MMORPGs), on the other hand, appear of particular interest to players because they offer a variety of incentives for play relative to other game genres. Of all online gamers, 46% play MMORPGs, 3 confirming their position as the most popular online games. MMORPGs are game universes inhabited by thousands of players at the same time (massively multiplayer) with no spatial or temporal boundaries because they are played online, and they allow players to adopt various virtual personas vis-à-vis their avatars (role playing). 5 Today’s most popular MMORPG is “World of Warcraft”, the latest game in Blizzard’s Warcraft series, situated in the fantasy world of Azeroth that is populated by members of the opposing factions of the Alliance and the Horde. 6 According to a recent report published by the Entertainment Software Association, 7 World of Warcraft’s extension “Cataclysm” was among the top five selling computer games in 2011. In 2013, eight million players immersed themselves in the world of Azeroth, 8 clearly demonstrating the game’s mass appeal. The game tailors to most age groups, both sexes, and various player interests and preferences, 6 making it an MMORPG success story par excellence.

Online games such as World of Warcraft satisfy various gaming motivations. The analysis by Yee 9 of 3,000 MMORPG players’ gaming motivations revealed that MMORPGs allow players to achieve game goals, be social, and immerse in the game. Each of these factors is composed of a number of subcomponents as particularized by the gamers. First, achievement includes advancing in the game, namely progressing via leveling up, acquiring status and power in the game, the game’s mechanics, including the possibilities for optimizing game play, and competition, including challenging and dominating others. 9 Reputation and admiration from the gaming community for gaming achievements are further key factors motivating players to keep playing. 6 The game mechanics or structural characteristics have been claimed to reinforce the potentially addictive qualities of games because they contribute to initiation, development, and maintenance of gaming. 10

Second, the social factor is composed of socializing, including chatting and making new friends in the game, forming new relationships, and working in a team. 9 Research 11 suggests that the social element in MMORPGs is particularly important for gamers because it is an integral component of the enjoyment of playing. Moreover, it denotes a complex interaction between real and virtual social networks, further blurring the boundaries between these networks, making MMORPGs inherently social spaces. 12

Third, immersion in the game is denoted by discovery, ie, exploring the game and “hidden” game content, role-playing via one’s avatar, customization of one’s online character (such as sex, race, profession, appearance), and escapism, ie, playing in order to avoid real life. 9 Escapism is an aspect of mood modification whereby individuals suffering from addictions induce a subjective shift in their mood by way of engaging in an addictive behavior, making the latter a coping strategy to deal with everyday problems. 13

The variety of gaming motivations satisfied by MMOR-PGs indicates that these types of games are particularly versatile because they can be tailored to individual players with different game preferences. Consequently, one could assume that there are many ways that might lead some individuals to get hooked on MMORPGs. In a sample of 696 MMORPG players (93% male, mean age 26±7.4 years), achievement, socializing, and escapism motivations were found to be predictive of addictive play, together with sex accounting for 19% of variance in the MMORPG addiction score. 14 Similarly, in a sample of 175 primarily Dutch MMORPG players (87% male, mean age 21±6.5 years), escapism and game mechanics predicted excessive gaming over and above the contribution of the time spent gaming, together explaining 46% of the variance in problematic gaming. 5 In a nutshell, the mass appeal of MMORPGs rests on their versatility because they are tailored to gamers young and old, male and female, who have different game preferences. MMORPGs are particularly good at meeting various players’ different needs. This mass appeal may have contributed to findings from research which indicate that online games, and specifically MMORPGs, are more addictive than any other types of both offline and online games 15 because they reward players on partial reinforcement schedules, leading to maintenance of play. 16

Internet gaming addiction

In recent years, research about Internet gaming addiction has increased both in quantity as well as in quality. Research on gaming addiction dates back to 1983, when the first report emerged suggesting that video gaming addiction is a problem for students. 17 Shortly thereafter, the first empirical study on gaming addiction was published by Shotton, 18 based on self-reports of young male players who claimed they were “hooked” on their games. The early studies suffered from a lack of standardized psychometric instruments used for assessing gaming addiction. 19 However, research 20 indicates that self-reports correlate with standardized measures. Following on from that, further studies were carried out in the 1990s, initially assessing gaming addiction based on the criteria for pathologic gambling as stipulated in the third and fourth editions of the Diagnostic and Statistical Manual for Mental Disorders (DSM). 21 Although similar, pathological gambling and excessive gaming do not present with the same clinical picture, and some have argued that using the diagnostic criteria for pathological gambling in order to diagnose pathological gaming only taps into obsessive use and preoccupation rather than actual psychopathology. 22 In the 2000s, online games became popular, while studies of Internet gaming addiction emerged. 23 , 24

The studies on Internet gaming addiction in the new millennium reported prevalence estimates which vary significantly and range from 0.2% in Germany 25 , 26 to 50% of Korean teenagers. 27 This discrepancy in estimates is due to various conceptualizations, diverse measurement instruments, as well as the different cutoff points used. Further, dissimilar constructs (“Internet gaming addiction”, “dependence”, “problematic”, and “excessive play”) are measured in various samples (children, adolescents, gamers) and cultures. In most studies, self-reports have been used, which puts the reliability and validity of the potential diagnosis in question. 28 However, research 20 indicates that self-diagnosis correlates with standardized measures of addiction, suggesting that the individual’s perception of problems can be relatively accurate.

In South-East Asian countries, the negative impacts of Internet gaming addiction have led governments and health care providers to take the problem seriously and to develop a series of initiatives to curb and alleviate the problem. In South Korea, Internet gaming addiction is viewed as a significant concern for public health, 29 and up to 24% of children who have been diagnosed with Internet addiction are hospitalized. 30 In Japan, the government has recognized the problem following a study by the Ministry of Education, which has led to the development of “fasting camps” where individuals suffering from Internet and gaming addiction are helped by being cut off from technology completely. 31 It has been stated that the higher the Internet penetration and social acceptance of gaming, the higher the prevalence of gaming problems, 32 partially explaining the higher prevalence rates reported in South-East Asian countries. In addition to this, there is good reason to think that the lower acceptance of excessive gaming in a culture, the more distress (not less) gamers experience in engaging in the activity, potentially fuelling problem perception. Therefore, a lack of acceptance of excessive gaming and thus stigmatization of the behavior might contribute to higher rates of addiction and problematic play in some way. Following growing concern, specialized treatment centers and programs have been established in Europe (including the outpatient clinic for behavioral addictions in Mainz, Germany, and the Capio Nightingale Hospital in London, UK) and the US (including the inpatient centers RESTART Internet Addiction Recovery Program in Seattle and the recently opened digital detoxification and recovery center in Pennsylvania), reflecting the growing need for professional help.

The concerns appear to be grounded as a growing number of studies indicate that Internet gaming addiction is associated with various negative consequences. 15 The psychological consequences include the following: sacrificing real-life relationships, other pastime activities, sleep, work, education, socializing, and relationships, 33 – 40 obsession with gaming and a lack of real-life relationships, 41 lack of attention, 33 , 42 aggression and hostility, 42 , 43 stress, 33 dysfunctional coping, 33 , 44 , 45 worse academic achievement, 38 , 46 problems with verbal memory, 47 and low well-being and high loneliness. 48 Moreover, psychosomatic consequences have been found in a number of studies. These included problems with sleeping, 41 , 47 seizures, 49 and psychosomatic challenges. 33 This long list indicates that Internet gaming problems must be taken seriously as they can affect the individual negatively in a variety of ways.

Internet gaming addiction is a behavioral problem that has been classified and explained in numerous ways. According to Griffiths, 13 biopsychosocial processes lead to the development of addictions, such as Internet gaming addiction, which include the following components. First, the behavior is salient (the individual is preoccupied with gaming). Second, the individual uses the behavior in order to modify their mood (ie, gaming is used to escape reality or create the feeling of euphoria). Third, tolerance develops (the individual needs increasingly more time to feel the same effect). Fourth, withdrawal symptoms occur upon discontinuation of the behavior (the individual feels anxious, depressed, and irritable if they are prevented from playing). Fifth, interpersonal and intra-personal conflict develops as a consequence of the behavior (the individual has problems with their relationship, job, and hobbies, and lack of success in abstinence). Finally, upon discontinuation of the behavior, the individual experiences relapse (they reinitiate gaming). 13

Although the core criteria appear to be established, the etiology of Internet gaming addiction has yet to be studied in detail. Research 15 indicates that a number of risk factors are associated with Internet gaming addiction. These risk factors include certain personality traits, gaming motivations, and structural game characteristics. The personality traits most commonly associated with Internet addiction include neuroticism, 37 , 50 aggression and hostility, 43 , 50 – 52 and sensation-seeking. 43 , 50 Factors that appear to protect frequent online gamers from developing problems with their gaming were found to be conscientiousness and extraversion, 53 suggesting that for different individuals the same behavior can have different psychological repercussions.

In addition to this, the following gaming motivations were found to be most commonly associated with gaming addiction: coping with daily stressors and escapism, 5 , 16 , 44 , 54 – 57 online relationships, 16 , 51 , 57 – 59 and mastery, control, recognition, completion, excitement, and challenge. 34 , 56 , 60 This indicates that the reasons for game play may be an important indicator of potential risk for Internet gaming addiction. Specifically, in comparison with non-MMORPG players, MMORPG players preferred their online friends over their real-life friends. 16 Similarly, significantly more dependent gamers were found to prefer spending time with their online friends than their offline friends relative to nondependent gamers and felt their social needs were met better online than offline. 44 Moreover, while online games provide nonaddicted players with satisfaction, addicted players play to avoid dissatisfaction, 55 which can be an indication of withdrawal symptoms they want to overcome by engaging in gaming compulsively. The motivational differences to play games between dependent and nondependent as well as MMORPG and other gamers appear to be useful clinical information because these motivations can be specifically targeted in treatment sessions. For instance, elements of exposure therapy may be used for the socially fearful in order to decrease discomfort and reintroduce clients to real-life social environments. Also, alternative pastime activities that are perceived as satisfying can be encouraged specifically in group therapy sessions. Encouraging engagement in group sports might satisfy both the need to engage in competitive and satisfying activities and the need to interact with peers in real life.

Moreover, a number of structural game characteristics have been found to increase the risk for developing Internet gaming addiction, namely online relative to offline gaming, 61 positive reinforcement, 62 the enjoyment of particular game features, such as adult content, finding rare in-game items, and watching game cut scenes, 63 and viewing one’s virtual persona as better than oneself. 64 These characteristics indicate that particular games can be more addictive than others, 15 which appears important for game developers and public prevention campaigns that focus on decreasing risk and raising awareness of potential problems. Prevention campaigns could target school-aged children, teachers, and parents in education settings. They could be based on the principles of providing information and a discussion platform concerning Internet and gaming use and possible negative consequences via psychoeducation, with the ultimate goal of encouraging healthy media use. Success could be determined over the long term using triangulation of data and reports obtained from the targeted populations.

Most reviews to date have primarily focused on specific aspects of Internet gaming addiction, including methods used to assess gaming addiction, 65 , 66 structural characteristics, 60 and treatment. 67 – 69 In light of this, the aim of this review is to provide an insight into current perspectives on Internet gaming addiction using a holistic approach, taking into consideration the mass appeal of online gaming, the context of Internet gaming addiction, and associated neuroimaging findings, as well as the current diagnostic framework adopted by the American Psychiatric Association. 70 It is argued that only by understanding the appeal of Internet gaming, its context, and neurobiologic correlates can the phenomenon of Internet gaming addiction be understood comprehensively. An evaluation of the findings will be presented in the overall discussion.

Gaming addiction: context

Research on gaming addiction has paid little attention to the context of online gaming. However, a few studies have now shed some light on the embedding of Internet gaming addiction in the context of the individual, 71 the game and gaming environment, 6 , 72 and the broader framework of culture. 73 Each of these will be addressed in turn.

Griffiths 71 provided case study evidence of two young men who spent an average of 14 hours a day playing MMORPGs in order to emphasize that the context of the individual’s life is an important factor demarcating gaming excess from gaming addiction. Aged 21 years, unemployed and single, “Dave” reported that gaming had a positive influence on his life because his social life revolved almost exclusively around the game, and playing boosted his self-esteem and gave structure to his everyday life. Dave did not perceive that his excessive gaming impacted upon his life negatively at all. For Dave, his extensive gaming did not lead to significant distress or have a negative impact in his daily life, and therefore his behavior cannot be classified as a condition that would fulfill the requirements of a mental disorder classification as outlined in the DSM-5. 74 Upon starting a new job and entering into a relationship with a woman he met in-game, his excessive gaming decreased significantly.

The second case reported was that of “Jeremy”, a 38-year old financial accountant who was married with two children and experienced detrimental consequences due to his “severe gaming addiction”, namely a relationship breakdown, lack of time for family activities, and loss of his job. Moreover, his playing time, craving for the game, and feelings of low mood and anxiety had increased dramatically. He used gaming to escape from his real-life problems and tried to quit on several occasions, but was unsuccessful in staying abstinent. This led to a number of relapse episodes. 71 The examples of Dave and Jeremy make a compelling case for how the same behavior (namely regular online gaming for excessive periods of time) can have almost diametrically opposed consequences due to different individual contexts, with one experiencing gaming as pleasurable and ultimately beneficial, whereas the other’s entire life was negatively affected by his excessive gaming.

In addition to the individual context, the context of the game appears important in determining the extent to which excessive gaming can truly be an addiction. 6 , 72 Karlsen 72 conducted 12 interviews with online gamers (75% male, mean age 23±2.4 years) who play World of Warcraft and used virtual ethnography 75 in order to assess the consequences of their excessive gaming. The results indicated that some of the players experienced behavioral addiction symptoms as specified by Griffiths, 13 namely salience, mood modification, tolerance, withdrawal, conflict, and relapse, with the latter two demarcating excessive from potentially addictive play. However, rather than advocating current diagnostic frameworks for “pathologizing” gaming, Karlsen 72 advocates to view gaming excess from the vantage point of game structure and gaming context, including the social practice and cultural meaning of games as well as the individual’s connection to the game from the perspective of game and media studies. This understanding entails a move away from the overly simplistic approach of focusing on the psychological rewards that reinforce gaming to include an indepth exploration of gaming motivations, gaming structure and mechanics, as well as the meaning of gaming for the individual. 72

Kuss 6 analyzed online gaming and potential gaming excess by interviewing eleven World of Warcraft players (72% male, mean age 27±7.3 years) and used virtual ethnography 75 as well as ludology principles 76 to understand how playing this particular game mirrors participation in popular media culture. In this context, media culture is understood as a flexible and evolving area of engagement that requires active participation. Potential gaming addiction was found to be associated with escapist motivations and in this context gaming was understood as fulfilling a “narcotic” function. The game context gained particular significance in one participant’s life because of two features of the game. First, he was able to enact heroic tales through his avatar and faction membership. As a member of the Horde, he fought the opposing faction, the Alliance, and was involved in killing their king, an episode “he would not forget until the end of his life”. Second, he was enabled to return to a familiar cultural context by means of his guild which consisted of fellow countrymen, after he had physically migrated to a foreign country. In this way, the provisions of the game (namely participation in the game’s narrative, 77 community, and belonging) 78 were utilized to a problematic extent, leaving the participant feeling “addicted to wow [World of Warcraft]”. Eventually, the analysis revealed that the meaning that is attached to the game can lead to excessive play which may cause a retreat from real life. 6

Snodgrass et al 73 surveyed 252 respondents (78% male, mean age 27±9.0 years) using Yee’s 9 motivational factors achievement, social and immersion to assess problematic MMORPG play in World of Warcraft from the perspective of culture under the supposition that gaming allows for formation of communities and cultures. 12 , 79 , 80 The cultural context situates the individual and his potentially addictive game play (assessed using Young’s Internet Addiction Test) 81 within the framework of commonly shared beliefs and practices. 82 Snodgrass et al 73 used an anthropological approach focusing on meaning, practice, and experience, mirrored in their understanding of gaming motivations and problematic play. They found that achievement motivation may lead to problematic play if players are less successful in real life (ie, less “culturally consonant”) and use game success to compensate, 73 causing stress and negative health outcomes. 83 In terms of social motivation, the extent to which online relationships gain significance over offline relationships was analyzed 73 because research indicates that lack of cultural consonance regarding social networks impacts negatively upon health. 84 Regarding immersion, the amalgamation of online and offline life and identities was assessed, 73 because association of the self with the game and the avatar could lead to dissociation. 85 , 86 The results indicated that game play in World of Warcraft mirrors cultural models of success regarding objectives and responsibilities, indicating that the game world can in some ways substitute the real world. Moreover, the culturally sensitive motivations achievement, social and immersion significantly predicted problematic MMORPG play if they were incongruent with real life, that is, if the game was used to compensate for lack of success and relationships in real life, and to dissociate from real life. 73

Taken together, the individual, game, and cultural contexts appear to have a significant impact upon the extent to which problems occur as a consequence of excessive gaming in terms of how Internet gaming addiction is conceptualized. In this way, the cultural context can be seen as a lens through which individuals and others around them perceive and give meanings to behaviors and their consequences. It is critical to understand gaming problems not only by means of the observable symptoms, but to situate them within the broader context of the game, the individual, and culture.

Gaming addiction: neuroscience

In the last decade, psychiatry has increasingly made use of neuroscientific evidence to understand and conceptualize mental disorders. 87 The major funding body for mental health research, the National Institute of Mental Health, has recently introduced research domain criteria to reclassify mental disorders as based on neuroscience and shared underlying pathophysiology rather than the more subjective approach of phenomenology and clinical presentation that has been utilized previously. 88 The ultimate aim is to improve the reliability and validity of clinical diagnosis and accordingly to deliver optimal treatment. 89 In accordance with this approach, research on Internet gaming addiction is now increasingly making use of neuroimaging techniques to allow for analysis of neurobiological changes due to excessive gaming and neurochemical correlates of addiction. 90

Some studies have shown that changes in brain activity and structure related to addiction are relevant for brain regions involved in reward, motivation, and memory, as well as cognitive control. 91 It has been hypothesized that initially the prefrontal cortex and ventral striatum are involved in the decision to initiate the addictive behavior. Over time, the individual habituates to the behavior and develops a compulsion to engage in it, which is accompanied by alterations of activity in the dorsal striatum as it becomes activated through dopaminergic innervation. There is some evidence for the idea that dopamine is released. 92 The longer the engagement continues, the more permanent the changes in the dopaminergic pathways become. It has been suggested that activity in the anterior cingulate, orbitofrontal cortex, and nucleus accumbens is modified in such a way that natural rewards are experienced as less pleasurable, further reducing control over the behavior. 93 , 94 Research suggests that over time, synaptic activity is reduced, leading to long-term depression and neuroadaptation, 95 as well as behavioral sensitization. The synapses in the ventral tegmental area become stronger, glutamate in the nucleus accumbens is reduced, and activity in the amygdala and hippocampus (related to memory) is increased, which can in turn result in craving 91 , 96 and increased response to the availability and particular context of the addictive behavior. 93 , 97 Some studies have shown that the addictive behavior becomes associated with these cues through activity in the nucleus accumbens, which reinforces the effects of the behavior. 98 With time, tolerance to the addictive behavior develops and natural rewards are depreciated, resulting in a reward system deficiency and activation of the antireward system. 99 The consequent lack of dopamine in mesocortical brain regions can lead to withdrawal symptoms, and in order to overcome these, renewed engagement in the addictive behavior ensues, and may ultimately impact upon the functions of the orbitofrontal cortex and cingulate gyrus. 91 , 100 , 101

Over the last decade, a number of neuroimaging techniques have been applied to Internet gaming research, allowing for an analysis of addiction correlates regarding both brain function as well as brain structure. Electroencephalograms measure brain activity via changes in voltage in the cerebral cortex via electrodes, 102 and were used in six studies of Internet and gaming addiction. 103 – 108 Positron emission tomography measures neuronal metabolism through photons from positron emissions via positively charged electrons. 109 Two studies 110 , 111 made use of positron emission tomography to measure Internet and gaming addiction. Like positron emission tomography, single photon emission computed tomography measures metabolic activity in the brain at the level of individual photons, 112 and was applied in one study of Internet addiction. 113 Eight studies 114 – 121 used functional magnetic resonance imaging to measure changes in blood oxygen levels in order to indicate brain activity in individuals with Internet and gaming addiction. 122 Finally, structural magnetic resonance imaging uses methods such as voxel-based morphometry 123 and diffusion-tensor imaging 124 to image brain morphometry, 125 and was used in two studies 126 , 127 in order to assess Internet addiction.

A systematic review of all Internet and gaming addiction studies using neuroimaging methods until 2012 90 revealed that Internet gaming addiction appears similar to other addictions, including substance-related addictions, at the molecular, neurocircuitry, and behavioral levels. From a molecular perspective, gaming results in the release of striatal dopamine. 111 On the other hand, it has been suggested that, in small samples, Internet and gaming addiction is associated with a reward deficiency whereby dopaminergic transporters in the brain are reduced. 110 , 113 In order to reinstate a biochemical equilibrium, 99 individuals whose reward system is deficient seek substances and activities which result in the release of dopamine. Under normal circumstances, pleasure drives (including eating and reproduction) are natural rewards that are craved, whereas unnatural rewards include psychoactive substances and addictive behaviors. 128 Over time, the individual habituates to the hedonic feelings produced by Internet gaming and develops abstinence symptoms, tolerance, and withdrawal. 129 Internet gaming addiction is initiated and maintained. 90 The decreased dopaminergic transporters in Internet gaming addiction may explain its frequent co-occurrence with depression, 130 bipolar disorder, 131 and borderline personality disorder and dissociative symptoms. 132

With regards to neural circuitry, when gaming, brain areas associated with addictions are frequently utilized and therefore the activity in regions such as the orbitofrontal cortex and cingulate gyrus is high, which over time can lead to significant alterations in neuronal connectivity 114 , 116 , 118 , 119 and brain structure. 115 , 126 , 127 Internet gaming becomes increasingly salient and individuals lose control over their gaming. 90 The individual is immanently motivated to play online games as they have learned the behavior, eventuating in continuous engagement. 133

In terms of behavior, excessive Internet gaming can result in problems with impulse control, behavioral inhibition, executive functioning, attention, and general cognitive functioning. 103 , 104 , 107 , 115 , 126 , 127 However, there are plus sides as well, in that the frequent gamer develops and improves a number of other capabilities, namely the integration of perceptual information into the brain and hand-eye coordination. 118 , 120

Taken together, research on Internet gaming addiction has made use of various neuroimaging techniques in order to shed light upon the neurochemical and neuroanatomic correlates of addiction. Although in most studies the direction of the relationship has not been investigated (ie, it is unclear whether Internet gaming addiction causes changes in brain structure and activity or vice versa), the current evidence suggests a relationship between brain alterations and Internet gaming addiction. Neuroimaging studies of Internet gaming addiction contribute to the current understanding of addiction as based on a disease framework. 128 , 134 This indicates that, similar to cardiovascular diseases, lifestyle (ie, excessive gaming) can result in changes to underlying neurobiology. Moreover, the utilization of sophisticated imaging methods in Internet gaming addiction research is in line with research domain criteria, 88 which makes a significant contribution to our understanding of Internet gaming addiction as a chronic neurobiological disease requiring professional care and adequate treatment. 135

Gaming addiction: clinical diagnosis

Following nearly two decades of research, the American Psychiatric Association has now officially recognized Internet Gaming Disorder as a condition that requires consideration by clinicians and researchers. In June 2013, Internet gaming disorder appeared in the appendix of the updated version of the Diagnostic and Statistical Manual for Mental Disorders (DSM-5) for the first time. 70 It stands alongside the only other behavioral addiction, ie, pathological gambling, situating it clearly within the diagnostic category of Substance-Related and Addictive Disorders. Internet gaming disorder has pulled ahead of other behaviors that can become addictive, such as exercise, 136 , 137 work, 138 and shopping. 139

Up until now, researchers have understood Internet addiction or Internet gaming addiction as similar to either impulse control disorders in general or pathological gambling specifically, 140 – 142 substance dependence, 33 , 38 or a combination of the two. 143 , 144 This has led to the development of multiple psychometric instruments, each measuring different aspects associated with Internet gaming problems and addiction. 144 – 153 The multiplicity of conceptualizations used for Internet gaming addiction have led to a diagnostic conundrum leading some researchers to question its existence, 29 and have called for commonly agreed upon criteria which increase reliability across studies and advocate adequate and efficacious treatment. 15

Under the new DSM-5 framework, Internet gaming disorder refers to the “persistent and recurrent use of the Internet to engage in games, often with other players, leading to clinically significant impairment or distress as indicated by five (or more) [criteria] in a 12-month period”. 70 The diagnostic criteria are a preoccupation with gaming, withdrawal symptoms, tolerance (ie, spending more time gaming), lack of control, loss of other interests, use despite negative consequences, deception, mood modification, and losing a relationship, job, and similarly important aspects of life. 70 From a public health perspective, an official diagnosis of Internet gaming addiction is necessary for a number of reasons. First, it will encourage individuals who suffer from associated symptoms to ask for professional help, decreasing morbidity rates, hospitalizations, and potential legal and medical problems. 30 Second, the diagnosis may decrease barriers to care and stigmata with regards to public perception of problematic Internet and gaming use. Third, the diagnosis will support research efforts. 134 Fourth, a diagnostic category will provide the necessary incentive for health care and insurance providers to develop, test, and finance adequate treatment. Ultimately, individuals who require professional care because of substantial distress, suffering, and individual impairment must be helped in an appropriate way. 74 Accordingly, an official diagnosis of Internet gaming addiction is critical for a number of reasons, further emphasizing the need to fully acknowledge and utilize it.

The aim of this review was to provide an insight into current perspectives on Internet gaming addiction using a holistic approach encompassing gaming appeal, context, neuroimaging research, and the diagnostic framework adopted for Internet gaming addiction. It has been shown that Internet gaming has gained increasing popularity since the new millennium, and has led to a substantial growth of the gaming industry and the player fan base. MMORPGs have further been highlighted as offering a wide variety of incentives for players to initiate and maintain playing because they satisfy a variety of needs and tailor to various gaming motives relative to alternative online game genres. Some of these motives, especially escapism, the game’s mechanics, achievement and socializing have been found to be indicative of gaming addiction, 5 suggesting that MMORPGs are more addictive than other offline and online games. 15

This review further shows that until now few studies have investigated the gaming context. Therefore, the context of the individual, the game and gaming environment, and the broader framework of culture are specifically addressed. It has been shown that the individual’s context is a significant factor that marks the dividing line between excessive gaming and gaming addiction. 71 Moreover, it has been emphasized that gaming cannot simply be medicalized if done in excess, but it must be understood from within the context of gaming and the meanings the individual attaches to it. 72 The game context can gain particular importance for players, depending on their life situation and gaming preferences, including the enactment of heroic tales as well as the re-embedding in a (virtual) cultural context that differs from the players’ real-life context. Ultimately, this may lead to a retreat from real life for some individuals. 6 In addition to this, the cultural context is significant because it embeds the gamer in a community with shared beliefs and practices, endowing their gaming with particular meaning. If gaming is used to compensate for lack of success and relationships in real life and to dissociate from real life, Internet gaming addiction can be the consequence. 73 In this context, the “disease” model of addiction can be viewed from the perspective of diseases other than those based on Mendelian genetic mutations or other simple biologically determined pathways. Cardiovascular diseases or adult onset diabetes appear as better models/prototypes for Internet gaming addiction, because these are medical conditions where lifestyles and experiences systematically reshape the body and thus “get under the skin”. That is, the cultural context can become the disease (here addiction) through repeated experiences. Alternatively, cultural norms related to how acceptable game-play is might structure the appeal of the game, which in turn promotes addictive play patterns, which would not be the case in places without such norms.

The cited neuroimaging studies of Internet gaming addiction and associated changes in brain structure and function furthermore correspond with the research domain criteria developed by the National Institute of Mental Health 88 because they emphasize a move away from phenomenology to focus on pathophysiology for clinical diagnosis. Internet gaming addiction was found to share similarities with other addictions, including substance dependence, at the molecular, neurocircuitry, and behavioral levels. These similarities include altered dopaminergic and neuronal activity and brain morphometry, as well as deficient impulse control, behavioral inhibition, and general cognitive functioning. However, there are no known biomarkers of Internet addiction at this point in time. Indeed, there are no known biomarkers of any mental disorder. Ever since Kraepelin, 154 and thus for a century, psychiatrists have been searching to understand mental disorders as underlying physiological diseases, providing an additional incentive to continue research on the neurobiological underpinnings of mental health problems, including Internet gaming addiction.

The findings provide support for the current perspective of understanding Internet gaming addiction from a disease framework. 128 , 134 The dependence classification adopted in previous classification systems 74 , 155 is stigmatizing to patients who require medication because dependence refers to a normal physiological response to the use of a substance (including medication) which, when discontinued, can lead to withdrawal symptoms. 74 The term addiction, on the other hand, denotes a chronic neurobiological disease, 135 which is less stigmatizing because it does not suggest that patients who require medication become “addicted” to their required psychopharmacological treatment. 156 Addiction, unlike dependence, leads to compulsively pursuing rewarding behaviors irrespective of associated biological, psychological, and social problems. 135 Ultimately, the current research base on Internet gaming addiction has led the American Psychiatric Association 70 to include Internet gaming disorder in the appendix of the DSM-5 as the second behavioral addiction alongside pathological gambling, suggesting that the problem is taken seriously. The benefits of such a diagnosis include comparability across research, destigmatization of individuals, development of efficacious treatment, and creation of an incentive for public health care and insurance providers. Once the behavioral problem has an official code, it is worthy of being taken seriously and treated adequately.

However, research concerning the natural course of Internet gaming addiction, the most appropriate interventions, and large-scale epidemiology is scarce, 157 suggesting that more work needs to be done to understand this behavioral problem more fully. King and Delfabbro 158 further question the blurring of the boundaries between Internet addiction and video gaming addiction, as this may “promote further confusion”. Instead, they advocate a conceptualization of Internet addiction which incorporates various subtypes of online behavior, and establishing a diagnostic category of “video gaming disorder” which applies to both online and offline gaming addiction. Ultimately, however, King and Delfabbro 158 concede that the research diagnosis has sparked discussion regarding the nature of behavioral addictions, which testifies to a move away from acknowledging substances only as potentially addictive, and to broaden our understanding of addiction in general.

Moreover, there appear to be problems with regards to the criteria for Internet gaming disorder adopted by the DSM-5 taskforce. Starcevic 29 points out that there exists a debate of whether tolerance is a valid criterion as researchers have validated scales on problematic video game use 159 and compulsive Internet use 160 that do not contain tolerance as a symptom, and some question whether tolerance is a factor involved in gaming. 44 This exemplifies the intricacy of measuring Internet gaming addiction, particularly in light of the reliability of studies as well as the equivalence of findings across studies. Based on these issues, Starcevic 29 recommends the following research approaches: understand when online gaming can be considered a mental disorder; study risk factors and comorbidities, and its position as primary or secondary condition; test a continuum of video gaming problems and video gaming disorder; and revisit its classification as “addiction” rather than an impulse control disorder. 161 Moreover, Pies 134 specifies further that only if the following criteria are satisfied, the condition would qualify to be understood as disease: identify a pattern of genetic transmission; understand its etiology, pathophysiology and/or pathological anatomy; and its course, prognosis, stability, and response to treatment. The current review indicates that research on Internet gaming addiction is on its way to fulfilling these requirements. In terms of understanding the context of Internet gaming addiction, more research is necessary.

Limitations, implications, and suggestions for future research

This review has shown that research on Internet gaming addiction has increased in quality and quantity, particularly over the last decade. Future research is required to overcome the limitations of current research, including closer scrutiny of gaming context (including the individual, game, and culture) and the direction of the relationship between Internet gaming addiction, as well as neuroanatomical and neurochemical changes. Specifically, the following research question requires further exploration: How do individual, game-related, and cultural factors contribute to the etiology, phenomenological experience, and treatment approaches of Internet gaming addiction? Furthermore, the causality of the relationship between neurobiological alterations and neurostructural abnormalities and Internet gaming addiction symptoms should be explored. The further exploration of these issues will enhance our understanding of this potential mental health concern. Moreover, a solid and unequivocal research base will enable the American Psychiatric Association and the World Health Organization to include Internet gaming addiction as an actual diagnosis in their diagnostic systems, which will in turn facilitate future research endeavors as well as clinical parlance.

The context appears crucial to the meaning of the game for the player, and is influenced by individual characteristics, the gaming culture, and the broader society that gamers are situated in. Ultimately, this will allow for developing treatment approaches which can be tailored to different individuals and meet idiosyncratic needs most effectively. The reviewed literature can inform procedures for improving the current treatment of Internet gaming addiction because it puts an emphasis on exploring the life and cultural context of the individual. In terms of neuroimaging studies, the reviewed empirical research has revealed associations between excessive online gaming and alterations in brain structure and function associated with substance addictions. However, understanding the direction of this relationship is crucial because it will provide invaluable insights into the etiology of Internet gaming addiction as well as its status as a primary or secondary disorder. In terms of treatment, establishing the treatment seeker’s most pressing present problem will allow an efficient and efficacious treatment plan to be developed and structuring of treatment sessions. Overall, this literature review suggests that targeting pathogenic neurobiological mechanisms and associated neurological and neurochemical alterations only does not suffice when the clinician’s goal is to alleviate the individual’s idiosyncratic problems. It indicates that Internet gaming addiction must be viewed from a holistic perspective, integrating the neurobiological, individual, game-related, and cultural factors contributing to pathogenesis and symptom experience.

The present review of current perspectives on Internet gaming addiction has shown that research has progressed significantly over the last decade, leading to a larger evidence base which includes important findings from neuroimaging research. Further, it indicates that contextual factors play an important part in our understanding of Internet gaming addiction as a holistic phenomenon. It is suggested that an official diagnosis of Internet gaming addiction must regard embedding of the problematic behavior within the context of the individual, the game, and gaming practices, as well as the broader sociocultural environment as the meaning of the gaming behavior derives from its context. The holistic approach adopted here not only highlights empirical research that confirms neurobiological correlates of Internet gaming addiction and establishment of a preliminary diagnosis, but also emphasizes the need for an indepth understanding of meaning, context, and practices associated with gaming. Ultimately, a holistic understanding will benefit individuals who seek professional help for problematic online gaming as treatment approaches become more targeted and consequently more efficacious.

The author reports no conflicts of interest in this work.

The Impact of Online Games on Student Academic Performance

21 Pages Posted: 1 Jun 2023

Beimbet Beibit

Nazarbayev Intellectual School

Date Written: May 12, 2023

Online video gaming has become a popular leisure activity among students, but concerns have been raised about its potential impact on academic performance. While some argue that video games can enhance cognitive skills, others claim that excessive gaming can lead to poor academic performance and even addiction. This research aims to investigate the influence of online video gaming on the academic performance of students. The study will examine the relationship between online gaming and academic performance, as well as factors that may moderate this relationship, such as the days of gaming sessions, gender, and academic performance. A survey was conducted among a sample of students from NIS school(73 participants), to collect data on their gaming habits and academic performance. The data collected will be analyzed using statistical methods to determine whether there is a significant correlation between online gaming and academic performance. The findings of this study can be used to inform educational policy and practice, and to promote healthy gaming habits among students.

Keywords: video games, academic performance, addiction, influence

JEL Classification: I

Suggested Citation: Suggested Citation

Beimbet Beibit (Contact Author)

Nazarbayev intellectual school ( email ), do you have a job opening that you would like to promote on ssrn, paper statistics.

  • Open access
  • Published: 03 November 2023

Internet gaming disorder and psychological well-being among university students in Egypt

  • Aya Shouman   ORCID: orcid.org/0000-0003-1946-1889 1 ,
  • Warda Abo Elez 1 ,
  • Ibtihal M.A. Ibrahim 1 &
  • Mohammed Elwasify 1  

BMC Psychology volume  11 , Article number:  367 ( 2023 ) Cite this article

3118 Accesses

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Metrics details

Internet gaming disorder (IGD) is a serious rising problem affecting people of all ages. Many researchers reported that students’ addictive gaming behavior resulted in the loss of function and the development of psychological problems. In this study, we aimed mainly to measure the prevalence of internet gaming disorder among Mansoura University students and find its relationship with psychological well-being.

A cross-sectional observational study was carried out during the academic year (2021–2022) at the University of Mansoura. Students from four different faculties were included. Participants ages ranged from 18 to 25 years old. An online Google Form questionnaire gathering the tools (questionnaire of demographic and clinical data, Internet Gaming Disorder Short Form scale, Ryff’s scale of psychological well-being) was distributed among them.

In this study, 870 students were included. The age range was 18–25 years. They were divided into three groups: 315 normal gamers (36%), 500 risky gamers (58%), and 55 disordered gamers (6%), with no significant gender difference in each group (p-value = 0.138). A negative correlation was found between IGD and psychological well-being (r = -0.303).

Conclusions

The prevalence of IGD was 6% among Mansoura University students. Participants in the theoretical faculties who started playing internet gaming at a younger age and spent more than 2 h per week playing and more than 3 h per week thinking about playing internet games were more likely to develop IGD. Whenever IGD scores increased, psychological well-being scores were found to decrease (r = -0.303).

Peer Review reports

The definition of “addiction” has evolved throughout time. The word is derived from the Latin word “addicere,“ which means “bound to” or “enslaved by,“ and when it was first used, it was not exclusively related to drug usage [ 1 ].

Addiction is defined by the following characteristics: continued engagement in a behavior despite harmful consequences; a lack of self-restraint when engaging in the behavior; the urge and craving prior to such involvement; and compulsive involvement. Given that these are the defining characteristics of addictive behavior, an addiction framework may be applicable to behaviors other than those associated with substance use [ 1 ], such as street drugs, nicotine, and some inappropriately taken prescription medications [ 2 ].

Moreover, behavioral addiction refers to frequent behaviors that are beyond normal frequency and increasingly create a dependence that impacts a person’s life [ 3 ]. The core element of behavioral addiction was described by Kardefelt-Winther et al. (2017) as the persistent and sustained functional impairment that results directly from the addicted behavior [ 4 ].

Internet addiction, also known as problematic internet usage (PIU) in the literature, is growing more commonplace on a global scale. According to international research, around half of the teenagers suffer negative effects from excessive internet use [ 5 ].

The validity of the majority of studies as an indicator of public health is challenged by the fact that participants’ individual internet usage has not been consistently defined. Because internet usage can include a wide range of activities such as gaming, information gathering, online shopping, networking, gambling, and sex, additional research may show that each of these activities is a separate entity disorder or a subtype of IA [ 5 ].Researchers have focused more on the Internet gaming problem since the first commercial video game was created in the early 1970s.especially after a number of violent incidents linked to gaming-related problems [ 6 ].

Results showed that behavioral addiction or impulse-control disorders could be used to interpret the unfavorable consequences of online gaming. Researchers were able to identify the negative effects of digital gaming and explore its nature, prevalence, and pathogenesis with the help of the criteria for pathological gambling or substance dependency [ 7 ].

Internet gaming disorder (IGD) was added to the 5th edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) in Section III, Under Conditions for Further Study, in 2013. It was defined as the repeated and persistent use of internet games that results in clinically significant impairment or distress [ 8 ]. Gaming disorder (GD) was included in the International Classification of Diseases (ICD-11) as an addictive disorder in 2018 [ 9 ].

Even though playing video games is generally safe and can have useful physical, cognitive, and social effects [ 10 ], excessive gaming has been linked to a number of negative effects, such as sleep disruptions, solitude, relationship issues, job loss, inadequate nutrition, and fitness, in addition to grief, isolation, decreased intellectual activity, and dissatisfaction with physical appearance [ 11 ; 7].

Aim of the work

In this study, we aimed to measure the prevalence of internet gaming disorder among Mansoura University students and find whether there was a relationship between it and the psychological well-being of the affected students.

This is a cross-sectional observational study that was carried out during the academic year 2021–2022 (from December 2021 to February 2022) at the University of Mansoura. A total of 870 students from four different faculties—medicine, engineering, arts, and education (two practical and two theoretical faculties)—were included. Participants ages ranged from 18 to 25 years old; institutional review board (IRB) approval was obtained prior to the study (MS.21.05.1502). A Pilot study was carried out among 30 students at different faculties before the actual field work to assess the feasibility of our research design and it was more reliable to carry out the study through an Online google Form. An online Google Form questionnaire gathering the tools described below (questionnaire of demographic and clinical data, Internet Gaming Disorder Short Form scale, Ryff’s scale of psychological well-being) was delivered via an online link and distributed among the students. And all participating students agreed to participate in the study at the beginning of the form and were asked if they play Internet games (yes/no). By answering “yes,” they were included in the survey and by answering “no,” they were excluded.

Study questionnaires

Demographic variables ; A structured questionnaire containing sociodemographic data, basic psychiatric and medical data, and information about the pattern of internet and gaming use and most activity of interest on the internet.

A validated Arabic version of the IGD short form scale (IGD SF); [ 12 ] which is based on the nine criteria from the DSM-5, was used. Analysis of the short dichotomous scale indicated that three groups could be differentiated as follows: normal gamers (scores between 0 and 2), risky gamers (scores ranged between 1 and 6), and disordered gamers (scores ranged between 6 and 9) [ 13 ].

The Arabic version has 42 items. Ryff’s scale of psychological well-being (SPWB); The scale was translated by Jondi and Talahmeh (2017) [ 14 ]. This scale comprises six subscales: autonomy, environmental mastery, purpose in life, personal growth, positive relations with others, and self-acceptance. Each subscale is composed of 7 items. Contributors respond to one of six-point categories ranging from (1) strongly disagree to (6) strongly agree. The scores were in the range of 54–324, with higher scores signifying better psychological well-being.

Sampling and sample size calculation Our sample size was calculated using the Open Epi program ( http://www.openepi.com/SampleSize/SSPropor.htm ). A previous study reported that 25.2% of university students have IGD [ 15 ]. A sample size of at least 850 students was required with an alpha error of 5%, a precision of 5%, and a design effect of three due to the stratified cluster sampling method, as illustrated by the flowchart (Fig.  1 ). Participants had to be Mansoura University students of Egyptian nationality in order to be considered. Students with psychotic disorders were excluded.

figure 1

Flowchart of sample size calculation

During a period of 3 months (from 1st of December 2021 to 28th February 2022), one of the researchers obtained approval from the head of each faculty in order to communicate personally with the study subjects in the selected faculties to explain study objectives and encourage participation. Then, the distribution of the questionnaire was done by sharing Google links to WhatsApp or Facebook personal accounts or WhatsApp or Facebook groups of the mentioned faculties. The snowball sampling technique (exponential, non-discriminative) was applied by encouraging participants to share the link with other students in their faculties. The responses were collected, and the link was locked when the target sample size was reached. All study participants were assured that the data collected would be kept confidential and anonymous, and they agreed to participate in the study at the beginning of the Google form.

Statistical analysis

Data analysis was performed by SPSS software, version 18 (SPSS Inc., PASW Statistics for Windows version 18). Chicago: SPSS Inc. Numbers and percentages were used to describe qualitative data. After assessing normality with the Kolmogorov-Smirnov test, quantitative data were reported using the median (minimum and maximum) for non-normally distributed data and the mean and standard deviation for regularly distributed data. The Chi-Square and Monte Carlo tests were used to compare qualitative data. For normally distributed data, the Student test was used to compare two independent groups; for more than two groups, the one-way ANOVA test with the post hoc Tukey test to identify pairwise comparisons was used. The observed results’ significance was determined at the 0.05 level.

Sociodemographic characteristics of the studied group , 870 students filled in the questionnaire. Their mean age was 20.83 years ± 1.73, they consisted of 462 males (53.1%) and 408 females (46.9%), 490 of them were living in rural areas (56.3%) while 380 were living in urban areas (43.7%). Data were collected from 4 different faculties (Engineering, Medicine, Education and Arts) from 6 different classes. (Table  1 ) .

Regarding internet use , 283 (32.5%) students spent more than 6 h per day on the internet, and of them, 24 (3.7%) reported using it mainly for playing games. In terms of starting age, primary school (207), preparatory school (232), and secondary school (219) ( Table  2 ).

Regarding the distribution of internet gaming , there were 500 students considered to be risky gamers, 55 disordered gamers, and 315 normal gamers. (Fig.  2 )

figure 2

Distribution of internet gaming scale

Internet gaming in relation to gender , 27 male students were disordered gamers versus 28 females while 280 males were risky gamers vs. 220 females thus results show a non-statistically significant difference (p value = 0.138) between males and females regarding Internet gaming disorder.

Univariate analysis of the predictors of risky and disordered gamers among studied students , the risk of internet gaming disorder was found to be increased in students of theoretical faculties (faculties of education and arts) with high odds (1.4 more times at risk than practical faculties), students of the 1st year of faculty with higher odds of 5.78 times at risk than students of subsequent years, and students who spent more than 4 h in front of a screen (2.08 times at risk). Even students who spent more than 6 h in front of a screen were 2.44 times more likely to develop gaming disorder than those who played more than 2 h per week (3.15 times riskier) or spent more than 3 h per week thinking about playing internet gaming (2.54 times riskier). ( Table  3 )

Multivariate analysis of the predictors of risky gamers among studied students , students of theoretical faculties who started playing at a young age, played more than 2 h per week, and thought about playing for more than 3 h every week were found to have a higher risk of developing internet gaming disorder, and these factors can predict the risk of developing IGD by 82.2%. ( Table  4 )

Psychological well-being (SPWB) scale results among the study group

The result of Ryff Scale of Psychological Well-Being (SPWB) about 670 (77%) students had moderate scores of psychological wellbeing, 188 (21.6%) of them had high scores and only 12 (1.4%) of the total sample had low scores. (Fig.  3 )

figure 3

Distribution of psychological well-being scale

The relation between internet gaming disorder (IGD) and psychological well-being among the sample : an inverse relationship was found between the severity of the internet gaming disorder and the psychological wellbeing. (Fig.  4 )

figure 4

Scatter diagram showing the correlation between internet gaming disorder scores and psychological well-being scale scores among the sample

The relation between psychological well-being & internet gaming among the sample. It was found that 500 students were risky gamers, and only six of them had low scores of psychological wellbeing, while 402 had moderate scores and 92 had high scores. Disordered gamers were 55 students; only 2 of them had low psychological wellbeing scores, while 49 had moderate scores and 4 had high scores.

Studying the relationship between internet gaming behavior and each domain of psychological wellbeing , it was found that all 6 dimensions of psychological well-being were affected in gamers with more affection in risky and disordered gamers than normal ones. ( Table  5 )

Linear regression of prediction of psychological well-being among studied group by internet gaming scores shows statistically significant results assuming internet gaming score to be a negative predictor for psychological well-being with the following equation (Prediction equation of psychological well-being = 145.68–2.276* internet gaming score). ( Table  6 )

In this study, the prevalence of disordered gamers was found to be 6%, while risky gamers were 58%, and normal gamers were 36%. There was no significant difference in gaming behavior between males and females. These results were consistent with previous studies’ results, such as Yu and Cho (2016) , who reported that 5.9% of studied subjects were disordered gamers [ 16 ]. Furthermore, half of the subjects in an Egyptian study by Gammal et al. (2019) were at risk of acquiring Internet Gaming Disorder (IGD) [ 17 ].

Moreover, a cross-sectional survey conducted online by Almutairi et al. (2023) , on Arab gamers from Syria, Jordan, and Kuwait revealed that the prevalence of disordered gamers across these countries was 6.1%, which supports our result [ 18 ].

In contrast, the prevalence of risky gamers was different from that detected by other studies. Festl et al. (2013) and ELNahas et al. (2018) reported a lower prevalence of risky gamers than what was found in this study [ 19 ; 15]. The present increase in the incidence of dysregulated gaming behavior could be attributed to the rise in internet usage and the availability of gaming apps. This increase was particularly noticeable during the coronavirus pandemic in 2019 because of the reliance on online learning and home isolation, which created more free time and increased the sense of loneliness [ 20 ]. Another factor contributing to the higher risk of IGD among college students could be the fact that parents might not be able to effectively monitor their kids’ gaming behaviors and attitudes by the time they go to college [ 21 ].

In the current research, some predictors of increased risk of internet gaming disorder among the sample were detected, including four main predictors: type of faculty, age at which the student started playing, hours spent playing per week, and hours spent thinking about playing each week.

Participants in theoretical faculties (education and arts) were found to be 1.2 times more at risk for Internet gaming disorder (IGD) than participants in practical faculties (medical and engineering); this may be related to increased studying time and lab work compared to theoretical faculties. Such a result agrees with the results of previous studies where students of theoretical faculties were found to be at higher risk for gaming disorder than those of practical ones [ 15 , 17 ].

Students started playing at a young age, especially at the age of primary school, when they were 9.41 times riskier than other participants. This result agrees with the results of previous studies [ 22 , 23 , 24 ]. However, these findings disagree with the results of a study carried out by Malak et al. (2017) , who found that excessive and inappropriate internet use was greater among students who used the Internet during adolescence, particularly after the age of 16 [ 25 ]. Also, Hur (2006) showed that the age of first internet use was not a risk factor for problematic internet use [ 26 ].

Playing online games for longer periods of time during the week increased the risk of IGD. Thus, students who played more than 2 h per week were found to be 2.03 times more at risk than students playing less than 2 h per week; this result agrees with the results of many previous studies [ 23 , 27 , 28 , 29 ]. Moreover, another study found that the weekly average of time spent playing online positively correlated with the risk of IGD [ 30 ]. However, Billieux et al. (2013) noted that time dedicated to gaming is not always a reliable indicator of problematic gaming behavior [ 31 ].

Students who spent more than 3 h per week preoccupied with and thinking about gaming had a higher risk of developing gaming disorder (2.88 times riskier than gamers who spent less than 3 h per week). This was similar to the results of a previous study, which assumed that preoccupation is one of the most relevant diagnostic criteria of all nine IGD DSM-5 proposed criteria [ 32 ].

Other studies disagree with our result; preoccupation was reported at high rates by participants in one study, but it was weak in predicting IGD [ 33 ]. Also, Charlton and Danforth (2007) distinguished the core as well as the ancillary criteria of behavioral addiction and found that preoccupation was not a sign of addiction but rather a non-pathological engagement factor [ 34 ].

In the present study, a negative relationship was found between the severity of the internet gaming disorder and psychological wellbeing. The higher a person’s IGD score, the lower his psychological well-being score. These results were consistent with findings in previous studies, which assumed that loneliness increases the risk of problematic internet use and IGD [ 35 , 36 , 37 , 38 ].

Also, Akn and Iskender (2011) discovered a link between problematic internet use and low self-esteem [ 39 ]. Moreover, Ballou and Van Rooij (2021) studied the relationship between mental well-being and dysregulated gaming and consistently detected that both were negatively correlated, which further supports our findings in this research [ 40 ]. These previously mentioned findings may be explained by the compensatory and the interpersonal impairment hypotheses set for explaining the psychopathology of gaming disorder [ 41 , 42 , 43 ].

The outcome in this current study showing that the disordered gamers had decreased scores in purpose in life and self-acceptance domains of psychological well-being, is also in line with previous studies; a cross sectional study proposed that higher levels of IGD are associated with lower perceived life satisfaction and self-acceptance among adolescents and older adults and two longitudinal studies concluded that IGD negatively predicted life satisfaction; one study was carried among adults over 40 years old and the other among younger population with age range 17–21 years [ 44 , 45 , 46 ]. These data strongly support the uses and gratifications theory explaining pathological gaming behavior [ 46 ].

However, Orben and Przybylski, (2019) carried out research about the association between adolescent well-being and digital technology use and found negative association between digital technology use and adolescent well-being but they mentioned that it was small to be significant [ 47 ].

Limitations

This study has some potential limitations that should be considered when interpreting the findings reported. It is a cross-sectional study, so future longitudinal studies need to be done to identify the nature of the associations between IGD and psychological wellbeing. Scales were self-reported and completed online, leading to psychological biases such as social desirability and memory recall bias. Future research aiming at examining how IGD affects psychosocial well-being should consider combining various data collection methods, such as teacher or parent ratings and expert evaluation. This is an online study with low external validity because the results can’t be generalized. Further research is required to examine IGD among various age groups since our study only looked at one particular age group.

The prevalence of IGD was 6% and showed no significant gender difference. However, there was an inversely proportionate relationship between gaming behavior and psychological well-being, as when IGD scores increased, psychological well-being scores decreased. Still, it is not clear whether decreased psychological well-being is a cause or effect of internet gaming disorder, and it is recommended to address this issue much more in further research among adolescents and university students. Some predictors for developing gaming disorder in university students were noted; those who were in theoretical faculties, started playing internet gaming at a younger age, and spent too many hours playing and thinking about playing internet games were more likely to develop IGD.

Data availability

The data are available upon request.

Abbreviations

Internet Gaming Disorder

Internet addiction

Problematic internet use

The Diagnostic and Statistical Manual of Mental Disorders fifth edition

The eleventh revision of the International Classification of Diseases

Institutional review board

Internet gaming disorder short form scale

Scale of psychological well-being

Statistical Package for the Social Sciences

Predictive Analytics Software (applied statistical software)

Analysis of Variance

Coronavirus Disease 2019

World Health Organization

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Shouman, A., Elez, W.A., Ibrahim, I.M. et al. Internet gaming disorder and psychological well-being among university students in Egypt. BMC Psychol 11 , 367 (2023). https://doi.org/10.1186/s40359-023-01418-6

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  • Gaming disorder
  • University students
  • Psychological well-being
  • Internet gaming
  • Addictive behavior

BMC Psychology

ISSN: 2050-7283

essay about students addiction to internet gaming

ORIGINAL RESEARCH article

The effects of online game addiction on reduced academic achievement motivation among chinese college students: the mediating role of learning engagement.

Rui-Qi Sun&#x;

  • 1 BinZhou College of Science and Technology, Binzhou, China
  • 2 Binzhou Polytechnic, Binzhou, China
  • 3 Faculty of Education, Beijing Normal University, Beijing, China
  • 4 National Institute of Vocational Education, Beijing Normal University, Beijing, China

Introduction: The present study aimed to examine the effects of online game addiction on reduced academic achievement motivation, and the mediating role of learning engagement among Chinese college students to investigate the relationships between the three variables.

Methods: The study used convenience sampling to recruit Chinese university students to participate voluntarily. A total of 443 valid questionnaires were collected through the Questionnaire Star application. The average age of the participants was 18.77 years old, with 157 males and 286 females. Statistical analysis was conducted using SPSS and AMOS.

Results: (1) Chinese college students’ online game addiction negatively affected their behavioral, emotional, and cognitive engagement (the three dimensions of learning engagement); (2) behavioral, emotional, and cognitive engagement negatively affected their reduced academic achievement motivation; (3) learning engagement mediated the relationship between online game addiction and reduced academic achievement motivation.

1. Introduction

Online games, along with improvements in technology, have entered the daily life of college students through the popularity of computers, smartphones, PSPs (PlayStation Portable), and other gaming devices. Online game addiction has recently become a critical problem affecting college students’ studies and lives. As early as 2018, online game addiction was officially included in the category of “addictive mental disorders” by the World Health Organization (WHO), and the International Classification of Diseases (ICD) was updated specifically to include the category of “Internet Gaming Disorder” (IGD). Prior research investigating Chinese college students’ online game addiction status mostly comprised regional small-scale studies. For example, a study on 394 college students in Chengde City, Hebei province, China showed that the rate of online game addiction was about 9% ( Cui et al., 2021 ). According to the results of an online game survey conducted by China Youth Network (2019) on 682 Chinese college students who played online games, nearly 60% of participants played games for more than 1 h a day, over 30% stayed up late because of playing games, over 40% thought that playing games had affected their physical health, over 70% claimed that games did not affect their studies, and over 60% had spent money on online games. This phenomenon has been exacerbated by the fact that smartphones and various portable gaming devices have become new vehicles for gaming with the development of technology. The increase in the frequency or time spent on daily gaming among adolescents implies a growth in the probability of gaming addiction, while an increase in the level of education decreases the probability of gaming addiction ( Esposito et al., 2020 ; Kesici, 2020 ). Moreover, during the COVID-19 pandemic, adolescents’ video game use and the severity of online gaming disorders increased significantly ( Teng et al., 2021 ).

A large body of literature on the relationship between problematic smartphone use and academic performance has illustrated the varying adverse effects of excessive smartphone obsession ( Durak, 2018 ; Mendoza et al., 2018 ; Rozgonjuk et al., 2018 ). These effects are manifested in three critical ways: first, the more frequently cell phones are used during study, the greater the negative impact on academic performance and achievement; second, students are required to master the basic skills and cognitive abilities to succeed academically, which are negatively affected by excessive cell phone use and addiction ( Sunday et al., 2021 ); third, online game addiction negatively affects students’ learning motivation ( Demir and Kutlu, 2018 ; Eliyani and Sari, 2021 ). However, there is currently a lack of scientifically objective means of effective data collection regarding online game addiction among college students in China, such as big data. Hong R. Z. et al. (2021) and Nong et al. (2023) suggested that the impact of addiction on students’ learning should be explored more deeply.

Since the 1990s, learning engagement has been regarded as a positive behavioral practice in learning in Europe and the United States, and plays an important role in the field of higher education research ( Axelson and Flick, 2010 ). Recently, studies on learning engagement among college students have also been a hot topic in various countries ( Guo et al., 2021 ). According to Fredricks et al. (2004) , learning engagement includes three dimensions: behavioral, emotional, and cognitive.

The concept of behavioral engagement encompasses three aspects: first, positive behavior in the classroom, such as following school rules and regulations and classroom norms; second, engagement in learning; and third, active participation in school activities ( Finn et al., 1995 ). Emotional engagement refers to students’ responses to their academic content and learning environment. The emotional responses to academic content include students’ emotional responses such as interest or disinterest in learning during academic activities ( Kahu and Nelson, 2018 ), while the emotional responses to the learning environment refer to students’ identification with their peers, teachers, and the school environment ( Stipek, 2002 ). Cognitive engagement is often associated with internal processes such as deep processing, using cognitive strategies, self-regulation, investment in learning, the ability to think reflectively, and making connections in daily life ( Khan et al., 2017 ). Cognitive engagement emphasizes the student’s investment in learning and self-regulation or strategies.

According to Yang X. et al. (2021) , learning engagement refers to students’ socialization, behavioral intensity, affective qualities, and use of cognitive strategies in performing learning activities. Besides, Kuh et al. (2007) argued that learning engagement was “the amount of time and effort students devote to instructional goals and meaningful educational practices.” Learning engagement is not only an important indicator of students’ learning process, but also a significant predictor of students’ academic achievement ( Zhang, 2012 ). It is also an essential factor in promoting college students’ academic success and improving education quality.

As one of the crucial components of students’ learning motivation ( Han and Lu, 2018 ), achievement motivation is the driving force behind an individual’s efforts to put energy into what he or she perceives to be valuable and meaningful to achieve a desired outcome ( Story et al., 2009 ). It can be considered as achievement motivation when an individual’s behavior involves “competing at a standard of excellence” ( Brunstein and Heckhausen, 2018 ). Students’ achievement motivation ensures the continuity of learning activities, achieving academic excellence and desired goals ( Sopiah, 2021 ). Based on the concept of achievement motivation, academic achievement motivation refers to the mental perceptions or intentions that students carry out regarding their academic achievement, a cognitive structure by which students perceive success or failure and determine their behavior ( Elliot and Church, 1997 ). Related research also suggests that motivation is one variable that significantly predicts learning engagement ( Xiong et al., 2015 ).

Therefore, it is worthwhile to investigate the internal influence mechanism of college students’ online game addiction on their reduced academic achievement motivation and the role of learning engagement, which is also an issue that cannot be ignored in higher education research. The present study explored the relationship between online game addiction, learning engagement, and reduced academic achievement motivation among college students by establishing a structural equation model (SEM) to shed light on the problem of online game addiction among college students.

2. Research model and hypotheses

2.1. research model.

Previous research usually regarded learning engagement as a variable of one or two dimensions, and scholars tend to favor the dimension of behavioral engagement. However, other ignored dimensions are inseparable parts of learning engagement ( Dincer et al., 2019 ). In a multi-dimensional model, the mutual terms of each dimension form a single composite structure. Therefore, the present study took the structure proposed by Fredricks et al. (2004) as a reference, divided learning engagement into behavioral, emotional, and cognitive dimensions as mediating variables, and explored the relationship between online game addiction, learning engagement, and reduced academic achievement motivation. The research frame diagram is shown in Figure 1 .

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Figure 1 . The research model.

2.2. Research questions

2.2.1. the relationship between online game addiction and learning engagement.

Learning engagement has been viewed as a multidimensional concept in previous studies. Finn (1989) proposed the participation-identification model to make pioneering progress in learning engagement study. Schaufeli et al. (2002) suggested that learning engagement was an active, fulfilling mental state associated with learning. Chapman (2002) pointed out affective, behavioral, and cognitive criteria for assessing students’ learning engagement based on previous research. Fredricks et al. (2004) systematically outlined learning engagement as an integration of behavioral, emotional, and cognitive engagement. The updated International Classification of Diseases [ World Health Organization (WHO), 2018a , b ] specifies several diagnostic criteria for gaming addiction, including the abandonment of other activities, the loss of interest in other previous hobbies, and the loss or potential loss of work and social interaction because of gaming. Past studies have shown the adverse effects of excessive Internet usage on students’ learning. Short video addiction negatively affects intrinsic and extrinsic learning motivation ( Ye et al., 2022 ). Students’ cell phone addiction negatively affects academic commitment, academic performance, and relationship facilitation, all of which negatively affect their academic achievement ( Tian et al., 2021 ). The amount of time spent surfing the Internet and playing games has been identified to negatively affect students’ cognitive ability ( Pan et al., 2022 ). College students’ cell phone addiction, mainly reflected in cell phone social addiction and game entertainment addiction, has also been noted to impact learning engagement; specifically, the higher the level of addiction, the lower the learning engagement ( Qi et al., 2020 ). Gao et al. (2021) also showed that cell phone addiction among college students could negatively affect their learning engagement. Choi (2019) showed that excessive use of cell phones might contribute to smartphone addiction, which also affects students’ learning engagement. Accordingly, the following three research hypotheses were proposed.

H1 : Online game addiction negatively affects behavioral engagement.
H2 : Online game addiction negatively affects emotional engagement.
H3 : Online game addiction negatively affects cognitive engagement.

2.2.2. The relationship between learning engagement and reduced academic achievement motivation

Achievement motivation is people’s pursuit of maximizing individual value, which embodies an innate drive, including the need for achievement, and can be divided into two parts: the intention to succeed and the intention to avoid failure ( McClelland et al., 1976 ). On this basis, Weiner (1985) proposed the attributional theory of achievement motivation, suggesting that individuals’ personality differences, as well as the experience of success and failure, could influence their achievement attributions and that an individual’s previous achievement attributions would affect his or her expectations and emotions for the subsequent achievement behavior while expectations and emotions could guide motivated behavior. Birch and Ladd (1997) indicated that behavioral engagement involved positive behavioral attitudes such as hard work, persistence, concentration, willingness to ask questions, and active participation in class discussions to complete class assignments. Students’ attitudes toward learning are positively related to achievement motivation ( Bakar et al., 2010 ). Emotional engagement involves students’ sense of identity with their peers, teachers, and the school environment ( Stipek, 2002 ). Students’ perceptions of the school environment influence their achievement motivation ( Wang and Eccles, 2013 ). Cognitive engagement encompasses the ability to use cognitive strategies, self-regulation, investment in learning, and reflective thinking ( Khan et al., 2017 ). Learning independence and problem-solving abilities predict student motivation ( Saeid and Eslaminejad, 2017 ). Hu et al. (2021) indicated that cognitive engagement had the most significant effect on students’ academic achievement among the learning engagement dimensions, and that emotional engagement was also an important factor influencing students’ academic achievement. Therefore, the following three research hypotheses were proposed:

H4 : Behavioral engagement significantly and negatively affects the reduced academic achievement motivation.
H5 : Emotional engagement significantly and negatively affects the reduced academic achievement motivation.
H6 : Cognitive engagement significantly and negatively affects the reduced academic achievement motivation.

2.2.3. The relationship between online game addiction, learning engagement, and reduced academic achievement motivation

Past studies have demonstrated the relationship between online game addiction and students’ achievement motivation. For example, a significant negative correlation between social network addiction and students’ motivation to progress has been reported ( Haji Anzehai, 2020 ), and a significant negative correlation between Internet addiction and students’ achievement motivation has been reported ( Cao et al., 2008 ). Students addicted to online games generally have lower academic achievement motivation because they lack precise academic planning and motivation ( Chen and Gu, 2019 ). Yayman and Bilgin (2020) pointed out a correlation between social media addiction and online game addiction. Accordingly, there might be a negative correlation between online game addiction and academic achievement motivation among college students.

Students addicted to online games generally have lower motivation for academic achievement because they lack precise academic planning and learning motivation ( Chen and Gu, 2019 ). Similarly, Haji Anzehai (2020) reported a significant negative correlation between social network addiction and students’ motivation to progress.

Learning engagement is often explored as a mediating variable in education research. Zhang et al. (2018) found that learning engagement was an essential mediator of the negative effect of internet addiction on academic achievement in late adolescence and is a key factor in the decline in academic achievement due to students’ internet addiction. Li et al. (2019) noted that college students’ social networking site addiction significantly negatively affected their learning engagement, and learning engagement mediated the relationship between social networking addiction and academic achievement. Accordingly, the following research hypothesis was proposed.

H7 : Learning engagement mediates the relationship between online game addiction and reduced academic achievement motivation.

3. Research methodology and design

3.1. survey implementation.

The present study employed the Questionnaire Star application for online questionnaire distribution. Convenience sampling was adopted to recruit Chinese college students to participate voluntarily. The data were collected from October 2021 to January 2022 from a higher vocational college in Shandong province, China. Participants were first-and second-year students. According to Shumacker and Lomax (2016) , the number of participants in SEM studies should be approximately between 100 and 500 or more. In the present study, 500 questionnaires were returned, and 443 were valid after excluding invalid responses. The mean age of the participants was 18.77 years. There were 157 male students, accounting for 35.4% of the total sample, and 286 female students, accounting for 64.6%.

3.2. Measurement instruments

The present empirical study employed quantitative research methods by collecting questionnaires for data analysis. The items of questionnaires were adapted from research findings based on corresponding theories and were reviewed by experts to confirm the content validity of the instruments. The distributed questionnaire was a Likert 5-point scale (1 for strongly disagree , 2 for disagree , 3 for average , 4 for agree , and 5 for strongly agree ). After the questionnaire was collected, item analysis was conducted first, followed by reliability and validity analysis of the questionnaire constructs using SPSS23 to test whether the scale met the criteria. Finally, research model validation was conducted.

3.2.1. Online game addiction

In the present study, online game addiction referred to the addictive behavior of college students in online games, including mobile games and online games. The present study adopted a game addiction scale compiled by Wu et al. (2021) and adapted the items based on the definition of online game addiction. The adapted scale had 10 items. Two examples of the adapted items in the scale were: “I will put down what should be done and spend my time playing online games” and “My excitement or expectation of playing an online game is far better than other interpersonal interactions.”

3.2.2. Learning engagement

In the present study, learning engagement included students’ academic engagement in three dimensions: behavioral, emotional, and cognitive. The learning engagement scale compiled by Luan et al. (2020) was adapted based on its definition. The adapted scale had 26 questions in three dimensions: behavioral, emotional, and cognitive engagement. Two examples of the adapted items in the scale are: “I like to actively explore unfamiliar things when I am doing my homework” and “I will remind myself to double-check the places where I tend to make mistakes in my homework.”

3.2.3. Reduced academic achievement motivation

Reduced academic achievement motivation in the present study refers to the reduction in college students’ intrinsic tendency to enjoy challenges and achieve academic goals and academic success. The achievement motivation scale developed by Ye et al. (2020) was adapted to measure reduced academic achievement motivation. The adapted scale had 10 items. Two examples of the adapted items in the scale are: “Since playing online games, I do not believe that the effectiveness of learning is up to me, but that it depends on other people or the environment” and “Since I often play online games, I am satisfied with my current academic performance or achievement and do not seek higher academic challenges.”

4. Results and discussion

4.1. internal validity analysis of the measurement instruments.

In the present study, item analysis was conducted using first-order confirmatory factor analysis (CFA), which can reflect the degree of measured variables’ performance within a smaller construct ( Hafiz and Shaari, 2013 ). The first-order CFA is based on the streamlined model and the principle of independence of residuals. According to Hair et al. (2010) and Kenny et al. (2015) , it is recommended that the value of χ 2 / df in the model fitness indices should be less than 5; the root mean square error of approximation (RMSEA) value should be greater than 0.100; the values of the goodness of fit index (GFI) and adjusted goodness of fit index (AGFI) should not be lower than 0.800; the factor loading (FL) values of the constructs should also be greater than 0.500. Based on the criteria above, the items measuring the online game addiction construct were reduced from 10 to seven; the items measuring the behavioral engagement construct were reduced from nine to six; the items measuring the emotional engagement construct were reduced from nine to six; the items measuring the cognitive engagement construct were reduced from eight to six; and the items measuring the reduced academic achievement motivation construct was reduced from 10 to six, as shown in Table 1 .

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Table 1 . First-order confirmatory factor analysis.

4.2. Construct reliability and validity analysis

In order to determine the internal consistency of the constructs, the reliability of the questionnaire was tested using Cronbach’ s α value. According to Hair et al. (2010) , a Cronbach’ s α value greater than 0.700 indicates an excellent internal consistency among the items, and the constructs’ composite reliability (CR) values should exceed 0.700 to meet the criteria. In the present study, the Cronbach’ s α values for the constructs ranged from 0.911 to 0.960, and the CR values ranged from 0.913 to 0.916, which met the criteria, as shown in Table 2 .

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Table 2 . Construct reliability and validity of constructs.

In the present study, convergent validity was confirmed by two types of indicators, FL and average variance extracted (AVE). According to Hair et al. (2011) , an FL value should be greater than 0.500, and items with an FL value less than 0.500 should be removed; and AVE values should be greater than 0.500. In the present study, the FL values of the constructs ranged from 0.526 to 0.932, and the AVE values ranged from 0.600 to 0.805; all dimensions met the recommended criteria, as shown in Table 2 .

According to Awang (2015) and Hair et al. (2011) , the square root of the AVE of each construct (latent variable) should be greater than its correlation coefficient values with other constructs to indicate the ideal discriminant validity. The results of the present study showed that the three constructs of online game addiction, learning engagement, and reduced academic achievement motivation had good discriminant validity in the present study, as shown in Table 3 .

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Table 3 . Discriminant validity analysis.

4.3. Correlation analysis

Pearson’s correlation coefficient is usually used to determine the closeness of the relationship between variables. A correlation coefficient greater than 0.8 indicates a high correlation between variables; a correlation coefficient between 0.3 and 0.8 indicates a moderate correlation between variables; while a correlation of less than 0.3 indicates a low correlation. Table 4 shows the Correlation Analysis results. Online game addiction was moderately negatively correlated with behavioral engagement ( r  = −0.402, p  < 0.001), moderately negatively correlated with emotional engagement ( r  = −0.352, p  < 0.001), slightly negatively correlated with cognitive engagement ( r  = −0.288, p  < 0.001), and slightly positively correlated with reduced academic achievement motivation ( r  = 0.295, p  < 0.001). Behavioral engagement was moderately positively correlated with emotional engagement ( r  = 0.696, p  < 0.001), moderately positively correlated with cognitive engagement ( r  = 0.601, p  < 0.001), and moderately negatively correlated with reduced academic achievement motivation ( r  = −0.497, p  < 0.001). Emotional engagement was moderately positively correlated with cognitive engagement ( r  = 0.787, p  < 0.001) and moderately negatively correlated with reduced academic achievement motivation ( r  = −0.528, p  < 0.001). Cognitive engagement was moderately negatively correlated with reduced motivation for academic achievement ( r  = −0.528, p  < 0.001).

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Table 4 . Correlation analysis.

4.4. Analysis of fitness of the measurement model

According to Hair et al. (2010) and Abedi et al. (2015) , the following criteria should be met in the analysis for measurement model fitness: the ratio of chi-squared and degree of freedom ( χ 2 / df ) should be less than 5; the root mean square error of approximation (RMSEA) should not exceed 0.100; the goodness of fit index (GFI), adjusted goodness of fit index (AGFI), normed fit index (NFI), non-normed fit index (NNFI), comparative fit index (CFI), incremental fit index (IFI) and relative fit index (RFI) should be higher than 0.800; and the parsimonious normed fit index (PNFI) and the parsimonious fitness of fit index (PGFI) should be higher than 0.500. The model fitness indices in the present study were χ 2  = 1434.8, df  = 428, χ 2 / df  = 3.352, RMSEA = 0.073, GFI = 0.837, AGFI = 0.811, NFI = 0.899, NNFI = 0.920, CFI = 0.927, IFI = 0.927, RFI = 0.890, PNFI = 0.827, and PGFI = 0.722. The results were in accordance with the criteria, indicating a good fitness of the model in the present study ( Table 5 ).

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Table 5 . Direct effects analysis.

4.5. Validation of the research model

Online game addiction had a negative effect on behavioral engagement ( β  = −0.486; t  = −9.143; p < 0.001). Online game addiction had a negative effect on emotional engagement ( β  = −0.430; t  = −8.054; p < 0.001). Online game addiction had a negative effect on cognitive engagement ( β  = −0.370; t  = −7.180; p < 0.001). Online game addiction had a positive effect on reduced academic achievement motivation ( β  = 0.19; t = −2.776; p < 0.01). Behavioral engagement had a negative effect on reduced academic achievement motivation ( β  = −0.238; t  = −3.759; p < 0.001). Emotional engagement had a negative effect on reduced academic achievement motivation ( β  = −0.221; t  = −2.687; p < 0.01), and cognitive engagement had a negative effect on reduced academic achievement motivation ( β  = −0.265; t  = −3.581; p < 0.01), as shown in Figure 2 Table 6 .

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Figure 2 . Validation of the research model. *** p  < 0.001.

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Table 6 . Indirect effects analysis.

Cohen’ s f 2 is an uncommon but valuable standardized effect size measure that can be used to assess the size of local effects ( Selya et al., 2012 ). When f 2 reaches 0.02 it represents a small effect size, 0.150 represents a medium effect size, and 0.350 represents a high effect size ( Hair et al., 2014 ). The explanatory power of online game addiction on behavioral engagement was 23.6%, and f 2 was 0.309. The explanatory power of online game addiction on emotional engagement was 18.5%, and f 2 was 0.227. The explanatory power of online game addiction on cognitive engagement was 13.7%, and f 2 was 0.159. The explanatory power of behavioral, emotional, and cognitive engagement on reduced academic achievement motivation was 23.9%, and f 2 was 0.314. Figure 2 illustrates the above findings.

4.6. Indirect effects analysis

Scholars are often interested in whether variables mediate the association between predicting and outcome variables. Therefore, mediating variables can partially or entirely explain the association ( Hwang et al., 2019 ). In research fields such as psychology and behavior, where the research situation is often more complex, multiple mediating variables are often required to clearly explain the effects of the independent variables on the dependent variables ( MacKinnon, 2012 ). Scientific quantitative research requires tests of confidence interval (CI; Thompson, 2002 ), and the standard value of the test numbers is often determined by 95% CI ( Altman and Bland, 2011 ). CI value not containing 0 indicates the statistical significance of the analysis results ( Nakagawa and Cuthill, 2007 ). According to the statistical results shown in Table 4 , behavioral engagement significantly positively mediated the relationship between online game addiction and reduced academic achievement motivation with a path coefficient of 0.230 and 95% CI ranging from 0.150 to 0.300 (excluding 0), p < 0.01; emotional engagement positively mediated the relationship between online game addiction and reduced academic achievement motivation with a path coefficient of 0.209, 95% CI ranging from 0.130 to 0.292 (excluding 0), p < 0.01; cognitive engagement positively mediated the relationship between online game addiction and reduced academic achievement motivation with a path coefficient of 0.170, 95% CI ranging from 0.100 to 0.250 (excluding 0), p < 0.01, as shown in Table 6 .

4.7. Discussion

4.7.1. analysis of the relationship between online game addiction and learning engagement.

Online game addiction is often negatively associated with students’ learning. For example, the problematic use of short videos was reported as negatively affecting students’ behavioral engagement, while behavioral engagement positively affected students’ emotional and cognitive engagement ( Ye et al., 2023 ). Meral (2019) highlighted that students’ learning attitudes and academic performance had a negative relationship with students’ addiction to online games. Demir and Kutlu (2018) found that online game addiction negatively affects students’ learning motivation. As the level of students’ game addiction increased, the level of their communication skills decreased ( Kanat, 2019 ). Furthermore, Tsai et al. (2020) pointed out a negative correlation between online game addiction and peer relationships as well as students’ learning attitudes. According to the results of the research model validation, it can be observed that: online game addiction negatively affected behavioral engagement, emotional engagement, and cognitive engagement. Therefore, it can be stated that online game addiction had significant and negative effects on all dimensions of learning engagement.

Online game addiction in the present study included aspects of computer game addiction and mobile phone game addiction. The results of the present study are consistent with the findings of Gao et al. (2021) , Choi (2019) , and Qi et al. (2020) , who pointed out that college students’ addiction to cell phones negatively affected their learning engagement.

4.7.2. Analysis of the relationship between learning engagement and reduced academic achievement motivation

For technology education in higher education, students’ intrinsic motivation for academic study predicts their learning engagement ( Dunn and Kennedy, 2019 ). In addition, learning engagement is positively correlated with academic achievement ( Fredricks and McColskey, 2012 ). Based on the research model validation results, behavioral, emotional, and cognitive engagement all negatively affected reduced academic achievement motivation. The findings are consistent with Hu et al.’s (2021) study which pointed out that cognitive engagement in the learning engagement dimension had the most significant effect on students’ academic achievement, and that emotional engagement was also an essential factor influencing students’ academic achievement. Lau et al. (2008) showed that achievement motivation positively predicted cognitive engagement in the learning engagement dimension. Mih et al. (2015) noted that achievement motivation positively predicted behavioral and emotional engagement in the learning engagement dimension. The present study supported the above discussion by confirming the association between learning engagement and reduced academic achievement motivation.

4.7.3. Analysis of the mediating role of learning engagement

According to the indirect effects analysis results of the present study, learning engagement negatively mediated the relationship between online game addiction and reduced academic achievement motivation. The findings support Haji Anzehai’s (2020) conclusion that social network addiction negatively correlated with students’ motivation to progress ( Haji Anzehai, 2020 ). It is also consistent with the findings of Chen and Gu (2019) that students addicted to online games generally had lower academic achievement motivation due to a lack of precise academic planning and motivation. Cao et al. (2008) found a significant negative correlation between Internet addiction and students’ achievement motivation. Similarly, Zhang et al. (2018) explored the intrinsic influencing mechanism of students’ Internet addiction on academic achievement decline in their late adolescence by identifying learning engagement as the important mediating variable. Li et al. (2019) proposed that social networking site addiction among college students significantly negatively affected learning engagement and that learning engagement mediated the relationship between social network addiction and students’ academic achievement. The present study findings also support the discussion above.

5. Conclusion and suggestions

5.1. conclusion.

Currently, the problem of online game addiction among college students is increasing. The relationship between online game addiction, learning engagement, and reduced academic achievement motivation still needs to be explored. The present study explored the relationships between the three aforementioned variables by performing SEM. The results of the study indicated that: (1) online game addiction negatively affected behavioral engagement; (2) online game addiction negatively affected emotional engagement; (3) online game addiction negatively affected cognitive engagement; (4) behavioral engagement negatively affected reduced academic achievement motivation; (5) emotional engagement negatively affected reduced academic achievement motivation; (6) cognitive behavioral engagement negatively affected reduced academic achievement motivation; (7) learning engagement mediated the relationship between online game addiction and reduced academic achievement motivation.

According to the research results, when college students are addicted to online games, their learning engagement can be affected, which may decrease their behavioral, emotional, and cognitive engagement; their academic achievement motivation may be further reduced and affect their academic success or even prevent them from completing their studies. The mediating role of learning engagement between online game addiction and reduced academic achievement motivation indicates that reduced academic achievement motivation influenced by online game addiction could be prevented or weakened by enhancing learning engagement.

5.2. Suggestions

Universities and families play a crucial role in preventing online game addiction among college students. One of the main reasons college students play online games may be that they lack an understanding of other leisure methods and can only relieve their psychological pressure through online games ( Fan and Gai, 2022 ). Therefore, universities should enrich college students’ after-school leisure life and help them cultivate healthy hobbies and interests. Besides, a harmonious parent–child relationship positively affects children’s learning engagement ( Shao and Kang, 2022 ). Parents’ stricter demands may aggravate children’s game addiction ( Baturay and Toker, 2019 ). Therefore, parents should assume a proper perspective on the rationality of gaming and adopt the right approach to guide their children.

One key factor influencing the quality of higher education is students’ learning engagement. The integration of educational information technology has disrupted traditional teaching methods. This trend has accelerated in the context of COVID-19. College students’ growth mindset can impact their learning engagement through the role of the perceived COVID-19 event strength and perceived stress ( Zhao et al., 2021 ). Moreover, students’ self-regulated learning and social presence positively affect their learning engagement in online contexts ( Miao and Ma, 2022 ). Students’ liking of the teacher positively affects their learning engagement ( Lu et al., 2022 ). Their perceived teacher support also positively affects their learning engagement ( An et al., 2022 ). Hence, educators should focus on teacher support and care in the teaching and learning process.

Students’ motivation for academic achievement can often be influenced by active interventions. Cheng et al. (2022) noted that the cumulative process of students gaining successful experiences contributed to an increased sense of self-efficacy, motivating them to learn. Zhou (2009) illustrated that cooperative learning motivated students’ academic achievement. In addition, Hong J. C. et al. (2021) showed that poor parent–child relationships (such as the behavior of “mama’ s boy” in adults) had a negative impact on students’ academic achievement motivation, and they concluded that cell phone addiction was more pronounced among students with low academic achievement motivation. Hence, enhancing students’ academic achievement motivation also requires family support.

5.3. Research limitations and suggestions for future research

Most of the past studies on the impact of online game addiction on academics have used quantitative research as the research method. The qualitative research approach regarding students’ online game addiction should not be neglected. By collecting objective factual materials in the form of qualitative research such as interviews a greater understanding of students’ actual views on games and the psychological factors of addiction can be achieved. Therefore, future studies could introduce more qualitative research to study online game addiction.

To pay attention to the problem of students’ online game addiction, universities and families should not wait until they become addicted and try to remedy it, but should start to prevent it before it gets to that stage. In terms of developing students’ personal psychological qualities, students’ sensation-seeking and loneliness can significantly affect their tendency to become addicted to online games ( Batmaz and Çelik, 2021 ). Adolescents’ pain intolerance problems can also contribute to Internet overuse ( Gu, 2022 ). Emotion-regulation methods affect the emotional experience and play a vital role in Internet addiction ( Liang et al., 2021 ). In this regard, it is necessary to pay attention to students’ mental health status and to guide them to establish correct values and pursue goals through psychological guidance and other means.

In addition to individual factors, different parenting can considerably impact adolescents. Adolescents who tend to experience more developmental assets are less likely to develop IGD ( Xiang et al., 2022a ), and external resources can facilitate the development of internal resources, discouraging adolescents from engaging in IGD ( Xiang et al., 2022b ). Relevant research indicates that the most critical factor in adolescents’ game addiction tendency comes from society or their parents rather than being the adolescents’ fault ( Choi et al., 2018 ). Adolescents who tend to be addicted to online games may have discordant parent–child relationships ( Eliseeva and Krieger, 2021 ). Better father-child and mother–child relationships predict lower initial levels of Internet addiction in adolescents ( Shek et al., 2019 ). Family-based approaches such as improved parent–child relationships and increased communication and understanding among family members can be a direction for adolescent Internet addiction prevention ( Yu and Shek, 2013 ).

At the school level, a close teacher-student relationship is one of the main factors influencing students’ psychological state. Students’ participation in and control over the teaching and learning process as well as their closeness to teachers can increase their satisfaction and thus enhance their learning-related well-being ( Yang J. et al., 2021 ). More school resources can lead to higher adolescent self-control, attenuating students’ online gaming disorders ( Xiang et al., 2022c ).

Data availability statement

The raw data supporting the conclusions of this article will be made available by the authors, without undue reservation.

Ethics statement

Ethical review and approval was not required for the study on human participants in accordance with the local legislation and institutional requirements. Written informed consent for participation was not required for this study in accordance with the national legislation and the institutional requirements. Written informed consent was not obtained from the individual(s) for the publication of any potentially identifiable images or data included in this article.

Author contributions

R-QS, and J-HY: concept and design and drafting of the manuscript. R-QS, and J-HY: acquisition of data and statistical analysis. G-FS, and J-HY: critical revision of the manuscript. All authors contributed to the article and approved the submitted version.

This work was supported by Beijing Normal University First-Class Discipline Cultivation Project for Educational Science (Grant number: YLXKPY-XSDW202211). The Project Name is “Research on Theoretical Innovation and Institutional System of Promoting the Modernization of Vocational Education with Modern Chinese Characteristics”.

Conflict of interest

The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.

Publisher’s note

All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article, or claim that may be made by its manufacturer, is not guaranteed or endorsed by the publisher.

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Keywords: college students, online game addiction, learning engagement, reduced academic achievement motivation, online games

Citation: Sun R-Q, Sun G-F and Ye J-H (2023) The effects of online game addiction on reduced academic achievement motivation among Chinese college students: the mediating role of learning engagement. Front. Psychol . 14:1185353. doi: 10.3389/fpsyg.2023.1185353

Received: 13 March 2023; Accepted: 08 June 2023; Published: 13 July 2023.

Reviewed by:

Copyright © 2023 Sun, Sun and Ye. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY) . The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

*Correspondence: Jian-Hong Ye, [email protected]

† These authors have contributed equally to this work and share first authorship

Disclaimer: All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.

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Internet Gaming Addiction: A Systematic Review of Empirical Research

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  • Volume 10 , pages 278–296, ( 2012 )

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essay about students addiction to internet gaming

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The activity of play has been ever present in human history and the Internet has emerged as a playground increasingly populated by gamers. Research suggests that a minority of Internet game players experience symptoms traditionally associated with substance-related addictions, including mood modification, tolerance and salience. Because the current scientific knowledge of Internet gaming addiction is copious in scope and appears relatively complex, this literature review attempts to reduce this confusion by providing an innovative framework by which all the studies to date can be categorized. A total of 58 empirical studies were included in this literature review. Using the current empirical knowledge, it is argued that Internet gaming addiction follows a continuum, with antecedents in etiology and risk factors, through to the development of a “full-blown” addiction, followed by ramifications in terms of negative consequences and potential treatment. The results are evaluated in light of the emergent discrepancies in findings, and the consequent implications for future research.

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Kuss, D.J., Griffiths, M.D. Internet Gaming Addiction: A Systematic Review of Empirical Research. Int J Ment Health Addiction 10 , 278–296 (2012). https://doi.org/10.1007/s11469-011-9318-5

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Essay on Online Games Addiction

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100 Words Essay on Online Games Addiction

Understanding online games addiction.

Online games addiction means playing games on the internet too much. This happens when someone spends more time playing games than doing other important things. This can cause problems like poor grades in school, less time with friends and family, and even health issues.

Reasons for Addiction

Effects of addiction.

Playing games too much can cause many problems. It can lead to poor performance in school or at work. It can also cause health problems like eye strain and lack of sleep. It can even hurt relationships with friends and family.

Overcoming Addiction

Overcoming online games addiction can be tough, but it’s possible. It’s important to set limits on how much time you spend playing games. It can also help to find other hobbies or activities to do instead of playing games. It might also be helpful to talk to a counselor or therapist.

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250 Words Essay on Online Games Addiction

What is online games addiction.

Online games addiction is when a person cannot stop playing games on the internet. They spend too much time playing these games and ignore other important things in life. This can harm their studies, health, and relationships.

Why Do People Get Addicted?

People get addicted to online games for many reasons. Some find these games fun and exciting. They enjoy the challenges and rewards that these games offer. Others use these games to escape from stress or problems in real life.

Effects of Online Games Addiction

Online games addiction can have many bad effects. It can cause poor grades in school because students spend too much time playing games instead of studying. It can also lead to health problems like eye strain and lack of sleep. Moreover, it can harm relationships with family and friends because the person is always busy with the games.

How to Overcome Online Games Addiction

500 words essay on online games addiction.

Online games addiction is when a person spends too much time playing games on the internet and finds it hard to stop. This can lead to problems in other parts of life like school, work, or relationships. It’s a bit like when someone can’t stop eating sweets, even though they know it’s bad for them. They might want to stop, but they find it very hard to do so.

There are many reasons why people get addicted to online games. Some people play games to escape from real-life problems or to feel good about themselves. Games can make people feel like they’re winning or achieving something, which can be very satisfying. Other people might get addicted because the games are so much fun and they lose track of time. Sometimes, people get addicted because they’re trying to be the best at the game and can’t stop until they are.

The Impact of Online Games Addiction

Secondly, addiction can harm relationships. If a person spends too much time playing games, they might not spend enough time with their friends and family. This can make people feel lonely and isolated.

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If someone is already addicted to online games, it might be hard for them to stop on their own. In this case, it can be helpful to seek help from a professional, like a counselor or a psychologist. They can provide guidance and support to help the person overcome their addiction.

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Addiction to Online Gaming: A Review of Literature Essay

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Introduction

The problem of interest, the qualitative research method to be used, the review of literature.

The rapid development of technologies has led not only to numerous breakthroughs in various spheres of people’s lives but also to significant issues related to the inability of some individuals to limit their time spent on gadget use. Whereas the Internet has presented ample opportunity for communication and research, it has also become the reason why too many users have become dependent on it. The selected topic of research is the addiction to online gaming among adults. This specific kind of addiction does not produce such a devastating effect on one’s health as the excessive consumption of alcohol or drugs. However, online gaming addiction poses other threats, which are no less severe both for the addicts and their close ones.

Researchers have presented evidence on the severity of online gaming addiction (Marino & Spada, 2017). Still, too many people continue to neglect the issue’s potential adverse outcomes. Therefore, more research is needed to investigate the problem from different angles, which will suggest viable solutions to it. The present paper is an overview of scholarly sources on online gaming addiction and the analysis of narrative inquiry as the most suitable qualitative research method to use for the investigation of this problem.

Despite the constant development and enhancement of community resources and entertainment opportunities, the number of individuals addicted to online gaming is growing annually. What previously used to be viewed merely as a leisure activity has now come to be considered as a serious threat due to its potential to provoke addiction in users. Online gaming is related to social and psychological problems by facilitating self-regulation deficiency (Gong et al., 2019). Furthermore, the age of gamers has increased considerably, and the activity is no longer regarded as a teenage male hobby (Pietersen et al., 2018). Whereas, in the past, playing video games online, was considered as a useless pastime, at present, it has become an important part of many people’s lifeworlds. The increasing popularity of online gaming is associated with the idea that video games are “richly expressive and creative,” and they grant people much more immersive experience than other media forms do (Pietersen et al., 2018, p. 123). Therefore, one of the core aims in performing current research is to enhance the understanding of people’s likelihood to become addicted to online gaming.

Another rationale for selecting the problem is the need to analyze the possible ways of mitigating a growing issue of online game addiction among the population. Typically, game addicts are male individuals who report unique experiences related to their gaming activity and a high rate of engagement as the triggers of addiction (Tang et al., 2017). However, it is evident that the problem affects not only those directly involved in it but also anyone they interact with within their personal, professional, social, and family lives. Specifically, as Tang et al. (2017) mention, addiction to online gaming can cause a range of social and family problems that present a significant public health concern.

With the increasing interest of researchers in the question of problematic use of the Internet by gamers, a new clinical definition has been suggested to characterize the issue: Internet gaming disorder (Marino & Spada, 2017). Other terms utilized to denote the problem include ‘online gaming addiction,’ ‘problematic online gaming,’ ‘pathological gaming,’ and ‘video gaming dependence’ (Marino & Spada, 2017). The prevalence of Internet gaming disorder is reported to vary from 1.6 to 8.5% among Western youths. Furthermore, the disorder is frequently accompanied by other psychological problems, such as depression, anxiety, attention deficit hyperactivity disorder, and social phobia (Marino & Spada, 2017). Thus, it is crucial to analyze the available research in order to synthesize what has already been found and single out questions for further detailed research.

The main focus of the study will be the development of online gaming addiction and individuals’ feelings about it. According to Monacis et al. (2017), excessive use of technology has become an emerging issue of concern in the past few decades. The most common symptoms of online gaming addiction are unpleasant feelings when there is no access to the Internet (emptiness and depression), excessive investment of time spent on playing online games, and the refusal to admit a problem (Monacis et al., 2017). One of the major motives for engaging in online gaming is seeking sensation (Hu et al., 2017).

Other common reasons for developing online gaming addiction are concerned with coping, escape, competition, fantasy, and social motives (Šporčić & Glavak-Tkalić, 2018). Hence, it is crucial to investigate why individuals develop an addiction to online gaming and how they feel about it at the stage when they are only starting to engage in excessive Internet use and at the point when online games begin to take up too much time and initiate psychological problems. Personal stories of online gamers will serve as a solid ground for identifying the principal problems and suggesting solutions to them.

Taking into consideration the nature of the problem under investigation, the most suitable qualitative research method to employ in the study is narrative inquiry. This method involves the process of collecting data from respondents through storytelling. The study of the narrative becomes the means of understanding the ways people perceive the world and various situations in their lives. The self-narrative construction is manifested both in the content and form of narratives (Androutsopoulou & Stefanoua, 2018). According to Lieblich et al., there are two core dimensions for interpreting and scrutinizing narratives: “holistic versus categorical” and “content versus form” (as cited in Androutsopoulou & Stefanoua, 2018, p. 130).

According to Androutsopoulou and Stefanoua (2018), the most beneficial approach to employing a narrative inquiry analysis is a holistic one. The holistic-content dimension implies that the researcher should use the whole life story of an individual, which allows focusing on emerging topics. Meanwhile, the holistic-content mode presupposes that researchers look inside the structure of a respondent’s life story (Androutsopoulou & Stefanoua, 2018). As a result, the use of narrative inquiry helps to understand people’s attitudes toward the events happening in their lives and the ways they feel about them.

The selected research method enables scholars to focus on respondents’ thoughts about their lives rather than on events happening. By using this holistic approach, an individual is able to construct a coherent story of their life with the past, present, and future (James, 2018; McAlpine, 2016). When one tells a researcher about their experiences, the latter becomes “narratives as part of inquiry” and makes the audience “vicarious” participants of these experiences (Chen, 2019, p. 382). Narrative inquiry is composed of three dimensions: temporality, sociality, and space (Kovinthan, 2016). These presuppose a transitional movement of people and places in the story, the revelation of the person’s emotions and feelings, and the possibility of the physical space of inquiry to change (Kovinthan, 2016). Overall, narrative inquiry allows for receiving valuable and reliable first-hand information about the researched issues and problems.

Benefits and Limitations of the Selected Research Design

As a research design, a narrative inquiry has a number of advantages and disadvantages that should be considered before utilizing it. The major benefit is undoubtedly the possibility to receive information from the respondent openly, honestly, and without bias. Narrative inquiry is considered to be the most suitable way of uncovering and understanding people’s complex problems (James, 2018). The next advantage of the selected research design is placing the respondent’s self in the central part of the story (Gordon et al., 2015). As a result, the narrator is able to present and construct events, identities, and realities in close synergy with others (Gordon et al., 2015). With the help of narrative research, individuals find it easier to story and re-story their lives in various problematic contexts (Sheilds et al., 2015). Another strength of the narrative inquiry is the likelihood of improving people’s well-being by allowing them to express their thoughts and apprehensions (Ho et al., 2020). When an individual receives an opportunity to express their problems out loud, the chances of coping with these issues increase.

What is more, narrating personal experience equals making sense of it (Ho et al., 2020). In the case of online gamers, the use of narrative inquiry enables researchers to understand “what it means to be a gamer” (Pietersen et al., 2018, p. 123). With this information available, scholars can understand the mechanisms of addiction better since unique personal data allows for a thorough analysis of how people develop an addiction to online gaming and how they feel about it. The next benefit of the selected research design is that it incorporates not only inward but also outward analysis. According to Law and Chan (2015), narrative inquirers consider both the participants’ and researchers’ identities, feelings, hopes, moral tendencies, the environment, conditions, and people affecting the forces and factors from respondents’ contexts. Kovinthan (2016) reports that narrative inquiry helps researchers to cross the boundary between themselves and participants. Additionally, the selected research design enables scholars to investigate the issues faced by respondents and draw out the implicit beliefs and values of researchers (Kovinthan, 2016).

One more advantage of narrative inquiry is the possibility of this approach to unite not only participants and researchers but also the readers of results obtained. As Martinie et al. (2016) note, the audience is likely to reevaluate their own experiences and views on the problem investigated in a study. According to Clandinin and Murphy, narrative inquiry gives knowledge about the experiences of people “composing lives within complex storied landscapes” (as cited in Martinie et al., 2016, p. 659). Finally, as McAlpine (2016) notes, narrative research is a beneficial research design due to creating the opportunity to value different ways of learning about people’s problems and experiences. Therefore, narrative inquiry offers numerous advantages to researchers and, consequently, to research participants.

Disadvantages

What concerns the research design’s limitations is that it must be acknowledged that personal narratives cannot be void of subjectivity without the opportunity to check the information given by respondents (Bruce et al., 2016). Another problem is that the selected research design is not suitable for investigations involving a large number of participants. As James (2018) remarks, since narrative inquiry requires an in-depth and holistic approach to each participant, this method is not appropriate for the studies covering large samples. A limitation closely related to this one is the lack of the possibility to generalize findings due to the uniqueness of each participant’s story (Sheilds et al., 2015). One more difficulty is the fact that narrative inquiry is interpreted and implemented differently by various scholars (James, 2018). Due to this aspect, some researchers argue for the need to draw a firmer line between what narrative inquiry is and what it is not (James, 2018). A disadvantage is also presented by the potentially lacking understanding and trust between participants and researchers or researchers and ethics review boards (Bruce et al., 2016).

The next limitation is concerned with the fact that identity construction that is described in the narrative constitutes only one of the features presented by identity-in-action (McAlpine, 2016). Also, according to Taylor, the narratives’ innate structure frequently leads to the problem of overlooking the “overarching sense of indeterminacy, partiality, and complexity” (as cited in McAlpine, 2016, p. 46). Hence, researchers should be cautious of the information that is left out from respondents’ stories and mind the inconsistencies in narrations. Along with this difficulty, there is a challenge of the researcher’s wrong interpretation of the data given by respondents. Finally, there is a limitation concerned with narrowing the focus of research and ignoring the broader structural problems (McAlpine, 2016). Thus, despite the variety of benefits presented by narrative inquiry, researchers utilizing this approach should be highly attentive to avoid possible mistakes in the process of collecting and analyzing data.

The Evaluation of the Selected Software Analysis Program

Electronic analysis of research data has been commonly associated with quantitative methods. However, one must admit the presence of a sufficient amount of software for qualitative data analysis. Still, despite their availability, these tools are not favored by qualitative research specialists, and the most probable reason for it is the difficulty mastering the software (Zamawe, 2015). In the present study, the software analysis program to be utilized is NVivo. This program is aimed not so much at analyzing the collected data but at aiding the process of analysis (Zamawe, 2015). NVivo is a popular data management program that has such features as multimedia functions, rich text capabilities, and character-based coding. Furthermore, the program incorporates built-in facilities enabling individuals from different geographical areas to operate the same information files simultaneously via a network.

Another benefit of NVivo is in its high level of compatibility of the program with research designs. Since NVivo is not “methodological-specific,” it can be utilized with a variety of qualitative research designs and data analysis methods, including ethnography, grounded theory, literature reviews, discourse analysis, phenomenology, conversation analysis, and mixed methods (Zamawe, 2015, p. 13). NVivo has been available since the 1980s, but only a small amount of researchers have utilized it. Zamawe (2015) notes that despite some limitations, the program is rather useful, and, hence, underestimated. For instance, an evident advantage of NVivo is “easy, effective and efficient coding,” making the retrieval process easier (Zamawe, 2015, p. 14). The program also enables scholars to gather information across sources to group the material that is related (Dollah et al., 2017). Apart from easy data management, NVivo offers such advantages as simplicity in finding topics, the opportunity to save time, and the simplification of data classification.

At the same time, it is necessary to admit some drawbacks of the system. For instance, researchers admit that NVivo may present difficulty processing audio files (Zamawe, 2015). What is more, the program requires much time to master (Dollah et al., 2017). Also, NVivo may be expensive for researchers, as well as it may present complications when attempting to interpret data (Dollah et al., 2017). Still, taking into consideration all advantages and disadvantages of NVivo and bearing in mind the purpose of the present research, it is relevant to use the selected software for the simplification of data analysis in the process of work on the research problem.

Validity Threats in the Selected Qualitative Design

As with any qualitative research design, narrative inquiry meets threats to validity. There are two major dimensions in which the selected method’s validity may be undermined. Firstly, there may arise the problem of a disparity between individuals’ experiences and the stories they tell about these experiences (Wang & Geale, 2015). Secondly, there may emerge wrong connections between the stories told and the interpretations of these stories. In case any of these two issues appear, the validity of research will inevitably suffer. To avoid these common problems, the researcher has to make sure that participants understand the purpose of the study and are aware of the need to be precise and objective about their narratives. On the other hand, the researcher also should do their best to remain impartial and help respondents to uncover their stories in a logical and untwisted way.

Validity in qualitative research is established through such qualities as confirmability, credibility, trustworthiness, and dependability. Apart from that, rigorous data collection and analysis are required, as is member checking (Byrne, 2015). There may also emerge some validity threats of narrative inquiry as a research design in connection with these issues. Confirmability is related to the establishment of trustworthiness and the level of confidence that the study is based on respondents’ narratives rather than on the researcher’s biased opinions (Abkhezr et al., 2020; Heilmann, 2018). In order to make sure that the study focuses on participants’ narratives solely, the researcher has to reflect on their choice of the topic and the attitudes toward data collection and interpretation.

Another important aspect that can pose a threat to validity is credibility. According to Haydon et al. (2018), researchers have to consider whether narrative inquiry has the potential to answer the research question. One of the ways of overcoming this threat is long-term communication between the researcher and the participant, which allows for the confirmation of data collection, thus leading to a higher level of rigor and credibility (Haydon et al., 2018; Nolan et al., 2017).

To mitigate threats to dependability and trustworthiness, narrative inquirers need to be highly attentive when listening to individuals’ stories. Furthermore, as Nolan et al. (2017) mention, it is of utmost importance to respond to critics’ notes. Without a sober reaction to criticism, a researcher risks making the study biased, which can lead to a lack of trustworthiness and dependability. It is a good idea to let participants check the final interpretation of their narratives to evaluate whether it coincides with the experience they described in their stories (Nolan et al., 2017). Harfitt (2015) also emphasizes the significance of validating the field notes with participants as a crucial prerequisite of maintaining trustworthiness. The process of data analysis is no less essential than that of data collection when it comes to maintaining the study’s validity. As Wang and Geale (2015) remark, it is necessary to perform validation checks throughout collecting and analyzing data. Furthermore, the researcher should maintain a close connection with the participants at all stages of the study to ensure its dependability and trustworthiness.

Potential Ethical Issues

When considering narrative inquiry as a research design, ethical issues are probably the most significant ones to be addressed. The main problem that may arise is that sharing one’s experiences may turn into something more personal than mere information exchange (Caine et al., 2019). As a result, by the end of the study, investigators may develop too friendly relationship with their respondents. Another potential ethical issue is that researchers place the narratives of the participants within a larger narrative, which means that scholars are imposing meaning on respondents’ experiences. Consequently, there may arise the problem of the misinterpretation of data.

The next ambiguous issue is the subjectivity of the study on the part of a researcher (Caine et al., 2019). Because some of the personal narratives are ambiguous, it is impossible to rule out researchers’ personal assessment of the situations, through the prism of which respondents’ narrations may be altered from what they were meant to uncover initially. Narrative inquirers should also bear in mind that their relationships with the participants can affect the final result of the study (Law & Chan, 2015). Therefore, researchers should be cautious of their own interpretations of the respondents’ narratives, as well as they should make sure that their interactions do not influence the final result.

In order to minimize the risk of the mentioned ethical issues in the current research, the following steps will be taken. Firstly, the researchers will make it a rule not to become too close or friendly with the participants in order to remain as objective as possible throughout the whole process of the study. Secondly, the researcher will listen to the narratives attentively and ask clarifying questions if needed, which will enable avoiding misinterpretations. Finally, at all stages of the research project, the researcher will refrain from offering a personal assessment of situations described by participants. By following these steps, it will become possible to avoid the most viable ethical concerns.

Summary of Research

Research on the topic of online gaming addiction available so far is rich in directions of investigation. Scholars have analyzed individuals’ disposition toward engaging in online gaming (Balakrishnan & Griffiths, 2018; Pietersen et al., 2018; Tang et al., 2017), the desire for online group gaming (Gong et al., 2019), and dysfunctional cognitions associated with Internet gaming disorder (Marino & Spada, 2017). These and other topics of research allowed for an in-depth understanding of the research question, but they have not answered all the questions related to online gaming addiction.

A connection between individuals’ loyalty toward online gaming and developing online gaming addiction has been found. Research findings reveal that addiction to online mobile games is associated with game loyalty (Balakrishnan & Griffiths, 2018). Furthermore, scholars report a positive relationship between online gaming addiction and the tendency to purchase mobile in-game applications. Finally, researchers have investigated that online gaming loyalty boosts players’ desire to buy online game applications. However, researchers failed to provide a discussion of how these processes evolve.

A study by Gong et al. (2019) has resulted in finding a positive correlation between the desire for playing online games and addiction to this activity. Additionally, the authors have found that the desire for group gaming is connected with people’s social identities, expected enjoyment, and specific attitudes. However, the research lacks generalizability since Gong et al. (2019) have analyzed only one type of social game played online. Meanwhile, each online game has its own unique features aimed at supporting specific social ties, which can have different effects on players’ predisposition toward becoming addicted to playing.

Marino and Spada (2017) have examined the peculiarities of the gaming disorder with the help of a narrative review, which makes this study especially valuable in light of the selected topic and research design. Scholars report that online gaming-associated dysfunctional conditions are numerous, and their quantity increases with the growth of the industry. Marino and Spada (2017) remark that it is crucial to differentiate between dysfunctional cognitions and metacognitions in Internet gaming disorder. Implications for future research based on these findings include the comparison between dysfunctional cognitions and metacognitions with the aim of finding effective evidence-based treatment for online gaming addictive individuals.

Findings of Tang et al.’s (2017) research suggest that males are usually more addicted to online games than women, whereas females are more predisposed to online social networking addiction. Pietersen et al.’s (2018) study has resulted in valuable insights into what it is to be a gamer based on online gaming addicts’ personal narratives. Whereas these studies have addressed some of the aspects of online gaming and the development of addiction to it, more thorough research is needed in various dimensions of the research topic. Specifically, it is important to focus research on understanding the development of online gaming addiction and people’s feelings about it.

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Essay on Video Games Addiction

Addiction to anything happens when it starts being used excessively and when without it something seems incomplete in life. Like the additions of tea and coffee, now people are also getting additions of video games . From morning till night, they have started living in captivity of android phones or laptops. While doing some work, many people are seen playing games on their phones even during a slightest break. Such people are so lost in their world of games that they do not remember their stop in the bus and train or other important works. This situation can be very stressful if not controlled in time.

Although gaming addiction is a new word, there is no difference between it and other addictions. Just like a drug addict needs drug all the time. In the same way in video gaming addiction, one needs to play a video game all the time. If he does not get to play the game, he starts getting restless. People with gaming addiction spend most of their day playing video games. It is not just the youngsters playing big games on the computer but adults are also involved. Younger children and older people may get addicted to it.

Long and Short Essay on Video Game Addiction in English

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Here some long and short important essay on video game addiction in English are given into different word limits according to the need and requirement of students. These essays will provide you the specific knowledge of the affects of playing video games.

You will know about the symptoms and adverse effect of playing video games continuously. It is also discussed in the essay on video game addiction that how people get attracted towards them and spent their valuable time on it and get addicted.

You can use the essay on video game addiction in your school assignments on video games or in discussions on the subject with your classmates and teachers. You will also get aware about the facts that how video games leave their good and bad impact on its users.

Essay on Video Game Addiction – 1 (200 Words)

Video game addiction is also known by the term gaming disorder. It is known as an irresistible use of video games that promotes significant imbalance in the various life realms over a long period of time.  Too much indulgence into anything or work leads to addiction. Addiction can ruin the life of any human being, because in this man becomes crazy about the things he is addicted to.

Any kind of addiction causes loss of health, money, relationship and respect for human beings. World Health Organization has described video gaming addiction as a mental disorder.

The common children will enjoy this most, but the truth is that gaming could lead to a level where one can feel lonely and becomes an introvert personality. Instead of playing outside the children have preferred playing games on their electronic gadgets at home.

This makes them physically unfit and it can also cause problems in the eyes. Children who play games tend to talk less to the people around them and in this way they get lonely because they spend most of their time at home with their gadgets.

Children become flabby with this habit and this also causes problems in their careers in future. Many researchers have also revealed that men are more addicted to gaming than women.

Essay on Video Game Addiction – 2 (300 Words)

Excess of anything is harmful. Likewise, if a child plays excessive games on a portable device, such as on a TV, or on a computer, it can affect his/her life. Playing games is a great source of entertainment for children, but its addiction can become very harmful to children’s health. Children who are addicted to video games are affected both emotionally and physically. Gaming addiction not only affects their health but also their studies. In addition, children who are addicted to video games do not participate in any social things.

Children who are addicted to playing games are unable to concentrate and to take interest either in their work or studies. If children play games for a long time, this affects their education very badly. Due to the addiction of playing games, children also face problems in getting good sleep.

Apart from this, due to the addiction of the game, children remain deprive of sleep late nights and can’t sleep for the recommended hours of sleep. Inadequate sleep is harmful to their overall health.

Children who are addicted to playing games are always seen playing games all the time. They are socially separated from people and at the same time they do not want to attend any social event. Because of this their mental health is not fully developed.

Gaming addiction affects their behavior. Children become irritable due to gaming addiction and they get angry on every small issue.

If these symptoms are seen in any child then we should have to teach them to spend more time with family and friends. Set a time limit for any task and say them to follow it seriously. Do not allow children to use more mobiles, laptops and internet and keep an eye on them. Despite all the efforts, if the children are not able to distance themselves from these digital games then there should be no hesitation in seeking psychological help.

Essay on Video Game Addiction – 3 (400 Words)

According to experts, the heart of a person with gaming addiction does not fill up very easily. In this, the person is constantly excited to play games. Things like crossing new levels and making high scores make them excited to play more. He keeps playing games all the time without thinking about himself and the works. It is believed that mental satisfaction is also hidden behind it.

The personal life of many people who play more games is not very good. They are not able to achieve in the real world what they achieve in the game. So they spend much time in the artificial world of games more than the outside world. The gaming addiction has increased so much that it has been declared as ‘mental illness’.

The people, who have been addicted to play the video games, start getting restless. Their minds do not agree to do any other work. A person addicted to playing video games tries to stay away from the world. He wants to spend as much time playing games as he can.

As this intoxication of video gaming increases, the person suffering from it becomes more mentally disturbed. Sometimes they also have to face depression. Many things like sleeplessness during night, headache, red eyes, waist ache and pain in the neck happen to the person if he plays more games. Many addicted people do not even eat properly. The most important thing for them is to remain in the game. More anger is also a symptom of gaming addiction.

Gaming addition has become a big problem today, but it can be removed and for this extra ordinary strong willpower and patience are needed. There is no harm in playing video games. The video games can be played to keep boosting the mood but it should be played for a limited time. It is also very important to have ‘family time’ in order to emerge from it. Sitting and talking and playing with family are good methods to keep distance from video games. The most important of these is to give time to you. You know about yourself better so enjoy from your other hobbies. Go somewhere to roam.

Games addiction affects a person’s mental health. In this case, we must take some precautions or else this problem can be harmful to the individual’s overall health. The amount of time the addicted person gives to the game, if he gives this time for himself, his habit can improve.

Essay on Video Game Addiction – 4 (500 Words)

There are some symptoms of gaming addiction like spending most of the time playing games and its impact on studies, jobs and relationships etc. If one ignore all these things and keep engaging in the game, then within few months he get addicted to it.

More involvement in playing game increases the tension in a person’s personal life and relationships. When a person starts tolerating all the positive things due to gaming addiction in his life, then his mental health also starts to affect and it has been named addiction. Addiction not only affects one’s life but also affects the people around him.

Let us find out its positive and negative effects.

  • Improves reflex and IQ

Studies have proved that playing video games improves players’ reflection in many aspects. Studies have also proved that people who are regular gamers have improved brain activity.

  • Better functioning

Functioning refers to the ability to allocate mental capacity to individuals. Video games have improved attention and decision making skills. Studies have proved that people who play video games are good at making better decisions. Often gamers are good at multi-tasking.

  • Brain health

Video games increase the speed and capacity of the brain to work. Playing video games improves children’s mental fitness.

  • Aggressive thoughts and behavior

Studies by The American Psychological Association have proved that children exposed to violent sports become more aggressive in thoughts and feelings. This resulted in several incidents.

  • Socially isolated

Lots of gaming players can overcome from social responsibilities and increase the chances of social isolation. In addition, in the case of children it may increase the lack of interest in engaging in household chores, outdoor games and social activities. It is dangerous to be alone even in a virtual world.

  • Adverse health issues

There are adverse health issues after addiction of video games. Risk of heart attack, obesity, and depression etc. are observed in some of them. There are health risks for children, such as video-induced seizures, muscle and skeletal disorders, etc.

  • Parental concerns

The amount of violence in video games is an important concern for parents. To help deal with this problem it is important to monitor the child. If a child plays a violent video game then the difference between the game and reality should be discussed.

  • Common problems

Children often become very involved in video games and do not want to stop playing them. It is necessary to set solid boundaries about the time that can be spent playing the game and then apply these limits.

It is very important to avoid this kind of addiction; otherwise it can affect the personal life of an individual. Continually ignoring work or relationships is not beneficial in any way. Hence children can also be encouraged to play games with other children, as discussing strategies and problem solving in groups is a positive social activity. Even educational games should not be played much, as playing video games is not a substitute for positive social interaction or traditional education.

Essay on Video Game Addiction – 5 (600 Words)

According to a study, Internet gaming disorder is quite common in adolescent children between 12 and 20 years. Even Internet gaming disorder cases are more prevalent in Asian countries than in North America and Europe.

Although the American Psychological Association is studying the growing cases of Internet gaming addiction, so far it has not been included in the list of diseases. But given the speed with which Internet gaming addiction cases are increasing worldwide, experts fear that it will get the status of a disease soon.

Exciting online games found on the Internet are now dominating the hearts and minds of children. Every second changing world and the thrill increasing moment by moment combination of music with colorful themes on the small screen of a computer or mobile, there is a virtual world, which allows the elders to fascinate. Then small children are bound to be attracted to them.

It is easy to get caught in the Internet gaming addiction but it is very difficult to get out of it. According to experts, the addiction of playing games on the Internet not only makes children physically and mentally ill, but it is a big threat to the personality development of the child.

In the changing environment, children’s friends, playgrounds, parks, everything is confined to one application of the Internet. More attention is paid to indoor games than outdoor games. That leads to obesity and many other disorders. The prohibition from outdoor games is making children physically weak and there is a problem of socialization among them.

  • Children who play Internet games for more time are reduced in the ability to focus and concentrate on their studies.
  • The inclination of such children is mostly on negative models.
  • Patience starts decreasing in children.
  • Children want to accumulate power near their surrounding events.
  • Self control is lost.
  • Sometimes children become violent.
  • Children start away from social life and prefer to live alone.
  • The impact of Internet gaming has been seen on both the child’s behavior and thoughts.
  • Children fall prey to obesity and diabetes in a tender age.

It is not that every child playing online games is a victim of gaming addiction. But according to experts, when the hobby of playing the game turns into a habit, for this, the parents have to keep an eye on the child’s activities.

  • Parents should decide which gadget / game or device to give to the child and at what age.
  • Do not show songs or poem on mobile to keep the little ones busy.
  • Let the children use the Internet only for the necessary work related to studies.
  • If the child plays games on the Internet, then decide to play outdoor games with him/her.
  • Do not let internet games to be played for more than half an hour every day.
  • Promote outdoor games.
  • If the child has started giving more time to internet games, then encourage him/her for some other productive activity.
  • Keep an eye on what games a child plays on the Internet.

According to psychologist Dr. Pooja Shivam Jaitley, once a child becomes addicted to internet gaming, then it becomes difficult for the child to live without internet. Children insist on the Internet. Many times children become aggressive after parents refusal.

If your child has symptoms of video game addiction, see a psychiatrist without delay. Take care of the child mentally and emotionally. But for the safe future of the child, let the growing children use the Internet as much as is necessary. It should not happen that the addiction of internet gaming makes your child sick socially, physically and mentally.

Sports vs Video Games

To reduce the growing population of obese children in the world the parents need to encourage sports and outside play over video games. Kids in the world today know little about sports and the rules. But spend more time playing video games than outside being active. What happened to neighborhood hide and seek, or pick-up basketball games with other neighborhood kids. Today children are more interested in video games, computers and television, and parents are afraid of letting their children run around the streets because of kidnappings.

When I was a kid I had video games but I spent most of my time outside playing. Being outside with the fresh air and the sunshine was the best thing for me. This year today there are a lot of kids who don’t know how to play sports or are too obese to play sports. Take basketball for instants I personally think it’s one of the easiest sports besides football. The rules are simple in basketball, dribble the ball one hand at a time, and don’t carry the ball. Also in basketball, it’s up to you and your team to score as many points as you can.

But in the game of basketball like any other sport you have to work as a team. One of the major benefits you get from playing sports is understanding how to work really good with other people. In my mind TEAM means Together Everyone Achieves More, which means if you try to do everything by yourself you won’t get very far. Video games don’t teach you how to work with others. Also most of the video games today prompt violence and use profanity. (Gump, 3) The majority of kids are no longer interested in physical activity.

There are a certain percentage of kids today that are addicted to video games. I believe that at a youth age kids shouldn’t be addicted to anything. Video games in today’s society have a negative influence on kids because it separates them from reality. Besides working together basketball also benefits you in other ways like it will keep you healthy and moving like other kids. I played basketball for 7 years. I maintained a bodyweight of 145 lbs. With my body being and looking the way it did, it made me feel extremely good and confident.

There is so much that comes with playing basketball the constant practicing and working out in the weight room. All the extra running and lifting weights that you have to do keeps the body healthy and muscular. Aerobic exercise strengthens the heart and lungs. Not only does exercise help the internal organs but it also increases strength and stamina. Sports do not only help you physically but mentally as well. There is no match to the happiness that sports bring. Playing sports is energy put to good use.

Sports are a form of exercise which generates happiness in your body, thus restoring your mental health. Video games don’t help lose weight it helps gain weight. Also, video games can mess up a kid mentally instead of making you happy it makes you violent or sad. Sports improve you physical and psychological health; physical because sports involve exercise and psychological because playing is something you enjoy, it’s something that relaxes your mind. The lack of encouragement from parents when it comes to sports needs to be cut down. As many parents, there are in this world that has played sports.

There should be twice as many kids playing these sports. I believe if parents get more involved in their child’s physical life there will be less obese children. What these kids need most is love and supporting parents teaching them the benefits of sports and a healthy life. So by parents being active with their children, this would also cut down on the violence in the world today.

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Study reveals link between impulsivity, aggression, and internet gaming addiction

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Vijay Kumar Malesu

In a recent study published in Scientific Reports , a group of researchers investigated the association between impulsivity and aggression as risk factors for Internet Gaming Disorder (IGD) among a sample of 350 university students in Saudi Arabia.

Study: Impulsivity and aggression as risk factors for internet gaming disorder among university students. Image Credit: sezer66/Shutterstock.com

Background 

The Internet's widespread use has led to concerns about addiction, particularly IGD, now recognized alongside traditional addictions.

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Research links IGD to adverse outcomes like impulsivity, aggression, and mental health issues, mirroring substance abuse patterns.

Further research is needed to understand better the complex dynamics between IGD and its psychological impacts, enabling the development of more effective prevention and intervention strategies.

About the study 

In the present cross-sectional, exploratory study conducted at Najran University, Saudi Arabia, a simple random sampling technique was employed to select participants from the student body.

Aiming for a statistically significant sample size, determined by G*Power 3.1 analysis to be 338, invitations were extended to 382 students via social media, resulting in a final sample of 350 students after accounting for non-responses and exclusions.

Eligibility criteria required participants to be over 18, enrolled in a 4-year degree program during the 2022–2023 academic year, and fluent in Arabic or English.

Data were collected through an online survey distributed between January and March 2023. The survey included a sociodemographic questionnaire, the Internet Gaming Disorder Scale–Short-Form (IGDS9-SF), the Barratt Impulsiveness Scale (BIS-15), and the Buss–Perry Aggression Questionnaire-Short Form (BPAQ-SF), each chosen for their reliability and validity in measuring their respective constructs.

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Before participation, all individuals were informed about the study's purpose, procedures, and rights, ensuring adherence to ethical standards, including voluntary participation and confidentiality.

Ethical approval was granted by the Research Ethics Committee at the University, aligning with the Declaration of Helsinki.

Statistical analysis was performed using Statistical Package for the Social Sciences (SPSS), focusing on the reliability of the translated assessment tools, descriptive statistics, and inferential tests to explore the relationships between IGD, impulsivity, and aggression.

The study's approach ensured a rigorous examination of the potential impact of these psychological traits on IGD, contributing valuable insights to the field.

Study results 

In the present study, a sample of 350 individuals was analyzed to understand the prevalence and factors associated with IGD. The average IGD severity score among participants was 27.23, with scores ranging from 12 to 40 out of a possible 45 points.

Utilizing a cut-off point of 32, as recommended by previous research, approximately 21.71% of the sample was identified as having disordered gaming habits.

The investigation into demographic variables such as gender, academic specialty, and age revealed no significant differences in IGD scores.

However, a notable variation in mean IGD scores emerged when examining the weekly hours dedicated to online gaming, with those gaming for 7–19 hours or more than 20 hours weekly showing significantly higher IGD scores than their counterparts.

Further analysis using a Chi-square test highlighted a significant correlation between weekly gaming duration and IGD classification, especially among individuals gaming for over 20 hours a week.

This finding underscores the importance of gaming duration as a critical factor in IGD risk assessment. The study also delved into the association between impulsivity, aggression, and IGD.

The average scores for impulsivity and aggression across the sample were 35.60 and 28.85, respectively. A subsequent comparison between the IGD and non-IGD groups revealed higher levels of impulsivity and aggression among those with IGD.

A Pearson’s correlation test further confirmed a moderately strong positive relationship between IGD and impulsivity and a strong positive relationship between IGD and aggression. This suggests that higher levels of these traits are associated with increased IGD severity.

A step-wise hierarchical regression analysis, controlling for weekly gaming duration, demonstrated that impulsivity and aggression significantly predict IGD scores, accounting for 34.6% of its variance.

This analysis, excluding demographic variables due to their non-significant impact, highlights the critical role of impulsivity and aggression in understanding IGD among university students.

Conclusions 

To summarize, this study explored the association of impulsivity and aggression with IGD among Saudi university students, finding a 22% prevalence rate of IGD, higher than previous studies but consistent with similar research in Saudi Arabia.

The study highlighted the significant role of weekly gaming duration in IGD severity, with extensive gaming linked to higher IGD scores.

Impulsivity and aggression were confirmed as key predictors of IGD, underscoring the disorder's resemblance to impulse control disorders. 

Hammad, M.A., AL-shahrani, H.F. (2024) Impulsivity and aggression as risk factors for internet gaming disorder among university students. Sci Rep ,. doi :  https://doi.org/10.1038/s41598-024-53807-5 . https://www.nature.com/articles/s41598-024-53807-5  

Posted in: Medical Science News | Medical Research News | Medical Condition News

Tags: Addiction , Impulsiveness , Mental Health , Research , students , Substance Abuse

Vijay Kumar Malesu

Vijay holds a Ph.D. in Biotechnology and possesses a deep passion for microbiology. His academic journey has allowed him to delve deeper into understanding the intricate world of microorganisms. Through his research and studies, he has gained expertise in various aspects of microbiology, which includes microbial genetics, microbial physiology, and microbial ecology. Vijay has six years of scientific research experience at renowned research institutes such as the Indian Council for Agricultural Research and KIIT University. He has worked on diverse projects in microbiology, biopolymers, and drug delivery. His contributions to these areas have provided him with a comprehensive understanding of the subject matter and the ability to tackle complex research challenges.    

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essay about students addiction to internet gaming

  • DOI: 10.1016/j.jad.2024.07.032
  • Corpus ID: 271372950

Network meta-analysis of the effectiveness of different interventions for internet addiction in college students

  • Meng Zhang , Shu-Qiao Meng , +5 authors Yu Zhang
  • Published in Journal of Affective… 1 July 2024

37 References

Effects of an 8-week baduanjin intervention combined with low-carbohydrates diet among overweight people who struggle with drug addiction, effect of exercise intervention on internet addiction and autonomic nervous function in college students, internet-based interventions for behavioral addictions: a systematic review, effects of different interventions on internet addiction: a meta-analysis of random controlled trials., impact of short-term intensive-type cognitive behavioral therapy intervention on internet addiction among chinese college students: a randomized controlled trial, prevalence and risk factors of internet addiction among hungarian high school students, the effectiveness of prevention programs for problematic internet use in adolescents and youths: a systematic review and meta-analysis, internet addiction increases in the general population during covid‐19: evidence from china, current research and viewpoints on internet addiction in adolescents, comparative efficacy and acceptability of antidepressants, psychotherapies, and their combination for acute treatment of children and adolescents with depressive disorder: a systematic review and network meta-analysis., related papers.

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