Games Addiction - A Growing Concern
How common is games addiction? How do consumers define addiction?
Games have been around for a very long time and millions of people around the world play games everyday. Yet somehow, it has only been recently that people started to question themselves and wonder, “Just how common is games addiction?” and “What are the signs of a game addict?”
Survey
Our survey at QuestionPro
The first three questions were designed to ascertain whether the person surveyed could tell the difference between games addiction and a passion for games. The most important aspect to understanding the addiction issue is to be able to tell the difference between them.
- "Addiction takes away from your life; it reduces your motivation to do things outside of the one activity.” Do you agree with the statement?
- “Addiction makes you feel compulsively involved. You feel a compulsive desire to move towards that thing, where compulsion is being driven by some external thing rather than being driven by something internal; by your own internal creativity.” Do you agree?
- Someone who is doing professional gaming and does not hold another job, does that qualify as an addiction?
From the results, a strong majority agreed that addiction takes away from a persons life rather than to improve it, in that they end up being unable to do anything else besides playing games. They also agreed that it drives a person to play games not because they want to accomplish something but simply to experience that high sensation, much like a drug addict. For the third question, we receive a resounding “No” for it and goes to show that people know the difference between games addiction and a passion for games. Passion for games drives people to accomplish something great to improve their life like to earn a living but addiction removes from it by causing a person to be physiologically dependent on games to feel a high.
Next, we needed to find out what are the factors most consumers would associate with games addiction. We split it into two questions, one for factors assiocated with games addiction among teens and the other for adults. The third question is an analysis to determine whether the person after identifying these factors, would consider himself an addict.
- What are the factors that you identify with game addiction among teenagers?
- What are the factors that you identify with game addiction among adults?
- Would you consider yourself addicted to games?
From the survey results, there were three factors identified as most commonly associated to addiction among teenagers:
- Most of non-school hours are spent on the computer or playing video games.
- Not keeping up with assignments.
- Choosing to use the computer or play video games, rather than see friends.
When it came down to addiction among adults, these were the factors most people agreedw with:
- Hours playing video games or on the computer increasing, seriously disrupting family, social or even work life.
- Fantasy life on-line replaces emotional life with partner.
As for the third question, the findings were mixed but the largest group put "Maybe" as their answer. Well it speaks on two levels, one that most addicts do not realize they are addicted. The second being that for most people, we are quilty for commiting some of the minor factors of addiction but not so severe as to disconnect ourselves from our real life. These results reflect what we believe is a clear indication of addiction to games in all age range, and that is when people begin to disassociated themselves from reality, friends and family. Every available time is spent on their games and in the case of Japan's Hikikomori, they would stay indoors and not come out to meet others except through the online world.
The last three questions are meant to analyze how common addiction is in Singapore. The first question, by finding out through each person surveyed, how many family members do they consider as addicted to games. The second checks for their friends and the third finds out if they agree that addiction for games is common or will be common in years to come.
- Are there any member of your immediate family who is addicted to games?
- Do you have friends that you regard as addicted?
- There has been growing concern around the world on the growing game addiction. Do you agree that game addiction in Singapore is common or will be common in the years to come?
The results for the first question are split in the middle with 47% of the respondents not having any members of the family who are addicted and 36% respondent with one brother being addicted. The result is quite alarming as it reveals that almost half of the households have at least one addicted member, mainly males, and is similar to the report findings on the newspaper TODAY. For the second question, 17 out of 20 respondents have friends they regard as addicts and considering if that is one friend as addicted, that would make roughly about 1/5 of the population being addicted to games. A majority of the respondents agreed that addiction is coomon here and will eventually be worst in the years to come. It is not a shock as the region is already reeling from it especially in Korea, Japan and China. With an increasing number of people of Singapore being disillusioned with life, they will seek fulfilment in other sources like games and risk getting addicted to it.
Conclusion & Opinion
- What are the issues?
- Why should you care about it as a game developer?
- What are the social/economical/moral/etc. implications?
- What do you recommend in order to address these issues?
Game addiction has been an increasing concern among many nations only now because back in the past most games were singleplayer based or two player console games you can play with your friends next to you. But nowadays, with the creation of MMORPGs, people can lead an alternate life in the virtual world where they are more respected and powerful compared to their reality. People start to disassociate themselves from reality, severing their social lifestyle with their family and friends. Some would even drop out of work altogether to pursue a new virtual life.
There are several main issues to deal with:
- How severe is the problem. The situation is currently stable in most parts of the world but in several countries where MMORPG are a hit such as the USA, China, Krea and Japan, the situation is only getting worst. There have been cases of babies dying due to neglect by their parents' addction to WOW. In Singapore, there has only been cases of divorce due to addiction, with the most severe being this. However, in years to come the situation might worsen with more children being spoilt and people getting disillusioned with the tough life of reality.
- Stop the blame game. Parent-family groups and political figures have been quick to pinpoint the blame squarely on the games industry for the problem despite the cause of it being partly due to the breakdown of society. While games are meant to be addictive in nature, the industry has acknowledge the problem and are finding ways to rectify it. Despite that, the groups are not doing enough to rehabilitate such addicts and in fact all the blame game has only hampered any recovery efforts.
- Getting people to recognise the signs of addiction. Most people around the world are still aware of the signs and at times parents tend to wave it away as a mere phase in life for their child. What they fail to realize is that the problem will carry on into adulthood.
We as game developers should be partly responsible as these are our games that are affecting people in such negative ways. The fact that we are in direct contact with game development means we can make a difference to help this people. If we do not take responsiblity, the addiction situation can cause negative implications to a country and its' people.
Economic wise, the country willl suffer as an increasing number of game addicts would mean less productive workers as they would be gaming till late, or rushing their work to get home. These addicts might end up being dependent on their parents for support till old age, thus in turn the parents would look to government help to sustain them. Large sums of money would also be wasted on game subscription which goes straight to the game company and does not contribute to the economic development of the country.
Social wise, the social fabric of the country will crumble as people will start to move away from each other in real life. Since they grew up being in the virtual world, all of their communication and social activities will take place in there. People will end up being unable to communicate with others in real life, not having the social skills or experience to do so. The family system that many countries are based on will simply fail, birth rates will plummate as they will not want kids which will prevent them from playing and the country will eventually cease to exists.
It is imperative that society and the game industry take the necessary steps to rectify the situation before it worsens any further. Here are some recommendations that may help:
- Include monitoring features into games to help players and parents watch their time or repititive behaviours.
- Public Service Announcement Broadcasts in the game world to remind players to take responsibility for certain needs like eating and taking of pets.
- Provide monitoring features that tracks the patterns of addictive behaviour.
- Utilize rewards mechnisms that compel and engage the user but are not as addictive.
- Provide compelling, intense, exciting experiences that require minimal time investment and less frequent, less consistent return visits.
- Parents monitor the childs gaming habit and time spent playing.
- Parents be involve with the games a child plays to provide social interaction.
- Parents-family groups, government figures and the game industry should work together to find solutions rather then play the blame game.
In the end, everyone from families, the government and the games industry need to work together to solve the problem. If the necessary steps are taken soon, the problem can be controlled and counselling sessions possible for such addicts.
The addiction problem is prevailant around the world and is growing with each year. In Singapore, while there has been no case of any incidents as a result of game addiction, there are strong implications that the game addiction is more common than we actually perceive it to be. Almost half of our respondents have indicated that they have at least one family member in their household who is an addict, and if the trend is to continue, it the number could swell to more than half of households with one addicted member.
Recent Studies
http://www.mediafamily.org/facts/facts_gameaddiction.shtml
This research article covers alot of key signs of addiction in games and illustrates the difference between addiction symptoms in adults and teenagers.
http://www.igda.org/articles/austin_addiction.php
This is a very in depth article that covers the IGDA Austin Game Addiction Conference. The article covers all aspects of game addiction and what game developers can do to rectify it.
