Health Impacts of Internet Gaming Addiction

Health Impacts of Internet Gaming Addiction

Seçil Özkan, Enis Taha Özkan
DOI: 10.4018/978-1-6684-8397-8.ch018
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Abstract

The frequency of internet gaming addiction varies between 1-15% in the world. There are some demographic factors, psychosocial factors, and game-related factors in the etiology of gaming addiction. In demographic factors, male gender, adolescent age group, separation of parents, high income, and being a student are seen as risks. Psychosocial factors include low social cohesion, aggressive behavior, anxiety or depression, low academic performance, attention problems, low life satisfaction, problems in family / friend relationships, and low self-esteem. Internet gaming addiction has many health effects, physiological, psychological, and social problems. In addition to determining the diagnostic criteria for gaming addiction, there is a need for national and international studies that will guide protection and intervention efforts, especially for at-risk youth. As a result of these studies, effective and effective evidence-based public health intervention programs should be developed.
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Epidemiology Of Internet Game Addiction

Many definitions have been developed regarding the problematic use of digital technologies for gaming or non-gaming purposes. There are definitions that do not directly examine gaming behavior, such as “internet addiction, technology addiction, pathological technology use, pathological internet use, computer addiction, screen addiction, smartphone addiction, cyber-relationship addiction,” and definitions that particularly focus on gaming behavior, such as “internet gaming addiction, pathological game playing, addiction to video games and online role-playing games, excessive gaming, gaming disorder.”(Paulus FW. Et al., 2018).

The DSM's definition of gaming addiction is defined as “internet gaming addiction.” Internet gaming addiction was first defined with diagnostic criteria in DSM-V. According to DSM-V, individuals who meet five or more of the following nine diagnostic criteria within a 12-month period are recognized as internet gaming addicts:

  • 1.

    Engaging in internet gaming activities (such as internet being the dominant activity during the day, thinking about the previous game played, and contemplating the next gaming stage.)

  • 2.

    Experiencing withdrawal symptoms when away from internet gaming (these symptoms can typically be interpreted as irritability, anxiety, and sadness, but there are no physical pharmacological withdrawal symptoms.)

  • 3.

    Tolerance (an increasing need for time to play internet games)

  • 4.

    Inability to control participation in internet gaming

  • 5.

    Due to internet gaming losing interest in previous hobbies and activities other than internet games

  • 6.

    Continuing to play excessive internet games despite being aware of psychosocial problems

  • 7.

    Lying to family members and treatment providers about internet gaming time

  • 8.

    Using internet games to escape from negative moods or to relax (such as feelings of helplessness, guilt, anxiety, etc.)

  • 9.

    Losing or endangering significant relationships, profession, education, or career opportunities due to participation in internet games(Association AP., 2013).

Key Terms in this Chapter

MMORPGs (Massively Multiplayer Online Role-Playing Games): A type of online video game where a large number of players can simultaneously interact with each other in a virtual world. Players create their own character, which they control as they explore the game world, interact with other players, and complete quests or missions.

ICD-11 (International Classification of Diseases, Eleventh Revision): A global health classification system developed by the World Health Organization (WHO).

Gaming disorder: A condition recognized by the World Health Organization (WHO) as a mental health disorder in which an individual has a pattern of persistent or recurrent gaming behavior, either online or offline, that becomes so extensive and severe that it impairs an individual's personal, family, social, educational, occupational or other important areas of functioning.

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