{"id":195754,"date":"2017-05-30T14:59:10","date_gmt":"2017-05-30T18:59:10","guid":{"rendered":"http:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/are-video-games-addictive-like-drugs-gambling-some-whove-struggled-say-yes-chicago-tribune\/"},"modified":"2017-05-30T14:59:10","modified_gmt":"2017-05-30T18:59:10","slug":"are-video-games-addictive-like-drugs-gambling-some-whove-struggled-say-yes-chicago-tribune","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/gambling\/are-video-games-addictive-like-drugs-gambling-some-whove-struggled-say-yes-chicago-tribune\/","title":{"rendered":"Are video games addictive like drugs, gambling? Some who&#8217;ve struggled say yes &#8211; Chicago Tribune"},"content":{"rendered":"<p><p>    Adam set his alarm for 3 a.m., when he knew his parents would    be fast asleep. He crept downstairs to the family's unfinished    basement, and there, undetected in the early morning darkness,    the Barrington teen fed his habit  a furtive ritual    he repeated several times a day.  <\/p>\n<p>    It wasn't drugs, gambling or pornography that dominated his    thoughts and dreams, sapped his academic ambitions and turned    him into a deceitful recluse.  <\/p>\n<p>    It was video games.  <\/p>\n<p>    \"It was almost a full-time job,\" recalled Adam, now 27 and    living in Chicago. \"You just wished you could freeze time in    the real world and cruise on this until you were super tired,    then go to sleep and come back later.\"  <\/p>\n<p>    Uncontrollable video game playing is a 21st century affliction    in search of an identity. Is it an addiction on its own terms,    as many researchers believe? Or is it just a symptom of deeper    problems such as depression or anxiety, as other experts    insist?  <\/p>\n<p>    Dozens of scientific papers have yet to produce clear answers,    and the medical establishment has been equally indecisive,    calling it a condition that requires further study before it    can be classified as a full-blown psychiatric disorder.  <\/p>\n<p>    That has put the small portion of American gamers whose play    experts classify as \"pathological\" in a tough spot: Even when    they believe they have a problem, there's no defined path to    recovery.  <\/p>\n<p>    Treatment specialists are uncommon, their methods are unproven    and their care is rarely reimbursed by insurance. A few support    groups have formed, but they've struggled to achieve visibility    and attract members.  <\/p>\n<p>    Many gamers thus have to figure out recovery for themselves,    coming up with their own techniques to wrestle their habits    into submission. For them, there's no final boss to defeat, no    level up that will free them for good  only constant    temptation lurking behind a sea of screens.  <\/p>\n<p>    Obsession begins  <\/p>\n<p>    Adam, who requested that his last name be omitted for fear of    being stigmatized, began gaming innocuously enough. When he was    3, his parents bought him a Disney computer game, and a few    years later gave him a Nintendo Game Boy and a Sega Genesis as    Christmas gifts.  <\/p>\n<p>    \"He really loved anything that interacted on the screen,\" his    mother said. \"We got him educational games, but during that    time it was becoming very popular to have a gaming system. To    be honest, the whole concept of video game addiction was very    foreign. All we cared about was that the games would not be    violent.\"  <\/p>\n<p>    Adam's gaming intensified once he had his own devices, partly    because the rest of his childhood was unsatisfying. School was    a drag (\"I just didn't see the point\"), and every sports team    he joined was abysmal (\"Once you know you're going to lose all    the time, you really stop trying\").  <\/p>\n<p>    Video games saved him from all that. The point of each game was    crystal clear, and with every level he conquered, his skill    improved. The games provided a structure the rest of life    seemed to lack and rewarded his effort with prompt recognition,    from cascades of virtual coins to chirpy musical salutes.  <\/p>\n<p>    And on top of everything, gaming was a blast: \"There was a rush    of adrenaline, a rush of endorphins,\" he said.  <\/p>\n<p>    Researchers have studied the psychological rewards of video    games for more than two decades, comparing their effects on the    brain's pleasure-producing dopamine pathway with those of    gambling and drug use. The results, while far from definitive,    are intriguing.  <\/p>\n<p>    Aviv Weinstein, a psychologist at Israel's Ariel University,    recently reviewed dozens of studies into gaming and found that    the structure and function of some brain regions change when    people play games excessively, just as they do when people use    drugs. He said that strengthens the argument that compulsive    gaming could be a distinct mental disorder.  <\/p>\n<p>    Critics such as Christopher Ferguson, a psychologist at    Florida's Stetson University, are unconvinced. He said any    pleasurable activity creates changes in the brain, and that the    magnitude of the change differs greatly.  <\/p>\n<p>    \"Playing a video game increases the dopamine level by 100 to    200 percent,\" he said. \"Methamphetamine increases it by 1,400    percent.\"  <\/p>\n<p>    Ferguson was also skeptical of the link some researchers make    between obsessive video gaming and problem gambling.  <\/p>\n<p>    He said what keeps a slot machine player bolted to his chair is    \"intermittent reinforcement\"  the sense that a jackpot could    come at any moment.  <\/p>\n<p>    By contrast, Ferguson said, most video games are based on    \"continuous reinforcement\"  rewards that come at predictable    intervals, such as when a player defeats an enemy and advances    to the next level. That gives players more control than they    have in gambling, he said.  <\/p>\n<p>    On top of all that, Ferguson said, research has found that    people who play video games compulsively often have a mental    illness such as anxiety or depression. The games could just be    a sign of that underlying problem, he said.  <\/p>\n<p>    \"It's like people who stay in bed all day when they're    depressed,\" Ferguson said. \"They're depressed  they don't have    a bed addiction.\"  <\/p>\n<p>    Hooked on 'Warcraft'  <\/p>\n<p>    Not every video game is the same, however, and the one that    mesmerized Adam when he entered high school has a particular    reputation for ensnaring players.  <\/p>\n<p>    \"World of Warcraft\" is a massively multiplayer online    role-playing game, or MMO, presenting a nearly endless    landscape over which thousands of players roam freely. Small    packs band together in the guise of warriors, druids and other    characters to perform quests and battle other teams.  <\/p>\n<p>    Adam was already committing much of his day to gaming, having    learned to outwit the prohibitions imposed by his increasingly    worried parents. When they stopped buying him games, he found    pirate versions online. When they took away his access to the    family computer, he used a modified PlayStation to keep going.  <\/p>\n<p>    But \"Warcraft\" grabbed him as no other game had. It was a way    to socialize with friends and strangers, explore an    ever-changing, surprise-filled environment and develop feelings    of mastery as his skills grew.  <\/p>\n<p>    Soon, gaming was consuming an even bigger chunk of his life.  <\/p>\n<p>    \"I would joke with friends about sleep being the first to go,    then schoolwork, then family and friends,\" he said. \"It would    just cut into those things as you needed more time.\"  <\/p>\n<p>    Some researchers have found that MMOs are significantly more    likely than other video game genres to lead to excessive play.    One experiment, which assigned young people to play four types    of games, concluded that those in the MMO group played more,    slept less and suffered worse health effects than other    players.  <\/p>\n<p>    In 2004, video game researcher Nick Yee asked more than 2,000    MMO players if they considered themselves to be addicted. About    40 percent said yes.  <\/p>\n<p>    That figure has been widely publicized, but Yee said it has    been misinterpreted: Gamers often use \"addicted\" in a    nonclinical sense, meaning only that they're really enjoying a    game, he said.  <\/p>\n<p>    \"Psychiatrists never ask golfers this question because they    don't perceive golf to be pathological to begin with,\" he said.    \"There are a lot of people asking it of gamers, but we don't    have any other activities to compare it against.\"  <\/p>\n<p>    Yee said new technologies are often blamed for compulsive    behavior when depression and social anxiety are the true    culprits. Adam said those were part of his own struggle.  <\/p>\n<p>    \"Some of it is maybe more tricky than other things,\" he said.    \"An issue I had, that a couple of my friends had, is that we    were teenagers. We were socially awkward, we were horny and    lonely and we felt something was missing, but we didn't know    how to fix that.  <\/p>\n<p>    \"When you don't know how to fix that and create opportunities    for yourself, you feel helpless. Why not play video games?\"  <\/p>\n<p>    Help hard to find  <\/p>\n<p>    Adam's incessant gaming hurt his high school grades, he said,    but he did well enough to get into the University of Illinois    at Urbana-Champaign. There, his habit continued.  <\/p>\n<p>    \"When I was a freshman, the RA walked into my room and said, 'I    don't see how you can get any work done with so many    distractions,'\" he said. \"I'd forgotten what life was like    without video games. To me they weren't distractions. They were    just part of how everything works.\"  <\/p>\n<p>    By his sophomore year, though, his mood and mental state had    deteriorated. He went to the campus counseling center but gave    up after a single session because he didn't feel a connection    with his counselor. It was the last time he sought professional    help.  <\/p>\n<p>    Treatment centers for video game addiction are common in Asia,    sometimes taking the form of isolating \"boot camps,\" but they    are still a rarity here. One exception is the Illinois    Institute for Addiction Recovery, which has centers in Harvey,    Peoria and Bloomington.  <\/p>\n<p>    Brittany Ott, who does outreach work for the institute, said it    has treated problem gamers for more than 20 years, employing    methods similar to those used for drug and alcohol addictions:    three or four weeks of group and individual therapy, lessons on    coping skills and the creation of an abstinence plan for when    addicts return home.  <\/p>\n<p>    \"The initial plan is at least 30 days with no use of any    technology, then try to re-evaluate healthy steps on how to    bring technology back into their lives,\" Ott said.  <\/p>\n<p>    She said the institute has no data on the effectiveness of the    approach, though it is trying to collect that information. The    industry as a whole is short on vetted results: One review by    Mark Griffiths of England's Nottingham Trent University found    little research to support any gaming treatment program.  <\/p>\n<p>    He believes video games can become a bona fide addiction, but    that it is rare. While some researchers believe roughly 1 in 10    gamers are addicted, Griffiths thinks it's more like 1 in    1,000.  <\/p>\n<p>    \"They're assessing people who are preoccupied rather than    addicted,\" he said, the difference being that addiction    diminishes a person's life instead of adding enjoyment. \"They    might have some problems, but they're not addicted.\"  <\/p>\n<p>    Some evidence suggests that time itself can cure problem    gamers. Psychologist Joel Billieux of the University of    Luxembourg and co-founder of the Internet and Gambling    Disorders Clinic in Belgium said long-term studies of    \"excessive behaviors\" such as gaming, shopping and exercise    show they are usually transient phenomena.  <\/p>\n<p>    \"(The studies) support the view that these behaviors are often    displayed to cope with real-life problems or psychological    difficulties (such as depression or anxiety), and that in such    cases they should not necessarily be considered and treated as    genuine addictive disorders,\" he said.  <\/p>\n<p>    By the end of college, Adam was trying to manage his gaming but    still fell into a pattern of bingeing, abstinence and relapse.    He would uninstall his favorite games from his computer, hoping    the urge would go away, but when he was bored or upset or    angry, he went right back.  <\/p>\n<p>    Then, about three years ago, Adam started going out with a    woman who knew nothing about his issues. Their first date took    place at an arcade.  <\/p>\n<p>    Though he eventually told her about his problem, she didn't    think it was a big deal compared with people she knew who    struggled with drugs. But that was before Adam showed flashes    of addictlike behavior.  <\/p>\n<p>    \"We were supposed to go to dinner and he had made up the excuse    that he had to see a family member,\" she said. \"The next time I    saw him I said, 'How was the meeting?' He looked bashful and    said, 'I actually spent the whole day playing video games.'  <\/p>\n<p>    \"That was the first time he had lied to me. That was a really    big deal.\"  <\/p>\n<p>    It was a big deal to Adam too. Deceiving someone he cared about    to spend more time gaming was his moment of clarity  a    realization that his habit was leading him into dark places.  <\/p>\n<p>    At last, he plotted his escape.  <\/p>\n<p>    Kicking the habit  <\/p>\n<p>    Adam figured he needed to avoid temptation, so he limited his    contact with friends who were hardcore gamers. He used filters    on the popular Reddit website to avoid any discussion of gaming    topics.  <\/p>\n<p>    And in the most radical step, he rendered his online gaming    account unusable by resetting his username and password to    strings of randomly generated numbers and letters. He then    burned the paper on which he had written them, ensuring they    were lost forever.  <\/p>\n<p>    \"Once I removed all stimulation that was game-related, not    playing became very easy,\" he said.  <\/p>\n<p>    As Adam's obsession cooled, he grew interested in meeting    others who had endured similar experiences. He formed a Chicago    chapter of Computer Gaming Addicts Anonymous, a support group    that loosely follows the 12-step approach to recovery (it    recently began holding weekly meetings at the    Hazelden Betty Ford Foundation on the Near North Side).  <\/p>\n<p>    Through the group, Adam met a 55-year-old Chicago woman with a    very different gaming problem. She didn't get sucked into    elaborate fantasy worlds or high-adrenaline shooters  her    issue was smartphone games like \"Burger Shop\" and \"Words with    Friends.\"  <\/p>\n<p>    \"I lost a good job six years ago, and maybe a contributing    factor was being tired from being up until 3 a.m. playing games    on my phone,\" she said.  <\/p>\n<p>    Therapy, prayer and traditional 12-step meetings didn't provide    much help. But when she met Adam, talking things over in a    Chicago coffee shop, she found someone who understood her    issues and kept her accountable when she tried to stop.  <\/p>\n<p>    The woman said she played her last video game in 2015, though    she still finds herself pulled toward text-based trivia games.  <\/p>\n<p>    \"It's not that fun, but I think there's still some dopamine in    it,\" she said. \"Things are moving on my phone.\"  <\/p>\n<p>    As for Adam, he works as a computer programmer, a situation he    jokes is similar to a recovering alcoholic working in a liquor    store. Constant proximity to a screen has not led him back into    uncontrollable play, he said, though he still fools around with    simple computer games for a few minutes a week.  <\/p>\n<p>    In the end, he sees himself as a recovering addict, but he says    the label isn't important. Video games were his deliverance    from depression, loneliness and social anxiety. When he finally    dealt with those problems, he said, he didn't need the games    anymore.  <\/p>\n<p>    That's not to say he wouldn't love to go back.  <\/p>\n<p>    \"They were awesome,\" Adam said. \"A lot of people look back at    video games with a certain amount of bitterness and disdain    after they stop playing, but I loved them. I hope one day I can    play video games responsibly.\"  <\/p>\n<p>    <a href=\"mailto:jkeilman@chicagotribune.com\">jkeilman@chicagotribune.com<\/a>  <\/p>\n<p>    Twitter @JohnKeilman  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Original post: <\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"http:\/\/www.chicagotribune.com\/news\/local\/breaking\/ct-video-game-addiction-met-20170529-story.html\" title=\"Are video games addictive like drugs, gambling? Some who've struggled say yes - Chicago Tribune\">Are video games addictive like drugs, gambling? Some who've struggled say yes - Chicago Tribune<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> Adam set his alarm for 3 a.m., when he knew his parents would be fast asleep. He crept downstairs to the family's unfinished basement, and there, undetected in the early morning darkness, the Barrington teen fed his habit a furtive ritual he repeated several times a day. It wasn't drugs, gambling or pornography that dominated his thoughts and dreams, sapped his academic ambitions and turned him into a deceitful recluse.  <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/gambling\/are-video-games-addictive-like-drugs-gambling-some-whove-struggled-say-yes-chicago-tribune\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187831],"tags":[],"class_list":["post-195754","post","type-post","status-publish","format-standard","hentry","category-gambling"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/195754"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=195754"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/195754\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=195754"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=195754"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=195754"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}