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Researchers at University of Missouri Identify Risk-Factors for Addictive Videogaming in Adults

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  • Researchers at University of Missouri Identify Risk-Factors for Addictive Videogaming in Adults

    Researchers at the University of Missouri wanted to show that it isn't the amount of time adults spend playing a game that's a problem, but rather the reasons why some adults play that may be potentially harmful.

    New research from the University of Missouri indicates escapism, social interaction and rewards fuel problematic video-game use among “very casual” to “hardcore” adult gamers. Understanding individual motives that contribute to unhealthy game play could help counselors identify and treat individuals addicted to video games.

    “The biggest risk factor for pathological video game use seems to be playing games to escape from daily life,” said Joe Hilgard, a doctoral candidate in the Department of Psychological Sciences in the MU College of Arts and Science. “Individuals who play games to get away from their lives or to pretend to be other people seem to be those most at-risk for becoming part of a vicious cycle. These gamers avoid their problems by playing games, which in turn interferes with their lives because they’re so busy playing games.”

    Problematic video game use is more than just excessive use of video games; it also includes a variety of unhealthy behaviors, such as lying to others about how much time is spent playing games and missing work or other obligations to play games.

    “People who play games to socialize with other players seem to have more problems as well,” Hilgard said. “It could be that games are imposing a sort of social obligation on these individuals so that they have to set aside time to play with other players. For example, in games like World of Warcraft, most players join teams or guilds. If some teammates want to play for four hours on a Saturday night, the other players feel obligated to play or else they may be cut from the team. Those play obligations can mess with individuals’ real-life obligations.”

    Problematic video game use isn’t all that different from other types of addictive behavior, such as alcohol or drug abuse, which can be spurred by poor coping strategies, Hilgard said.

    “Gamers who are really into getting to the next level or collecting all of the in-game items seem to have unhealthier video-game use,” Hilgard said. “When people talk about games being ‘so addictive,’ usually they’re referring to games like Farmville or Diablo that give players rewards, such as better equipment or stronger characters, as they play. People who are especially motivated by these rewards can find it hard to stop playing.”

    The biggest offender are apparently the multitude of MMORPG games (World of Warcraft) out there due to their highly addictive nature.

    That is to say, if you play games simply to collect in-game items (Diablo), or get to the next level (Call of Duty), or simply to socialize (essentially any online game, ever), or to escape from daily life (again... this is essentially every game ever unless you're a train conductor and you're playing a train sim or something, I guess), then this research would say you have a problem.

    Really? Did they just say that every single person that plays a videogame for essentially any reason suffers from some form of addiction? In fact, that one about "escaping reality" is just insane when you figure the same can be said about watching TV, going to see a film or, I don't know, reading a book.

  • #2
    Addictions are bad.

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    • #3
      Yes, yes they just said just about any reason to play a game is bad.

      Probably the same people that studied dodge ball and how it affects bullying and cause social issues.
      Twitter: @CptainCrunch
      Battlelog/Origin: CptainCrunch

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