In the past decade, the figurative explosion in the popularity and quality of the video game industry has led to the popular theory that video games should be considered an addictive product. In fact, some people have even lobbied for warnings to be printed on game disc cases that would function in a similar fashion to Surgeon General Warnings on cigarette packs. Movements such as this have gained public legitimacy and ground through the accumulation of facts from studies done on those who have the most time and capacity to buy and play video games—young adults from the ages of 18 to 24.
The findings of these studies have generally resulted in the common conclusion that too much time spent playing video games is marked by and results in obsessive thoughts about gaming, insomnia, and social withdrawal in order to spend more time playing games. I argue that that these findings are inconclusive and incomplete in their scope. It’s my belief that what is perceived as video game addiction is actually formed from symptoms of a larger, previously existing problem, such as social anxiety or depression.
Now, it’s completely true that playing video games for too long results in negative physical symptoms such as dry eyes, insomnia—and in prolonged cases—weight gain. However, these symptoms are nothing new to anyone who loves reading. They can be applied just as easily to a bookworm who stays up late reading every night. Both gaming and reading usually require holding still to be effective (ignoring reading while walking or mobile gaming), and if someone is sufficiently hooked by the material at hand—be it a thrilling novel or a gripping video game—it can result in that person remaining tethered to that material for prolonged hours into the night. Does this mean that “reading addiction” must be addressed as well?
Other symptoms cited by sources who insist on gaming addiction as a reality are more mental and emotional in nature, such as social withdrawal centered around the desire to spend more time gaming and irritability towards being questioned about gaming activities. As I stated earlier, I believe that reactions such as these, as well as what is perceived as “gaming addiction” in general, are actually symptoms of a larger problem that may already exist mentally or emotionally, such as social anxiety or depression.
I largely draw from my own personal experiences when I make these statements. Yes, I have often wished to leave certain (even many) social scenarios and return home so I could spend some time gaming to relax and unwind. However, every person has been in an undesirable social situation where he or she finds themselves wishing to be elsewhere, doing something they actually enjoy to relax. Yes, I have occasionally reacted negatively when people who have little to no understanding or interest in video games (to say nothing of not having a desire to understand gaming) criticize my gaming habits. However, who doesn’t resent being criticized for something by people who don’t understand or care about the source of the criticism at hand?
After conducting a brief survey among peers of my approximate age range, the general consensus was that an “addiction” to video games is almost consistently emblematic and connected to a larger, previously existent issue. Here are a few of the responses I received when I asked the peer whether they believed “gaming addiction” was an isolated issue or if it was connected to a larger problem like depression or anxiety. I leave the quotes unattributed for the sake of the sources’ anonymity (sources can be disclosed upon direct request).
“I'd say it's not an addictive substance, but you can get addicted to the dopamine rush just like with slot machines. The thrill is enough to make your brain want to keep coming back for more. There may be deeper issues that lead to wanting the constant exposure, but I'd chalk it up to mostly people with no greater direction in life. It gives them purpose where they may otherwise have none.”
“Simply put, I don’t think that it's something that can be solved by medication. In my opinion, addiction to video games is a symptom of a much larger issue, such as depression, self worth issues, or anxiety.”
“I think it runs deeper than just being an addiction. My nephew had serious issues with being addicted to video games for a while and it was less about the video games and more about insecurities and anxiety for him. So I think it's just a symptom of something larger.”
As is evident, the general opinion boils down to the belief that anything that could be considered a gaming addiction is almost certainly related to a larger problem. To my eyes, the inability to discipline oneself on how much time is spent gaming runs deeper than just being addicted to video games. If a child, teenager, or adult spends too much time playing video games, I am willing to bet that the individual exhibits less-then-exemplary time management in other areas of life as well. If a person would rather be playing video games than interacting with friends and family, that person is probably dealing with an issue that devalues social contact, negative self-worth towards real-world accomplishments, or an extreme case of social anxiety.
I am an introvert, personally. I need time away from others to give myself a chance to reset and recharge my capacity to sociably interact with others, and video games provide a fantastic diversion during my down time away from others. However, this can turn into a level of social aversion and anxiety that begs to remain planted in front of a monitor and a gaming console instead of interacting with others or fulfilling basic responsibilities. In this case, the social aversion is not a result of video games. Instead, video games provide an enabling escape and quick fix for the social aversion. For someone with severe self-doubt and self-consciousness in public, the epic achievements and adventure accessible through stories in video games can be extremely tempting and preferable to reality.
But then, my peers, myself, and others of my age range were not the ones who first postulated that addiction to video games was a reality. This was done by adults closer in age to our parents, members of the previous two generations or earlier. By the time video games emerged in society as a popular diversion, these people would have already become fully-grown adults, and while there are exceptions to this, the majority of them would not have been truly interested in becoming invested in the developing field of video games. Therefore, they would remain largely unfamiliar with the nuances and allure of video game culture.
People of my age range, however, were born into this culture. Video games have been available to us since we were old enough to pick up a controller, and we have had a greater opportunity to familiarize ourselves with video games as a source of relaxation and entertainment, as well as what we have to do to limit ourselves accordingly. In my opinion, this is no different from what needs to be done with any other diversion or source of entertainment—moderation must be achieved. We must find balance in all things, and strive to not be excessive or wasteful in anything. With that in mind, I can only request and suggest that people do not try to assign blame for legitimate issues such as depression or social anxiety in a child to an art form and entertainment source such as video games. Don’t use video games as an excuse for mental troubles—in any way.