Abstract
In this study, 438 players of the online video game, World of Warcraft, completed a survey about video game addiction and answered an open-ended question about behaviors they considered characteristic of video game addiction. Responses were coded and correlated with players’ self-reports of being addicted to games and scores on a modified video game addiction scale. The behaviors most frequently mentioned as characteristic of addiction included playing a lot and games’ interfering with other activities, especially socializing or work. Few players mentioned such signs of addiction as withdrawal symptoms or tolerance, and some thought it was not possible to become addicted to video games. Self-reported addiction to video games correlated positively with perceptions that video game addiction involved playing a lot or playing to escape problems, and correlated negatively with perceptions that addiction involved games’ interfering with other activities or not being able to stop play. Implications for assessment are discussed.
This is a preview of subscription content, access via your institution.
References
Alderman, N. (2009). How videogames took over the world. The Guardian. Retrieved from http://www.guardian.co.uk/technology/2009/dec/11/naomi-alderman-computer-games
American Psychiatric Association. (2000). Diagnostic and statistical manual of mental disorders (4th ed, text revision). Washington, DC: American Psychiatric Association.
American Psychiatric Association (2007). News release: Statement of the American Psychiatric Association on “video game addiction.” Retrieved from http://www.psych.org/MainMenu/Newsroom/NewsReleases/2007NewsReleases/0747videogameaddiction_2_.aspx
Bandura, A. (1991). Social cognitive theory of self-regulation. Organizational Behavior and Human Decision Processes, 50, 248–287.
Bandura, A. (2001). Social cognitive theory: an agentic perspective. Annual Review of Psychology, 52, 1–26. doi:abs/10.1146/annurev.psych.52.1.1.
Black, D. W., Belsare, G., & Schlosser, S. (1999). Clinical features, psychiatric comorbidity, and health-related quality of life in persons reporting compulsive computer use behavior. The Journal of Clinical Psychiatry, 60, 839–844.
Butler, E. (2009). To great heights: Australia’s video gaming industry continues to soar. IBIS World Industry Report X0007: Video games in Australia. Retrieved from www.ibisworld.com.au
Canadian Government (2008). The Chinese video game market: Market entry for Canadian firms. Retrieved from Canadian Government—International Trade—Trade Routes—China: http://www.pch.gc.ca/progs/ac-ca/progs/rc-tr/pubs/chin_vid/2_e.cfm
Chan, P. A., & Rabinowitz, T. (2006). A cross-sectional analysis of videogames and attention deficit hyperactivity disorder symptoms in adolescents. Annals of General Psychiatry, 5, 16. doi:10.1186/1744-859X-5-16.
Chappell, D., Eatough, V., Davies, M. N. O., & Griffiths, M. (2006). EverQuest—It’s just a computer game right? An interpretative phenomenological analysis of online gaming addiction. International Journal of Mental Health and Addiction, 4, 205–216. doi:10.1007/s11469-006-9028-6.
Charlton, J. P. (2002). A factor-analytic investigation of computer “addiction” and engagement. British Journal of Psychology, 93(3), 329–344.
Charlton, J. P., & Birkett, P. E. (1995). The development and validation of the Computer Apathy and Anxiety Scale. Journal of Educational Computing Research, 13, 41–59.
Chiou, W., & Wan, S. (2007). Using cognitive dissonance to indicate adolescents’ escaping from the claws of online gaming: the role of personal responsibility and justification of cost. Cyberpsychology & Behavior, 10(5), 663–670. doi:10.1089/cpb.2007.9972.
Csikszentmihalyi, M. (1990). Flow: The psychology of human experience. NY: Harper and Row.
Cunningham-Williams, R. N., Gattis, M. N., Dore, P. M., Pei, C., & Spitznagel, E. L., Jr. (2009). Towards DSM-V: considering other withdrawal-like symptoms of pathological gambling disorder. International Journal of Methods in Psychiatric Research, 18(1), 13–22. doi:10.1002/mpr.273.
Cypra, O. (2005). Why do people play in virtual worlds? An empirical study of online role play games and their users. Retrieved from http://www.mmorpg-research.de
Derogatis, L. R., & Savitz, K. L. (2000). The SCL-90-R and the Brief Symptom Inventory (BSI) in primary care. In M. E. Maruish (Ed.), Handbook of psychological assessment in primary care settings (Vol. 236, pp. 297–334). Mahwah: Lawrence Erlbaum Associates.
Ducheneaut, N., Yee, N., Nickell, E., & Moore, R. J. (2006). Building an MMO with mass appeal: a look at gameplay in World of Warcraft. Games and Culture, 1, 281–317. doi:10.1177/1555412006292613.
Entertainment Software Association (2010). Sales, demographics, and usage data.: Essential facts about the computer and videogame industry. Retrieved from http://www.theesa.com/facts/pdfs/ESA_Essential_Facts_2010.PDF
Gentile, D. (2008). Pathological video-game use among youth ages 8 to 18: a national study. Psychological Science, 20, 594–602. doi:10.1111/j.1467-9280.2009.02340.
Griffiths, M. D. (2005). A “components” model of addiction within a biopsychosocial framework. Journal of Substance Use, 10, 191–197. doi:10.1080/14659890500114359.
Griffiths, M. D. (2008). Diagnosis and management of video game addiction. Directions in addiction treatment and prevention (pp. 27–42). Hobart: Hatherleigh.
Griffiths, M. D., Davies, M. N. O., & Chappell, D. (2003). Breaking the stereotype: the case of online gaming. Cyberpsychology & Behavior, 6, 81–91. doi:10.1089/109493103321167992.
Grűsser, S. M., Thalemann, R., & Griffiths, M. D. (2007). Excessive computer game playing: evidence for addiction and aggression? Cyberpsychology & Behavior, 10(2), 290–292. doi:10.1089/cpb.2006.9956.
Guinness World Records (2009). Guinness world records online. Retrieved from http://gamers.guinnessworldrecords.com/records/pc_gaming.aspx
Holden, C. (2001). ‘Behavioral’ addictions: do they exist? Science, 294, 980–982. doi:10.1126/science.294.5544.980.
Holden, C. (2010). Behavioral addictions debut in proposed DSM-V. Science, 327, 935. doi:10.1126/science.327.5968.935.
Hussain, Z., & Griffiths, M. D. (2009a). Excessive use of massively multi-player online role-playing games: a pilot study. International Journal of Mental Health and Addiction, 7, 563–571. doi:10.1007/s11469-009-9202-8.
Hussain, Z., & Griffiths, M. D. (2009b). The attitudes, feelings, and experiences of on-line gamers: a qualitative analysis. Cyberpsychology & Behavior, 12(10), 1–7. doi:10.1089/cpb.2009.0059.
Kastiel, D. (2009). Eurogaming: Video gaming transcending traditional demographics in Europe. Euromonitor International. Retrieved from http://www.euromonitor.com/Eurogaming_video_gaming_transcending_traditional_demographics_in_Europe
Keepers, G. A. (1990). Pathological preoccupation with video games. Journal of the American Academy of Child and Adolescent Psychiatry, 29, 49–50.
Khazaal, Y., Billieux, J., Thorens, G., Khan, R., Louati, Y., Scarlatti, E., et al. (2008). French validation of the internet addiction test. Cyberpsychology & Behavior, 11(6), 703–706. doi:10.1089/cpb.2007.0249.
King, D. L., Delfabbro, P. H., & Zajac, I. T. (2009). Preliminary validation of a new clinical tool for identifying problem video game playing. International Journal of Mental Health and Addiction, 10, 1–16. doi:10.1007/s11469-009-9254-9.
Lafrenière, M. K., Vallerand, R. J., Donahue, E. G., & Lavigne, G. L. (2009). On the costs and benefits of gaming: the role of passion. Cyberpsychology & Behavior, 12(3), 285–290. doi:10.1089/cpb.2008.0234.
Larkin, M., Wood, R. T. A., & Griffiths, M. D. (2006). Editorial: towards addiction as relationship. Addiction Research and Theory, 14, 3. doi:10.1080/16066350500151747.
LaRose, R., Lin, C. A., & Eastin, M. S. (2003). Unregulated Internet usage: addiction, habit, or deficient self-regulation? Media Psychology, 5, 225–253.
Laudet, A. B. (2007). What does recovery mean to you? Lessons from the recovery experience for research and practice. Journal of Substance Abuse Treatment, 33(3), 243–256. doi:10.1016/j.jsat.2007.04.014.
Lee, D., & LaRose, R. (2007). A socio-cognitive mode of video game usage. Journal of Broadcasting & Electronic Media, 51, 632–650. doi:10.1080/08838150701626511.
Lewis, M. A., Rees, M., & Lee, C. M. (2009). Gender-specific normative perceptions of alcohol-related protective behavioral strategies. Psychology of Addictive Behaviors, 23(3), 539–545. doi:10.1037/a0015176.
Lovibond, S. H., & Lovibond, P. F. (1995). Manual for the depression anxiety stress scales. Sydney: Psychology Foundation.
Meloni, W. (2010). The next frontier—Female gaming demographics. Retrieved from http://www.m2research.com/the-next-frontier-female-gaming-demo.htm
Orford, J. (1985). Excessive appetites: A psychological view of addictions. Chichester: Wiley.
Peters, C. S., & Malesky, L. A. (2008). Problematic usage among highly-engaged players of massively multiplayer online role playing games. Cyberpsychology & Behavior, 11(4), 481–484. doi:10.1089/cpb.2007.0140.
Rehbein, F., Psych, G., Kleimann, M., Mediasci, G., & Mössle, T. (2010). Prevalence and risk factors of video game dependency in adolescence: Results of a German nationwide survey. CyberPsychology, Behavior, and Social Networking, 13, 269–277. doi:10.1089/cyber.2009.0227.
Shapira, N. A., Goldsmith, T. G., Keck, P. E., Jr., Khosla, U. M., & McElroy, S. L. (2000). Psychiatric features of individuals with problematic internet use. Journal of Affective Disorders, 57, 267–272.
Shaw, M., & Black, D. W. (2008). Internet addiction: definition, assessment, epidemiology, and clinical management. CNS Drugs, 22(5), 353–365. doi:n72-7W7/t)8/coo&C353/S4e.oo/o.
Smyth, J. M. (2007). Beyond self-selection in videogame play: an experimental examination of the consequences of massively multiplayer online role-playing game play. Cyberpsychology & Behavior, 10(5), 717–21. doi:10.1089/cpb.2007.9963.
South America: The lost continent? (2008). Edge Magazine. Retrieved from http://www.next-gen.biz/features/south-america-the-lost-continent?page=0%252C1%2C0
Strauss, A., & Corbin, J. (1998). Basics of qualitative research: techniques and procedures for developing grounded theory. London: Sage.
Takahaski, D. (2010). Time spent playing video games keeps going up. GamesBeat. Retrieved from http://venturebeat.com/2010/03/02/time-spent-playing-video-games-keeps-going-up/
Van Rooij, A. J., Schoenmakers, T. M., Vermulst, A. A., Van Den Eijnden, R. J., & Van De Mheen, D. (2010). Online video game addiction: Identification of addicted adolescent gamers. Addiction. Advance online publication. doi:10.1111/j.1360-0443.2010.03104.x
Video game addiction (2010). In Wikipedia, The Free Encyclopedia. Retrieved from http://en.wikipedia.org/w/index.php?title=Video_game_addiction&oldid=403464956
Walsh, J. (2009). Global video game market to grow 8.9% to reach $76.1bn in 2013. PRLog. Retrieved from http://www.prlog.org/10392129-global-video-game-market-to-grow-89-to-reach-761bn-in-2013.html
Wan, C. S., & Chiou, W. B. (2006). Why are adolescents addicted to online gaming? An interview study in Taiwan. Cyberpsychology & Behavior, 9(6), 762–766. doi:10.1089/cpb.2006.9.762.
Wenzel, H. G., Johansson, A., Götestam, K. G., Bakken, I. J., & Øren, A. (2009). Excessive computer game playing among Norwegian adults: self-reported consequences of playing and association with mental health problems. Psychological Reports, 105(3), 1237–1247.
White, W. L. (2007). Addiction recovery: its definition and conceptual boundaries. Journal of Substance Abuse Treatment, 33(3), 229–241. doi:10.1016/j.jsat.2007.04.015.
Williams, D., Ducheneaut, N., LiXiong, Y. Z., Yee, N., & Nickell, E. (2006). From tree house to barracks: the social life of guilds in World of Warcraft. Games and Culture, 1, 338–361. doi:10.1177/1555412006292616.
Williams, D., Yee, N., & Caplan, S. E. (2008). Who plays, how much, and why? Debunking the stereotypical gamer profile. Journal of Computer-Mediated Communication, 13, 993–1018. doi:10.1111/j.1083-6101.2008.00428.x.
Wood, R. T. A. (2008). Problems with the concept of video game “addiction”: some case study examples. International Journal of Mental Health and Addiction, 6, 169–178. doi:10.1007/s11469-007-9118-0.
Wood, R. T. A., Griffiths, M. D., Chappell, D., & Davies, M. N. O. (2004a). The structural characteristics of video games: a psycho-structural analysis. Cyberpsychology & Behavior, 7, 1–10.
Wood, R. T. A., Griffiths, M. D., & Eatough, V. (2004b). On-line data collection from video game players: methodological issues. Cyberpsychology & Behavior, 7, 511–518.
Wood, R. T. A., Griffiths, M. D., & Parke, A. (2007). Experiences of time loss among videogame players: an empirical study. Cyberpsychology & Behavior, 10(1), 38–44. doi:10.1089/cpb.2006.9994.
World Health Organization (1992). The ICD-10 classification of mental and behavioral disorders: clinical descriptions and diagnostic guidelines. Geneva, Switzerland: Author.
Worldwide online gaming community reaches 217 million people. Online gaming web sites average nine visits per visitor each month. Retrieved from http://comscore.com/Press_Events/Press_Releases2007/07/Worldwide_Online_Gaming_Grows
Yang, C., Choe, B., Baity, M., Lee, J., & Cho, J. (2005). SCL-90-R and 16PF Profiles of senior high school students with excessive Internet use. Canadian Journal of Psychiatry, 50, 407–414.
Yee, N. (2006a). Motivations for play in online games. Cyberpsychology & Behavior, 9(6), 772–775. doi:abs/10.1089/cpb.2006.9.772.
Yee, N. (2006b). The demographics, motivations, and derived experiences of users of massively-multiuser online graphical environments. Presence: Teleoperators and Virtual Environments, 15, 309–329.
Young, K. S. (1998a). Caught in the net: how to recognize the signs of Internet addiction and a winning strategy for recovery. New York: Wiley.
Young, K. S. (1998b). Internet addiction: the emergence of a new clinical disorder. Cyberpsychology & Behavior, 1, 237–244.
Author information
Authors and Affiliations
Corresponding author
Appendix 1
Appendix 1
Examples of Items Coded into Categories for Definitions of Addiction
Play a lot: With the amount of time I spend playing Warcraft, it is already apparent to myself that I am addicted; Playing way too much; Playing eight hours or more daily
Think about games a lot: All the time thinking about videogames; Thinking about playing video games when you are doing something else; Daydreaming about them
Crave games. Craving a game over anything else; An overwhelming need to play; A constant desire to play
Don’t do anything but play video games: Where I ignore the world outside video games
Only source of happiness: At the point where I couldn’t be happy without playing
Schedule around games: Setting aside time to play games on a regular basis is being addicted; Planning EVERYTHING around your habit, not the other way around
Stay home to play: Generally not leaving one’s room to play games
Blurring of games and reality: A loss of touch with reality
Play for fun or to fill time: I love playing video games, I suppose it’s a bit of an addiction
Emotional escape: I’ll be...addicted when I play video games as a form of escape
Play to socialize: I may be addicted to the new social conditions video games have evolved to provide. I like many of the people I have met online, and I enjoy spending time with them
Can’t stop playing/Relapse: You’re only addicted when you cannot pull yourself away; Unable to stop or quit
Play when don’t want to: I think people who are addicted will play a game even when they don’t feel like playing it that much; If I felt guilty about playing games, I would feel addicted.
Withdrawal symptoms: Moody or irritated when not playing; Anxiety related to inability to play, begin to feel dependent on games
Tolerance: Gradually increase my time spent playing video games on a daily basis
Video game addiction is like a chemical addiction: I’m also addicted to drugs and alcohol, and I’ve found lots of the same behavioral patterns occur
One cannot become addicted to video games: An addiction is only possible when it involves a psychoactive substance; I do not believe that it is possible to be addicted to something that does not physically interact with you
Context: I live in a neighborhood with not much to do; An increase in the amount of time I spend playing video games...would merely be a sign that I have less to do lately
Games interfere with other life activities: When I choose video games over real life events; I would consider myself addicted when I sacrificed time with friends to play video games; Skipping work for games; Neglecting school just to play video games
Moody: Yelling at people for bugging me while playing video games
Lying about playing: Sometimes I lie to people saying I’m not presently playing when they ask, when I actually am
Loss of interests: Loss of interests in what I used to like
Play despite known consequences and adverse effects: When you start experiencing consequences as a direct result of playing games, and still choosing to play games.
Awareness of addiction: I know I have an addiction; Being self-aware of my addiction
Rights and permissions
About this article
Cite this article
Oggins, J., Sammis, J. Notions of Video Game Addiction and Their Relation to Self-Reported Addiction Among Players of World of Warcraft. Int J Ment Health Addiction 10, 210–230 (2012). https://doi.org/10.1007/s11469-010-9309-y
Published:
Issue Date:
DOI: https://doi.org/10.1007/s11469-010-9309-y
Keywords
- Video game
- Addiction
- Problematic video game use
- Perceptions
- World of Warcraft