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Over the last couple of years I've noticed the swelling of a quiet storm that if left unaddressed could lead to a serious problem for the video game industry as a whole. Recent headlines have drawn my attention again to this issue.
The problem I'm describing is video game addiction.
This week President Obama addressed schoolchildren about the importance of a focused education. Included in his speech was this interesting sentence.
"I've talked about your parents' responsibility for making sure you stay on track, and get your homework done, and don't spend every waking hour in front of the TV or with that Xbox."
Obviously this is sound advice. No one should spend every waking hour doing any one thing. However this is troubling from Microsoft's perspective because the most powerful person in the world has just decried overuse of one of their most important products. By name. This, of course, could be extrapolated to any console and thus shows the rising undercurrent of video game push-back.
The popular view of video gaming as a time-waster is certainly not new. From its infancy the industry has struggled with acceptance as a legitimate medium worthy of artistic value and commercial success. However the mostly benign and passive attitudes towards the "childish" hobby have in recent years turned into a popular whipping-boy to explain all sorts of negative behaviors by pre-teens, teens and adults alike.
Now advocacy and medical groups have produced more studies to attempt to officially identify a problem. One study conducted by the National Institute for Media and the Family, finds that 8.5% of gamers exhibit 6 of the 11 symptoms of a as-yet to be medically accepted video game "addiction". Included symptoms of the study are "lying about playing time", "trying to play less and failing" and "irritability when trying to reduce or stop playing".
With criteria like this any sort of behavior could conceivably draw the ire of advocacy groups like the National Institute for Media and the Family. Today it's video games. Tomorrow it could be fishing.
To date the American Psychological Association and the American Medical Association have rejected video game addiction as a legitimate medical diagnosis.
Taking the most heat have been Massively multi-player online role-playing games (MMORPG – I really hate that name. I realize it completely describes the genre, but it's still just too clunky. How about "Online Role-playing games" or "Online RPG's" since most, if not all online rpgs are Massively multi-player). Because these games occur in "real-time" there is more incentive for players to stay constantly connected.
It doesn't help that portions of Asia and Europe have reported deaths from "video game exhaustion" where many gamers spend significant amounts of time in LAN houses gaming to the exclusion of other activities like eating, sleeping and exercise. These occurrences might explain a recent rise in denunciations from civic, religious and community leaders.
I personally feel that the problem is more cultural than psychological or medical. However, I'll gladly accept any well-researched, properly conducted medical theories which include systemic cerebral responses to known addiction centers.
To me, excessive video game playing is akin to excessive television watching, book reading, fly-fishing, marathon running, car-driving or any other sort of activity that only has intrinsic value to those who enjoy engaging in it.
Video gaming still holds the stigma of depressed, socially awkward and inept teenage males cut off from the real world in their parents' basements. This stereotype like all others may possibly never go away despite the industry's proven ability for economic success, culture relevance and artistic merits.
Unless the video game industry can exact a certain sense of legitimacy in an ever-saturated media climate they could potentially find themselves on the wrong end of a scientifically accepted stereotype.
Or, perhaps the problem lies in well-adjusted educated adults who sub-consciously feel guilty about their contempt and inability to find value in something that seems so accepted by a large audience.
Maybe.
- Posted Sep 9, 2009 12:19 pm PT
- Category: Editorial
- 217 Comments
re4leonkennedy posted Sep 9, 2009 1:07 pm PT (does not meet display criteria. sign in to show)
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