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[V82]Video Game Addiction Statistics
by Cathy Peterson, Cat

For most of us, video games represent a pleasant break in the day and a source of some entertainment. However a consumer concern group is seeking to raise the understanding in the general public that computer games misuse posses a significant and growing source of addiction in our society. This addiction is real and threatens the lives of many adults and children. It is not limited to children and young adults but affects members of the population at all levels of society and many occupations. However, the biggest threat is to children because they are vulnerable and they may be unable to recover from a serious addition formed at a young age.

People with true video game addictions substitute playing them for normal interaction with friends and family, and the time spent playing them is excessive to the point of interfering with work or school. The time spent at this activity steadily increases as the addiction grows and ending play can bring about withdrawal symptoms of irritability and moodiness. Addictive individuals can spend and average of 70 or 80 hours a week playing these games, reserving little time for work, social life, school or even sleep.

The signs of an addiction in children are easy for a responsible parent to spot. The biggest symptom is the time spent on the computer playing games. Video game time should be monitored just like television watching and the parent must make certain that both activities take place after the normal activities such as family socializing, homework and chores have been satisfied. If a child falls asleep at school often, it may mean that he or she is using sleep time to pay computer games. The child may then lie about the cause of tiredness. The child may also be irritable when not on the computer playing games. If these symptoms are spotted, it is time for the parent to enlist the child's teachers, friend's parent and a professional to help the child overcome this problem.

Adults are harder to monitor but a boss who notices an employee asleep at work or failing performance will certainly discuss the reasons with the employee. It is unlikely that the employee will admit his activity since video game use is usually characterized by feelings of guilt. Friends who notice a person dropping out of activities and becoming irritable or sullen should become involved and discuss the possibility of this problem frankly with afflicted person. It is not acceptable to sit by and wait for the problem to pass. Video game addiction can advance to physical addiction and symptoms such as Carpal tunnel syndrome. Sleep problems, back and neck aches, dry eyes and an increasing failure to maintain personal hygiene. The video game addict has replaced his or her real world with the virtual reality of the game. This person needs all the interest and help friends and family can give him and probably a healthcare professional and support group as well to surmount this problem.


A report prepared for the AMA's annual policy meeting had sought to strongly encourage that video-game addiction be included in a widely used diagnostic manual of psychiatric illnesses.

AMA delegates instead adopted a watered-down measure declaring that while overuse of video games and online games can be a problem for children and adults, calling it a formal addiction would be premature.

"While more study is needed on the addictive potential of video games, the AMA remains concerned about the behavioral, health and societal effects of video game and Internet overuse," said Dr. Ronald Davis, AMA's president. "We urge parents to closely monitor children's use of video games and the Internet."

Despite a lack of scientific proof, Jacob Schulist, 14, of Hales Corners, Wis., says he's certain he was addicted to video games ? and that the AMA's vote was misguided.

Until about two months ago, when he discovered a support group called On-Line Gamers Anonymous, Jacob said he played online fantasy video games for 10 hours straight some days.

He said his habit got so severe that he quit spending time with family and friends.

"My grades were horrible, I failed the entire first semester" this past school year because of excessive video-game playing, he said. "It's like they're your life."

Delegates voted to have the AMA encourage more research on the issue, including seeking studies on what amount of video-game playing and other "screen time" is appropriate for children.

Under the new policy, the AMA also will send the revised video-game measure to the American Psychiatric Association, asking it to consider the full report in its diagnostic manual; the next edition is to be completed in 2012.

Dr. Louis Kraus, a psychiatric association spokesman, said the report will be a helpful resource.

The AMA's report says up to 90 percent of American youngsters play video games and that up to 15 percent of them ? more than 5 million kids ? might be addicted.

The report, prepared by the AMA's Council on Science and Public Health, also says "dependence-like behaviors are more likely in children who start playing video games at younger ages."

Internet role-playing games involving multiple players, which can suck kids into an online fantasy world, are the most problematic, the report says. That's the kind of game Schulist says hooked him.

Kraus, chief of child and adolescent psychiatry at Chicago's Rush Medical Center, said behavior that looks like addiction in video-game players may be a symptom of social anxiety, depression or another psychiatric problem.

He praised the AMA report for recommending more research.

"They're trying very hard not to make a premature diagnosis," Kraus said.

In other action on the final day of the AMA's annual policy meeting, delegates:

? Voted to have the AMA support government policies requiring fast-food restaurant chains to provide menus detailing nutritional information including calories, fat and sodium content. A key way to fighting the obesity epidemic "is that people know what they're eating," Davis said.

? Recommended more research on a potential link between high fructose corn syrup and obesity. A measure had sought to have the AMA seek government restrictions on the popular sweetener and food labels declaring that excessive consumption of it may lead to obesity.

? Rejected a move to lobby for limits on the noise levels of in-ear headphones used with iPods and other music-playing devices. A resolution supporting limits said devices with in-ear headphones can generate sound well above 100 decibels ? more noise than a chain saw makes and levels that have been linked with permanent hearing loss. AMA delegates voted instead to seek more research on the issue.

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Both Cathy Peterson & Zianu are contributors for EditorialToday. The above articles have been edited for relevancy and timeliness. All write-ups, reviews, tips and guides published by EditorialToday.com and its partners or affiliates are for informational purposes only. They should not be used for any legal or any other type of advice. We do not endorse any author, contributor, writer or article posted by our team.

Cathy Peterson has sinced written about articles on various topics from Recreation and Sports, Home Management and Travel and Leisure. Cathy Peterson writes about ,. Cathy Peterson's top article generates over 74000 views. to your Favourites.

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