Compulsive Video-Game Player
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A Compulsive Video-Game Player is a video-game player that is demonstrating compulsive behavior.
- Context:
- They can range from being a Young Compulsive Gamer to being a Middle Aged Compulsive Gamer to being an Older Compulsive Gamer.
- See: Casual Gamer, Addiction.
References
2018
- https://www.economist.com/leaders/2018/11/08/chinas-gaming-crackdown-should-worry-the-industry-elsewhere
- QUOTE: ... But new worries about the addictiveness of games, and the danger that poses to children in particular, have more substance to them and are already prompting a regulatory crackdown. The industry would be wise to get ahead of the problem. ...
2017
- https://www.webmd.com/mental-health/addiction/features/video-game-addiction-no-fun
- QUOTE: ... In a WebMD feature on the definition of addiction, psychiatrist Michael Brody, MD, set forth the following criteria:
- The person needs more and more of a substance or behavior to keep him going.
- If the person does not get more of the substance or behavior, he becomes irritable and miserable.
- Young says compulsive gaming meets these criteria, and she has seen severe withdrawal symptoms in game addicts. “They become angry, violent, or depressed. If [parents] take away the computer, their child sits in the corner and cries, refuses to eat, sleep, or do anything."
- QUOTE: ... In a WebMD feature on the definition of addiction, psychiatrist Michael Brody, MD, set forth the following criteria:
1985
- (Kuczmierczyk et al., 1987) ⇒ Andrzej R. Kuczmierczyk, Page B. Walley, and Karen S. Calhoun. (1987). “Relaxation Training, in Vivo Exposure and Response-prevention in the Treatment of Compulsive Video-game Playing.” Cognitive Behaviour Therapy 16, no. 4
- ABSTRACT: The present case study illustrates the successful treatment of compulsive video-game playing in an 18-year old college student. On entering therapy the patient presented with a 5-month compulsion to play video-games with an average playing time of 3—4 hours per day and at an average cost of $5 per day. Treatment components included self-monitoring, GSR biofeedback-assisted relaxation training, in vivo exposure and response prevention, and follow-up at intervals of 6 and 12 months. A 90% reduction in the patient's compulsive behavior was achieved and maintained at follow-up indicating the potential effectiveness of behavioral intervention in the treatment of compulsive video-game playing.