Natalie Evans Southern New Hampshire University SCS 200 June 12, 2021 Presentation Progress
In today's modern society we are bombarded by ads for the next "must play" video
game. So, you download and spend a few hours staving off boredom playing, maybe you will
play more or maybe you will not touch the game again. The average gamer plays for about 6
hours every week with 97% of boys and 83% of girls playing at least one video game on at least
one device (Bezrutczyk). For some this is easy, but for others playing video games can begin to
take over their life. Some may lose themselves in the game as a way to escape their real life,
while others sink hundreds of dollars for a chance to collect their favorite in-game characters. Is
it easier to become addicted to video games through use of a coping mechanism or through
video game reinforcement and what about each addiction type makes it harmful to a person's
health?
The World Health Organization (WHO) defines video game addiction or gaming disorder
as a pattern of behavior characterized by impaired control over gaming, increasing priority given
to gaming over other activities to the extent that gaming takes precedence over other interests
and daily activities, and continuation or escalation of gaming despite the occurrence of negative
consequences (World Health Organization, 2018). Which means that video game
reinforcement is not yet officially recognized as being a part of video game addiction. If it is
mentioned at all, it is often referred to as a gambling addiction. However, it really should be
linked to video game addiction. Serious players of the gacha game genre, on top of sinking
hours of their time into a game to earn in-game currency, are more willing to spend absurd
amounts of real-world money for the chance to earn in-game characters in what is supposed to
be a free to play game.
Gacha game refers to the digital implementation of the gachapon system, the Bandi
trademark capsule toy dispenser. They are kind of like toy vending machines that you
can find essentially all over Japan. The basic principle is that you have a standard pool
of prizes which you can insert money into to get one of them with no guarantee of which
one it will be. If it wasn't the one you were aiming for then you have to insert more
money and try again. (Gigguk)
This is less about being addicted to a game for the sake of escapism and more about being
addicted to the need to have their favorite character and the euphoria felt when earned. Why
then is it important to study video game addiction? Video games can provide an opportunity to
escape reality and real-world stresses. But for many, the video game becomes their social life
and a pillar of self-esteem. For those still developing brains, addiction to video games can stunt
the growth of mature social skills and emotional development. It is not only impor