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I'll preface this by saying that I do have an addictive personality, so this is something I take very seriously. In the past I've struggled with alcohol, mostly, but have gotten that completely under control thanks to the support I receive from my family. However, I'm not going to preach. Having said that, for those who played (or still play) MUDs, get ready for some nostalgia.
When I was younger (we're talking 11, 12 years old) I played a lot of MUDs and continued to do so well into college. To be fair, I played a lot of two MUDs: Apocalypse IV (which graduated to Apocalypse V and is now known as Apocalypse Forever and located at telnet://apocmud.org:4000) and Enertopia.
Apocalypse you may have heard of; Enertopia, probably not. In fact, I just logged on Apocalypse for the first time in quite a while and, to my surprise, there are 6 people online! Granted, this is considerably less than in its heyday when 100 unique people would be logged on at any given time. I would spend hours upon hours in front of the computer leveling my characters, trying to pop equipment, bartering and what-have-you.

I had no internet connection aside from the multiple free accounts provided by my local library, which only provided accounts that timed out after two hours, resetting after 24 hours. Not just two hours per day; two hours every 24 hours. It was brutal.
Eventually I found another provider that offered unlimited time (thanks, friend's brother's friend I didn't know). I would spent eight hours a day playing one or more MUDs, mostly using the zMud client (couldn't stand TinTin++) and playing multiple characters simultaneously.
I still have the character files with all my triggers and aliases and variables, not to mention a (very outdated, surely) equipment database. Ah, the good ol' days.
But, like all things, that too passed. That, and I honestly wasn't very good.
Text-based MUDs gave way to the MMORPG (massively-multiplayer online role-playing game; a mouthful, I know), but the chance for addiction never ebbed. In fact, it seems to have grown considerably and branched out beyond adolescents and college kids.
The October 2009 issue of the American Journal of Family Therapy contains an article by Dr. Kimberly Young, the director of the Center for Internet Addiction Recovery, called Understanding Online Gaming Addiction and Treatment for Adolescents.
There's not a whole lot to say about it, really. It's a good resource for what to watch for if you're concerned someone may be addicted to gaming (it's really no different than the tell-tale signs of alcoholism: preoccupation, losing interest in other things, lying about/hiding usage, becoming defensive or angry when confronted, and withdraw, both social and psychological). Abstract:
Massive Muti-user Online Role-Playing Games or MMORPGs as they are often called are one of the fastest growing forms of Internet addiction, especially among children and teenagers. Like an addiction to alcohol or drugs, gamers show several classic signs of addiction (Grusser, Thalemann, and Griffiths, 2007).
They become preoccupied with gaming, lie about their gaming use, lose interest in other activities just to game, withdrawal from family and friends to game, and use gaming as a means of psychological escape (Leung, 2004).
This paper explores the emergence of online gaming addiction and its impact on individuals and families. This paper reviews the nature of online games and what makes them addictive among some players.
As computers are relied upon with greater frequency, detecting and diagnosing online gaming addiction may be difficult for clinicians, especially as symptoms of a possible problem may be masked by legitimate use of the Internet. This paper reviews the warning signs of online gaming addiction, adolescent issues involved in gaming addiction, especially as the industry targets youth, and parenting and therapy considerations for this emergent client population.
When you think if MMORPG, what do you think of? Yep, you got it. World of Warcraft. South Park did a great episode on WoW in which the boys become addicted to the game. It's worth watching if you haven't seen it.
Their addiction is a noble one, however: they dedicate all day, every day to beefing up their characters in order to kill a superpowered character who gets his kicks by pkilling lower-level players. In the end, they decide to just play the game and not take it so seriously.
Some people never reach that conclusion.
In fact, there's an entire chapter devoted to "information overload" in Born Digital: Understanding the First Generation of Digital Natives by John Palfrey and Urs Gasser. On page 187 they write the following:
Some recent headlines from around the world:
- "A South Korean games addict died after playing nonstop for 86 hours."
- "An overweight 26-year-old man from north-eastern China has died after a ceaseless gaming session over the Lunar New Year holiday."
- "A 30-year-old man has died in the south China province of Guangzhou after apparently playing an online game continuously for three days."
A 2007 poll found that 8.5 percent of youth gamers in the United States could be classified as pathologically addicted to playing video games. In an online British study that same year, 12 percent of gamers demonstrated addictive behavior. In summer 2006, the first inpatient clinic for computer game addicts in Europe opened its doors; Korea, meanwhile, already has more than forty game-addiction counseling agencies registering thousands of cases per year.
While the generalized title is "internet addiction" it's clear the focus is on MMORPGs, as, regardless of how addicting Stumbling may be, there's only so many times you can run across Charlie the Unicorn.
Addiction really is nothing to be scoffed at. Thinking something is innoculous or "just a game" is a dangerous thing, too. People can become addicted to nearly anything and adolescents are particularly prone to this sort of behavior as it can provide them without an outlet they, perhaps, can't find anywhere else. In WoW, for instance, the unpopular teenager is a well-known and respected guild leader.
Still, I'm not entirely sure you need to pay $14,000 to kick the habit.
Citations:
Palfrey, J., & Gasser, U. (2008). Born Digital: Understanding the First Generation of Digital Natives. Basic Books.
Young, K. (2009). Understanding Online Gaming Addiction and Treatment Issues for Adolescents. American Journal of Family Therapy, 37(5), 355-372. doi: 10.1080/01926180902942191.
(Originally posted at Teach Video Games on September 28, 2009.)
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Person X is addicted to MMORPGs. So what?
Seriously. So what? There are people who are addicted to church attendance (and I will bet that an objective evaluation of what psychological factors are being triggered will have a very significant overlap with MMORPG-triggered factors). There are people who are addicted to following sports, and who miss work because they have season tickets or because it's March Madness... and we LET them. There are people who watch hours of soap operas every day. Yet we don't call them out... they are "socially acceptable", even though they are demonstrably, clinically-identifiable addictions.
What we DO call out are addictions which are harmful to others. Alcoholism is expensive, leads quickly to significant medical problems, triggers violent behavior and frequently results in deaths when mixed with driving. Drug addiction is the same, with the added factor of being even more expensive and triggering criminal behavior to support it. Domestic violence goes WAY up during the broadcast hours of the Superbowl when non-sports-fans try to "intervene" on the High Holy Event, and people getting beat up happens to be far more serious than "no, I don't want to go out to a movie, I'd rather play WoW". But there are people who insist on claiming that drug addiction and MMORPG addiction are just as "bad".
So. Why are we comparing MMORPG addiction to substance abuse when they are so significantly different, both in magnitude and manifestation? We don't do interventions on people who watch ESPN all the time or who attend church services daily. Yet we compare MMORPG players to drunk drivers instead of baseball-stats geeks. Why are we doing this?
And who is profiting (financially and politically) by the accusation?
Answer the last question and you'll have a lot more insight into the "problem". And I won't even charge you $14,000 for that answer.
Person X is addicted to MMORPGs. What is causing them to recoil from real life and seek solace in the safe, controllable, constant, reward-drip-feeding environment that is an MMO? Perhaps the people willing to spend $14k on reprogramming camp or whatever should instead invest some time and attention on person X directly and dig to find the root of the problem, instead of just paying someone else to deal with it.
eh, I do believe that's directly in opposition of Lance's question. I do believe he's pointing out that there isn't really a problem here, not unless you want to consider various other common occurrences as a "problem" (and believe me daily church goers fit my bill as people needing extreme help). Why say you that they're rejecting "real life", a lot of addicts aren't necessarily drawn to an addiction because of personal problems. Many of them (smokers and a fair few alcoholics and drug users) fall into an addiction because they enjoyed the act, then personal problems followed (that is of course not to say that some addicts didn't turn to these things as solace).
Most gamers I know could be considered addicts, it's not just the provenance of MMOs. Lance is right though, how many people come home from work each day and plonk themselves in front of the TV for the rest of the evening? How many people consume books day in day out? Are we addicted to work because we go back there EVERY DAY for 8 hours? Sure perhaps gaming addictions can occur, but please, if your child plays games for 4+ hours after school each day and on weekends, perhaps they just really enjoy gaming. You probably wouldn't jump to call them an addict if they spent the same time pursuing a different hobby, reading, playing sport, art.