Asiket Singh Dhillon
Games such as Starcraft and World of Warcraft among
others, involve a series of complex tasks and goals which the player must
accomplish to progress. Trivial as these games may seem, they have amassed a
large following across the globe especially among adolescents and young adults.
The phenomena of ubiquitous gaming led to the rise of
E-Sports (electronic sports) wherein professional gamers battle it out against
each other to be proclaimed champions. A noble pursuit, no doubt, however the
hours of practice that lead up to these events have led to discomfort among
many. Does playing internet games for a better half of one’s day make them into
screen craving addicts?
Being exposed to hours of screen time with randomized reward
systems has led to what some have begun to call Internet Gaming Disorder in
some individuals. The phenomenon was first noticed in south-east Asian
countries, particularly in South Korea where the proliferation of the internet
has ensured thousands of its citizens with access to the internet. The
situation is so dire, that public policy in South Korea restricts children
under the age of 16 accessing games after midnight.
Deaths caused due to continuous gaming to the point of
starvation and fatigue have sparked outcry in affected nations. This has led to
attention from the medical industry.
DSM V has added Internet Gaming Disorder as a
phenomenon which requires more research. I wondered how exactly does playing a
game online cause so much distress as to be put in the same bracket as
substance abuse and gambling addiction.
Even without any intake of chemicals that could alter
brain states, individuals that exhibited symptoms of IGD showed similar brain
activation in the reward system as gambling addiction elicits. Furthermore, IGD
affected individuals were found to have found reduction in the Basal Ganglia
and the prefrontal cortex. This does not mean that playing video games causes
these adverse effects. Action video games have been found to increase
plasticity in the cerebellum, right hippocampus and the right prefrontal
cortex. This has effects on an individual’s spatial navigation, planning and
fine motor skills.
A meta-analysis by Kuss et al. found that there is enough evidence
throughout studies to provide neurological backing for Internet Gaming Disorder
to be classified as a medical condition requiring remedy, strengthening the DSM
V’s stance.
The
studies that were looked in Kuss et al. literature review used different kinds
of neuroimaging such as fMRI’s, PET scans and EEG studies. This allowed
researches to look at the effect of games at the level of individual neurons
and localized brain areas. The conclusions reached in the multitude of these
papers lead to concurring results. Dopamine levels were reported to be similar
to people with substance addictions. Even with no obvious intake of substances
that could possibly alter brain states and structure there was evident change
in neurochemical balances. Furthermore, Internet Gaming Addicts showed
increased reward sensitivity and decreased loss sensitivity.
As
Internet and Internet Gaming have only recently found their way into the mass
populace, experimental studies are sparse. Furthermore, longitudinal studies
looking at long term effects of games are lacking. This means that the finer
nuances of what the exact mechanism of games which causes the symptoms to
manifest is relatively unexplored. There are two sides to internet gaming and
video games in general. The dexterity required to excel along with the pace at
which decisions need to be made and carried out increase cognitive performance
in individuals that regulate the amount of practice that they get. However, an
uncontrolled level of playing videogames to the point that it impairs daily
functioning and deteriorates one’s health qualify Internet Gaming Disorder to
be included under the purview of the Substance Abuse Disorder and Gambling
Addiction.
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