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Assassin’s greed: An unorthodox way to treat gaming addiction

A couple of days ago, I was interviewed by BBC Online News for a story about a Chinese father (Mr. Feng) who hired ‘virtual assassins’ to hunt down his son in online video games and kill off his avatar as a way of trying to get his video game addicted son to stop playing online games. The story emanated from the Kotaku gaming website that reported:

“Feng’s 23 year-old son, ‘Xiao Feng’ started playing video games in high school. Through his years of playing various online games, he supposedly thought himself a master of Chinese online role playing games. According to his father, Xiao Feng had good grades in school, so they allowed him to play games; but when he couldn’t land a job they started looking into things. He, however, says he simply couldn’t find any work that he liked…Unhappy with his son not finding a job, Feng decided to hire players in his son’s favorite online games to hunt down Xiao Feng…Feng’s idea was that his son would get bored of playing games if he was killed every time he logged on, and that he would start putting more effort into getting a job…One thing’s for sure; Feng’s way of deterring his son from playing games might be one of the best ideas to come out of China recently, particularly as reactions to ‘gaming and internet addiction’ have been very extreme”.

My quotes from the story were reproduced in over 100 newspapers and website stories within a 48-hour period including the Daily Mail (UK), New York Daily News (US), Epoch Times (China), Times of India (India), Deccan Herald (India), Pakistan Today (Pakistan),  National Post (Canada), Kenya Daily Eye (Africa) and Expressen (Sweden). I was quoted as saying:

“It’s not going to do much for family relations. I‘ve never heard of that kind of intervention before, but I don’t think these top-down approaches work. Most excessive game playing is usually a symptom of an underlying problem. I’ve spent 25 years studying excessive video game playing. I’ve come across very excessive players – playing for 10 to 14 hours a day – but for a lot of these people it causes no detrimental problems if they are not employed, aren’t in relationships and don’t have children. It’s not the time you spend doing something, it’s the impact it has on your life.”

My quotes (somewhat paraphrased from a 15-minute interview) were based on my research examining the role of context in determining whether someone is addicted to online gaming (and which I discussed at length last year in a previous blog). To me, the core of the issue concerning video game addiction is the extent to which excessive gaming impacts detrimentally on someone’s life. If there are no negative consequences as a result of excessive gaming, I wouldn’t class it as an addiction. However, for me, the most interesting part of the story was the intervention by the man’s father in trying to wean his son off playing video games. I’m not convinced that the father’s approach would work in general (and I’m not convinced it worked in this individual case).

The issue of online gaming addiction is a hot issue in South East Asia, and the prevalence of problematic online gaming appears to be higher in countries such as China, South Korea, Taiwan, and Singapore, than in Europe and North America. In South East Asia, there is a growing concern in relation to the need to develop treatment programs for online computer game addiction. According to one report by the Korean government, 2.4% of its population was said to be addicted to video games. The report also indicated that mental health counselling bears a heavy stigma in Korea. In one case discussed in the report, the father of a child addicted to gaming refused to acknowledge his son had a problem for three months, even though he had borrowed substantial amounts of money from family members to support his addiction. Similar accounts have also appeared in China. Reports such as these indicate cultural concerns and differences.

China introduced an anti-online gaming system and a few clinics as a response to the growing problem of excessive playing of online games there. The system allows for three hours a day of gaming without penalties, but after three hours the values of items won in the game starts to decrease. After five hours of gaming per day no experience or benefits can be accrued. This system was clearly designed by those who know ‘how to hit players where it hurts’ so to speak. However, without further details of how the program operates, it is hard to evaluate whether this would work effectively given that people might be able to create multiple accounts (with characters in each account) to get round the blocking. Such a system will also require monitoring and evaluation, and would be much less effective in countries where the government allows a greater level of personal freedom.

Press reports indicate that China’s system to curtail excessive game playing only applies to adult gamers. However the Chinese solution was predictably unpopular with gamers and led to a mass exodus from one server to another server when first implemented. The Chinese system also includes: (i) the banning teenagers from cyber-cafes, (ii) limiting online gaming sessions, (iii) boot camps, (iv) psychological counselling, and (v) electrocution. There is little detailed information about the treatment technique utilized in these therapy centres. The ‘electrocution’ technique is apparently more akin to acupuncture, but it is still hard to see how that might help. It could be that it is a type of aversive therapy where they shock players whilst they are playing computer games – but this is entirely speculative on my part.

Finally, I am a great believer that the gaming addiction treatment should be fitted to the individual although some of my recent papers with my Australian colleagues Dr. Daniel King and Dr. Paul Delfabbro (at the University of Adelaide) have recommended cognitive-behavioural therapy (which I will look at in a future blog). The cognitive-behavioural model is both better researched (though with reference to different disorders), has tried and tested therapeutic techniques, and is underpinned by a verified psychological theory. However, further research is required to establish the therapeutic efficacy of all treatment programs directed at excessive gaming.

Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK

Further reading

Beranuy, M., Carbonell, X., & Griffiths, M.D. (2013). A qualitative analysis of online gaming addicts in treatment. International Journal of Mental Health and Addiction, DOI 10.1007/s11469-012-9405-2

Griffiths, M.D. (1997). Video games and clinical practice: Issues, uses and treatments. British Journal of Clinical Psychology, 36, 639-641.

Griffiths, M.D. (2008). Diagnosis and management of video game addiction. New Directions in Addiction Treatment and Prevention, 12, 27-41.

Griffiths, M.D. (2010). Online video gaming: What should educational psychologists know? Educational Psychology in Practice, 26(1), 35-40.

Griffiths, M.D., Kuss, D.J. & King, D.L. (2012). Video game addiction: Past, present and future. Current Psychiatry Reviews, 8, 308-318.

Griffiths, M.D. & Meredith, A. (2009). Videogame addiction and treatment. Journal of Contemporary Psychotherapy, 39(4), 47-53.

King, D.L., Delfabbro, P.H., Griffiths, M.D. & Gradisar, M. (2011). Assessing clinical trials of Internet addiction treatment: A systematic review and CONSORT evaluation. Clinical Psychology Review, 31, 1110-1116.

King, D.L., Delfabbro, P.H., Griffiths, M.D. & Gradisar, M. (2012). Cognitive-behavioural approaches to outpatient treatment of Internet addiction in children and adolescents. Journal of Clinical Psychology: In Session, 68, 1185-1195.

Kuss, D.J. & Griffiths, M.D. (2012). Online gaming addiction in adolescence: A literature review of empirical research. Journal of Behavioral Addictions, 1, 3-22.

Kuss, D.J. & Griffiths, M.D. (2012). Online gaming addiction: A systematic review. International Journal of Mental Health and Addiction, 10, 278-296.

Kuss, D.J. & Griffiths, M.D. (2012). Internet and gaming addiction: A systematic literature review of neuroimaging studies. Brain Sciences, 2, 347-374.

Character building: Can the buying of virtual assets be addictive?

The potentially addicting nature of online gaming has been well documented over the last decade by many researchers (including many papers from my own research unit). One of the unforeseen consequences of the online gaming revolution is the (sometimes seemingly extraordinary) demand for virtual within-game assets (such as the buying of clothing, cosmetic items, and other accessories for online characters). Given the increase of companies whose only products are virtual gaming accessories, there is clear evidence for the growing demand by online gamers for such virtual assets. (In fact, a story published online reviewed the case of a Chinese woman who in her divorce case demanded a share of the couple’s virtual assets from their gaming).

From a personal perspective, I can see the attraction of having a personalized avatar. When I first bought a Wii console for my children, we spent hours creating our in-game characters (mine was quite easy for my kids to create as almost any Wii character with dark hair, beard, moustache, and glasses looks vaguely like me). I prefer playing Wii tennis and other sports with my own avatar. I also know that from my own psychological research into Facebook use, that users on social networking sites will spend real money to buy virtual assets for games like Farmville, as well as using real money to buy virtual currency to play games like poker (for points).

Over the weekend, I was sent an online article published by Priyanka Singh on the MMOBUX website about someone who claimed they were becoming addicted to the buying of virtual assets for the game he was playing online (MapleStory, a 2-D fantasy multiplayer online role playing game where progress in the game is determined by the successful playing of a series of quests). The article provided a first person account written by a female adolescent (presumably in her middle to late teens) about her increasing buying behaviour at a virtual ‘Item Mall’. According to the anonymous person who wrote the account provided by Singh:

“An Item Mall is a dangerous place for players who demand more from the game. Instead of focusing their efforts on the task at hand, players usually turn to the Item Mall to spend real world money in it. It is a trend which continues to happen now, across every MMO which can be labeled an obsession. [An Item Mall] is a place that host items which cannot be purchased directly through vendors. So much so…[that] purchasing cosmetic items in the Item Mall using real world money [can] transform into a deadly, yet uncontrollable obsession”

In 2006 the young woman in question started to play MapleStory. It was while playing the game that she started to notice the bespoke outfits worn by other characters playing the game. She then discovered that MapleStory had its own Item Mall where players could buy (among other things) character outfits, pets, pet accessories, weapons, etc. It was at the Item Mall that the player first bought a $30 (Canadian) game card (that was converted into 20,000 Nexon points) that can only be spent on virtual items for use in the MapleStory online game. She only bought a few of the available items but all of the Nexon points were spent. It was over a fairly short period of time that the gamer noticed she was spending more time in the Item Mall than playing the game itself. As she noted:

“I’d be entering the Item Mall more often to look at the new cosmetic items posted for purchase. Eventually I caved in and bought more items which included a staff, a cat and accessories. Needless to say the idea of buying virtual items was appealing to me. Through my purchases, I was constantly reminded these items lasted only 60 days until they expire. Regardless of the reminders, I continued to purchase more items until the point it became a direct obsession and a habit which couldn’t be mended easily”.

She browsed in the Item Mall for longer and longer periods and would mix and match clothing and accessories for her avatar. Spending $100 (Canadian) was not uncommon, and the buying of the virtual assets “became second nature” to the point where she spent more time in the Item Mall than playing and going on quests in MapleStory. The spending of money on virtual assets at the item Mall (that he couldn’t afford) went on for half a year, and led to a number of negative consequences:

“My grades dropped [and] I was placed on probation for the semester. Of course, in addition to failing my subjects, the tension at home intensified. I was banned from the laptop. Taking matters into my own hands, I stopped myself from playing MapleStory for a week but it was unbearable. Once I gained access back into the game, I immediately headed for the Item Mall and purchased new items. After a month or so, I began to realize what I was becoming – an Item Mall addict. By that point I realized this got a little too out of hand and I uninstalled the game before the damage was permanent”.

Such consequences certainly look like the negative detrimental effects that I have encountered in other behavioural addictions such as gambling addiction. The excessive behaviour (or simply spending much more than could be afforded) led to a negative impact on her education. When he tried to stop, it became “unbearable” (presumably because of the withdrawal effects of mot being able to log into the Item Mall). After a week she relapsed and logged on and bought more virtual assets for her online gaming character. By her own admission, she realized he might be becoming an ‘Item Mall addict’. She also provided a more reflective outlook on her past behaviour when in the Item Mall:

“Now when I look back at my behavior, it was unacceptable. Although I can understand and sympathize why buying virtual items was addicting; [my] character was dressed up in the most fashionable threads or holding a bad-ass weapons others couldn’t afford. It gives you a sense of ‘uniqueness’ if it can be called that. I’m glad I quit the game before it couldn’t be controlled. It was money wasted when placed into perspective. Though I was lucky (in a way) I had own my own credit card and I didn’t use my parents’ card for the purchases. In conclusion, buying virtual items is a waste of money and time. Most of if not all virtual items contain an expiry date after which the item disappears from your inventory…I was lucky I wasn’t a complete addict but I was close to being one”.

My own take on this is that because the virtual items are (in effect) ‘rented’ (as the items bought ‘expire’ after six months), it is almost a licence to print money for the company selling the virtual assets. I have no idea if the gamer that wrote the account of her Item Mall behaviour was a genuine obsession or addiction, but it was certainly a behaviour that was problematic and impacted negatively on her life. Spending hundreds and hundreds of dollars on virtual assets is not sustainable for most adolescents and is likely to lead to problems (irrespective of whether the behaviour can be defined as genuinely ‘addictive”). This is certainly an area where empirical research is needed as the buying of virtual assets is – for some gamers – likely to become a major part of how they spend their disposable income. This anecdotal case study also raises questions of whether the excessive spending of money on virtual assets for game characters is more of a female (than male) behaviour.

Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Nottingham Trent University, Nottingham, UK

Further reading

Griffiths, M.D. (2010). Online video gaming: What should educational psychologists know? Educational Psychology in Practice, 26(1), 35-40.

Griffiths, M.D. (2010). Gaming in social networking sites: A growing concern? World Online Gambling Law Report, 9(5), 12-13.

Griffiths, M.D., Kuss, D.J. & King, D.L. (2012). Video game addiction: Past, present and future. Current Psychiatry Reviews, in press.

Hyped Talk (2010). Virtually addicted Chinese woman claims virtual assets in her divorce plea. http://hypedtalk.blogspot.co.uk/2010/12/virtually-addicted-chinese-women-claims.html

King, D.L., Delfabbro, P.H. & Griffiths, M.D. (2010). The convergence of gambling and digital media: Implications for gambling in young people. Journal of Gambling Studies, 26, 175-187.

King, D.L., Delfabbro, P.H., Griffiths, M.D. & Gradisar, M. (2012). Cognitive-behavioural approaches to outpatient treatment of Internet addiction in children and adolescents. Journal of Clinical Psychology: In Session, 68, 1185-1195.

Kuss, D.J. & Griffiths, M.D. (2011). Online social networking and addiction: A literature review of empirical research. International Journal of Environmental and Public Health, 8, 3528-3552.

Kuss, D.J. & Griffiths, M.D. (2011). Excessive online social networking: Can adolescents become addicted to Facebook? Education and Health, 29. 63-66.

Kuss, D.J. & Griffiths, M.D. (2012). Online gaming addiction in adolescence: A literature review of empirical research. Journal of Behavioral Addictions, 1, 3-22.

Singh, P. (2012). Maple Story Item Mall Addiction (A Virtual Asset Case Study). MMOBUX, October 12. Located at: http://www.mmobux.com/articles/3870/maple-story-item-mall-addiction-a-virtual-asset-case-study

Return to gender: Gender swapping and the convergence of gambling and video gaming

I’ve always found the gender differences in game playing of great psychological interest. For a number of years, my research unit has been examining various online gaming environments including both gambling (e.g., online poker sites) and video gaming (e.g., ‘meta-verses’ such as Everquest and World of Warcraft). One study we published specifically examined online video gaming found that the majority of gamers (57%) had gender-swapped their game character, and that females (68%) were more likely to gender swap than males (54%). We argued that gender swapping enabled gamers to play around and experiment with various aspects of their character or avatar that are not easy to do in real life. For others it was just fun to see if they felt any different playing a different gendered character.

Most of the press coverage that our research received on that particular study concentrated on the fact that females (as one of our participants said) were tired of the “annoying and ridiculous habit of creepy guys hitting on their female characters”. Other women reported that if they made their character a woman, men tended to treat them far better. This provided support for our earlier research suggesting that the female persona has a number of positive social attributes in a male-oriented environment. However, lots of other reasons for gender swapping didn’t make it into all the media reports. Other reasons included that female characters had better in-game statistics, specific in-game tools were only available with a female character, and/or the class of character was only available in one gender. What makes our findings interesting is that in most instances, the gamer had the opportunity to choose the gender of his or her character and to develop other aspects of their character before they began to play. Choosing to gender swap may have had an effect on the gamers’ styles of play and interaction with other gamers. This is certainly an area our research unit will be looking into further.

The idea that many men gender-swapped for strategic reasons mirrors our research into gender swapping in online poker. For instance, one of our studies into online poker, we found that one in five female players (20%) and one in eight players (12%) reported they gender-swapped playing online poker. For males, gender swapping was a tactical move to give them a strategic advantage, whereas for females it was much more about acceptance or privacy in what they perceived to be a male-dominated environment.

From my point of view, the most interesting development is the convergence between online gaming and gambling. Game developers are constantly looking for new ways to increase revenue. Conventional wisdom says that two things have the power to drive consumer technology – sex and gambling. Since 2006, a number of servers aimed at the adult gaming market have launched services that pay videogame players every time they kill within the game they are playing. On one level, this activity is akin to some types of online gambling like online poker. If gender swapping is done for strategic advantage then more and more players will engage in it – especially if it brings them financial rewards.

One of the legal implications of being paid to kill within the confines of a computer game is that the activity is defined as a skill-based (as apposed to a chance-based) activity and is therefore – in Great Britain at least – exempt from the regulations set down in the 2005 Gambling Act. However, it is likely that more and more gambling companies will start to utilise videogame technology within their products (and vice-versa) and this will then become an issue that the Gambling Commission will almost certainly have to re-examine in terms of the gambling legislation.

Dr Mark Griffiths, Professor of Gambling Studies, International Gaming Research Unit, Psychology Division, Nottingham Trent University, UK

Further reading

Griffiths, M.D. (2008). Digital impact, crossover technologies and gambling practices. Casino and Gaming International, 4(3), 37-42.

Griffiths, M.D. (2011). Gaming convergence: Further legal issues and psychosocial impact. Gaming Law Review and Economics, 14, 461-464.

Griffiths, M.D., Parke, J., Wood, R.T.A. & Rigbye, J. (2010). Online poker gambling in university students: Further findings from an online survey. International Journal of Mental Health and Addiction, 8, 82-89.

Hussain, Z. & Griffiths, M.D. (2008). Gender swapping and socialising in cyberspace: An exploratory study. CyberPsychology and Behavior, 11, 47-53.

King, D.L., Delfabbro, P.H. & Griffiths, M.D. (2010). The convergence of gambling and digital media: Implications for gambling in young people. Journal of Gambling Studies, 26, 175-187.

Wood, R.T.A., Griffiths, M.D. & Parke, J. (2007). The acquisition, development, and maintenance of online poker playing in a student sample. CyberPsychology and Behavior, 10, 354-361.