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In UK, Calls for Online Video Game Industry to Help Deter Compulsive Use

By Senior News Editor
Reviewed by John M. Grohol, Psy.D. on August 6, 2013

Improve Moral Responsibility from Online Videogame IndustryA new study suggests the online video industry is aware of the addictive properties of new games yet is doing little to prevent addictions from occurring.

UK researchers believe online game companies need to be more socially responsible for addictive use of their products to avoid government intervention.

The study is found in the journal Addiction Research and Theory.

Researchers say that conventional video games have an ending, or may become boring and repetitive, yet new game genres, such as Massively Multiplayer Online Role Playing Games (MMORPGs) are an inexhaustible system of goals and success.

In these games the character becomes stronger and richer by moving to new levels while accumulating treasures, power and weaponry.

While video games started as an innocent form of entertainment, evolution of the product has led to what some call the problematic use of online video games. A number of studies from different cultures are providing evidence that around seven to 11 percent of gamers seem to be having real problems, to the point that they are considered pathological gamers.

Some are reported to have been playing for 40, 60, and even near 90 hours in a single gaming session.

Shumaila Yousafzai, Ph.D., of Cardiff Business School comments:

“The warning messages on the loading screens of popular online video games raise the question of why the online videogame industry warns its players not to overuse their product. Does the video game industry really believe that their products have addictive features that can lead to negative consequences and the functional impairment of gamers’ lives?

“These warning messages also suggest that the online video game industry might know how high the percentage of over-users is, how much time gamers spend playing, and what specific features makes a particular game more engrossing and addictive than others. While they do not directly admit this, by showing the warning messages, they do take some responsibility into their own hands.”

Co-author and cyber-psychology researcher Zaheer Hussain, Ph.D., said: “Online game developers are already working on bringing Online Role Playing games to consoles. This type of game is most often implicated in cases of online game overuse and, as console systems have more market share than PCs, the number of ‘videogame addicts’ will increase in the coming time.

“Our study found that although warning messages about risk of overuse have recently started to appear on the loading screens of popular MMORPGs, this is not enough.

“Previous research has suggested that responsible game operators can try to help gamers improve control over their own behavior by following a three-step strategy of combining good game design with effective gamers’ care polices, and referral services.

“As a first step, online game developers and publishers need to look into the structural features of the game design; for example the character development, rapid absorption rate, and multi-player features which could make them addictive and/or problematic for some gamers. One idea could be to shorten long quests to minimize the time spent in the game obtaining a certain prized item.”

The study warns that if game companies refuse to create restraints for players and their games grow in greater popularity, then Western governments may have no choice but to follow in the steps of their Asian counterparts, who have already taken steps to reduce the potentially problematic effects of game play by limiting usage.

Psychologist Mark Griffiths, Ph.D., added: “The proportion of gamers who develop problems and/or become addicts may stay roughly constant but as online games get better and better, and increasing numbers of people discover them, the number of addicts is most probably going to rise.

“We therefore propose to proactively approach the main online game publishers and explore options for collaboration between academics, health care, and the video game industry in order to provide proper referral, customer care, and information to the general public.”

Source: Cardiff University

 

APA Reference
Nauert, R. (2013). In UK, Calls for Online Video Game Industry to Help Deter Compulsive Use. Psych Central. Retrieved on December 20, 2014, from http://psychcentral.com/news/2013/08/06/improve-moral-responsibility-from-online-videogame-industry/58093.html