Abstract
Online gaming addiction is a relatively under-researched area and there have been few studies examining online gamers in treatment. This paper reports the findings from a qualitative interview study of nine players undergoing treatment for their addictive playing of Massively Multiplayer Online Role Playing Games (MMORPGs). A face-to-face interview study with nine online gaming addicts was carried out using Grounded Theory. The six most reported phenomena by the participants were: (i) entertainment search, (ii) virtual friendship, (iii) escapism and/or dissociation, (iv) game context, (v) control versus no control, and (vi) conflict. The findings suggest that players’ initial gaming motivation is because of three factors: (i) entertainment, (ii) escapism, and/or (iii) virtual friendship. MMORPG addiction appears once the playing time significantly increases, coupled with a loss of control and a narrow behavior focus. These factors lead to problems and result in psychological dependence and serious life conflicts. The consequences of MMORPG addiction are similar to the consequences of more established substance addictions including salience, mood modification, loss of control, craving, and serious adverse effects. Additionally, in some cases, tolerance and relapse may also be present.
Similar content being viewed by others
References
Allison, S. E., von Wahlde, L., Shockley, T., & Gabbard, G. O. (2006). The development of the self in the era of the Internet and role-playing fantasy games. The American Journal of Psychiatry, 163, 381–385.
Beard, K. W. (2005). Internet addiction: a review of current assessment techniques and potential assessment questions. CyberPsychology & Behavior, 8, 7–14.
Bessière, K., Seay, A. F., & Kiesler, S. (2007). The ideal elf: identity exploration in World of Warcraft. Cyberpsychology & Behavior, 10, 530–535.
Block, J. (2007). Pathological computer game use. Psychiatric Times, 24(3). Located at: http://www.psychiatrictimes.com/display/article/10168/55406?pageNumber=2 (last accessed: 01.10.12).
Camí, J., & Farré, M. (2003). Drug addiction. The New England Journal of Medicine, 349, 975–986.
Cole, H., & Griffiths, M. D. (2007). Social interactions in massively multiplayer online role-playing gamers. Cyberpsychology & Behavior, 10, 575–583.
Echeburúa, E., & de Corral, P. (1994). Adicciones psicológicas: Más allá de la metáfora. Clínica y Salud, 5, 251–258.
Glaser, B. G., & Strauss, A. L. (1967). The discovery of grounded theory. Chicago: Aldine Publishing Company.
Goodman, A. (1990). Addiction, definition and implications. British Journal of Addictions, 85, 1403–1408.
Griffiths, M. (2000). Does internet and computer “addiction” exist? Some case study evidence. CyberPsychology & Behavior, 3, 211–218.
Griffiths, M. D. (2005). A “components” model of addiction within a biopsychosocial framework. Journal of Substance Use, 10, 191–197.
Griffiths, M. D. (2010). The role of context in online gaming excess and addiction: some case study evidence. International Journal of Mental Health and Addiction, 8, 119–125.
Griffiths, M. D., & Beranuy, M. (2009). Adicción a los videojuegos: Una breve revisión psicológica. Revista de psicoterapia, 73, 33–49.
Griffiths, M. D., Davies, M. N. O., & Chappell, D. (2003). Breaking the stereotype: the case of online gaming. CyberPsychology & Behavior, 6, 81–91.
Griffiths, M. D., Davies, M. N. O., & Chappell, D. (2004a). Online computer gaming: a comparison of adolescent and adult gamers. Journal of Adolescence, 27, 87–96.
Griffiths, M. D., Davies, M. N. O., & Chappell, D. (2004b). Demographic factors and playing variables in online computer gaming. CyberPsychology & Behavior, 7, 479–487.
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.
Klimmt, C., Schmid, H., & Orthmann, J. (2009). Exploring the enjoyment of playing browser games. CyberPsychology & Behavior, 12, 231–234.
Kuss, D. J., & Griffiths, M. D. (2012). Online gaming addiction: a systematic review. International Journal of Mental Health and Addiction, 10, 278–296.
Lafrenière, M. A., Vallerand, R. J., Donahue, E. G., & Lavigne, G. L. (2009). On the costs and benefits of gaming: the role of passion. Cyberpsychology & Behavior, 12, 285–290.
Lawson, K. D. (2000). Beyond corporeality: the virtual self in postmodern times. Journal of Psychological Practice, 6(1), 35–43.
McKenna, K. Y. A., & Bargh, J. A. (2000). Plan 9 from cyberspace: the implications of the internet for personality and social psychology. Personality and Social Psychology Review, 4(1), 57–75.
Reid, E. (1998). The self and the Internet: Variations on the illusion of one self. In J. Gackenbach (Ed.), Psychology and the Internet: Intrapersonal, interpersonal, and transpersonal implications (pp. 29–42). San Diego, CA USA: Academic.
Sánchez-Carbonell, X. (2000). Conductas Adictivas. In A. Jarne & A. Talarn (Eds.), Manual de psicopatología clínica (pp. 597–632). Barcelona: Fundació Vidal i Barraquer i Ediciones Paidós Ibérica.
Sánchez-Carbonell, X., Beranuy, M., Castellana, M., Chamarro, A., & Oberst, U. (2008). La adicción a Internet y al móvil, ¿moda o trastorno? Adicciones, 20(2), 149–160.
Smyth, J. (2007). Beyond self-selection in video game play: an experimental examination of the consequences of Massively Multiplayer Online Role-Playing Game Play. CyberPsychology & Behavior, 10, 717–721.
Smahel, D., Blinka, L., & Ledabyl, O. (2008). Playing MMORPGs: connections between addiction and identifying with a character. CyberPsychology & Behavior, 11, 715–718.
Strauss, A., & Corbin, J. (1990). Basics of qualitative research: Grounded theory procedures and techniques. London: Sage.
Talarn, A., & Carbonell, X. (2009). Algunas reflexiones a propósito de los juegos (y los jugadores) de rol online. Identidad y adicción. Revista de Psicoterapia, 19(73), 51–67.
Turkle, S. (1997). Multiple subjectivity and virtual community at the end of the end of the Freudian century. Sociological Inquiry, 67, 72–84.
Wan, C., & Chiou, W. (2006a). Psychological motives and online games addiction: a test of flow theory and humanistic needs theory for Taiwanese adolescents. CyberPsychology & Behavior, 9, 317–324.
Wan, C., & Chiou, B. (2006b). Why are adolescents addicted to online gaming? An Interview Study in Taiwan. Cyberpsychology & Behavior, 9, 762–766.
Washton, A. M., & Boundy, D. (1990). Willpower’s not enough: Understanding and overcoming addiction and compulsion. New York: Harper Trade.
Widyanto, L., & Griffiths, M. D. (2006). Internet addiction: a critical review. International Journal of Mental Health and Addiction, 4, 31–51.
Wood, R. T. A., Griffiths, M. D., & Parke, A. (2007). Experiences of time loss among videogame players: an empirical study. CyberPsychology & Behavior, 10, 45–56.
Acknowledgments
We thank Josep Cañete and Àngels González (Hospital of Mataró, Spain), Rosa Díaz (Hospital Clínic of Barcelona, Spain), Susanna Petri and Núria Aragay (Hospital of Terrassa, Spain) and Felix Cova and Maruzella Valdivia (Clínica de Atención Psicológica of University of Concepción, Chile).
Source
Part of this study was carried out thanks to grant no. AP2005-2426 (Ministerio de Educación y Ciencia, Spanish Government) and FPCCE Blanquerna grant no. CER05/08-105C06.
Author information
Authors and Affiliations
Corresponding author
Rights and permissions
About this article
Cite this article
Beranuy, M., Carbonell, X. & Griffiths, M.D. A Qualitative Analysis of Online Gaming Addicts in Treatment. Int J Ment Health Addiction 11, 149–161 (2013). https://doi.org/10.1007/s11469-012-9405-2
Published:
Issue Date:
DOI: https://doi.org/10.1007/s11469-012-9405-2