Gaming Disorders: Navigating the Fine Line between Entertainment and Addiction—Gaming History, Health Risks, Social Consequences, and Pathways to Prevention
Abstract
:1. Introduction
2. History of Games and Video Games
3. Gambling Addiction, Its Impact, and Countermeasures
4. Definitions of and Factors in Gaming Disorder
4.1. Gaming Disorder and Symptoms Recognized by the WHO and APA
- Being hooked on video games;
- Experiencing unpleasant symptoms when stopping video game play;
- Feeling a need to spend more time on video games;
- Inability to manage video game use;
- Losing interest in past hobbies and entertainment other than video games and feeling triggered by video games;
- Continuing to play video games despite awareness of the related psychosocial problems;
- Falsifying the amount of time spent on video games to family members and therapists;
- Using video games to escape or resolve negative emotions;
- Harming or losing relationships and work or educational opportunities because of video game use [35].
- Impaired control over gaming (e.g., onset, frequency, intensity, duration, completion, context);
- Gaming being prioritized over other life interests and daily activities;
- Continuous or increasing gaming despite negative consequences.
4.2. Neurobiological Insights and Psychological Motivations behind Gaming Disorder
4.3. Losses Associated with Addiction and Gaming Disorder
5. Response of Game Developers and Gaming Groups to Gaming Disorder
5.1. Social Responses to Gaming Disorder
5.2. Countermeasures against Gaming Disorder
5.3. Response of Game Organizations to Gaming Disorder
6. Summary and Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
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Historical Period | Relationship between Humans and Games |
---|---|
Ancient times | Dice made from ankle bones have been discovered in ancient ruins, and Senet—the prototype of backgammon—was discovered in the tomb of an ancient Egyptian king. |
Medieval times | Betting in one-on-one games was popular using Western playing cards among the European aristocracy and pieces or cards in Asia. |
1850s | The advent of the original type of slot machines brought a dynamic change from ‘man-versus-man’ to ‘man-versus-machine’. |
1930s | The calculator, from which computers were derived, was developed in France. |
1958 | The original video game, Tennis for Two (William Higinbotham), was born. |
1960s | Many engineering researchers studied computers, developing businesses, and games; the world’s first video game system, Magnavox Odyssey, was launched. |
1985 | Nintendo launched the Nintendo Entertainment System (NES), which became a huge hit. |
1990s | Online games emerged through search engines; the realism of games increased with the ability to download them from the internet and to communicate with others through chat and social networking services. |
2008 and beyond | Gaming transitioned from PCs to smartphones; in 2018, the market for online platforms was worth JPY 1.2 trillion (a six-fold increase compared with 2009). |
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Imataka, G.; Izumi, S.; Miyamoto, Y.; Maehashi, A. Gaming Disorders: Navigating the Fine Line between Entertainment and Addiction—Gaming History, Health Risks, Social Consequences, and Pathways to Prevention. J. Clin. Med. 2024, 13, 5122. https://doi.org/10.3390/jcm13175122
Imataka G, Izumi S, Miyamoto Y, Maehashi A. Gaming Disorders: Navigating the Fine Line between Entertainment and Addiction—Gaming History, Health Risks, Social Consequences, and Pathways to Prevention. Journal of Clinical Medicine. 2024; 13(17):5122. https://doi.org/10.3390/jcm13175122
Chicago/Turabian StyleImataka, George, Shu Izumi, Yuji Miyamoto, and Akira Maehashi. 2024. "Gaming Disorders: Navigating the Fine Line between Entertainment and Addiction—Gaming History, Health Risks, Social Consequences, and Pathways to Prevention" Journal of Clinical Medicine 13, no. 17: 5122. https://doi.org/10.3390/jcm13175122
APA StyleImataka, G., Izumi, S., Miyamoto, Y., & Maehashi, A. (2024). Gaming Disorders: Navigating the Fine Line between Entertainment and Addiction—Gaming History, Health Risks, Social Consequences, and Pathways to Prevention. Journal of Clinical Medicine, 13(17), 5122. https://doi.org/10.3390/jcm13175122