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Consider this from another perspective. The virtual world offers a sense of power, fairness, equality, logic and immortality. Reality, by comparison, is capricious, unfair and cruel. Is it any wonder that the virtual is so tantalising? But reality must be heard – bills have to be paid and people need to eat. Eventually, the power must go off. And, at that time, the omnipotence is pierced. The compulsive computer user must confront a monumental mismatch between one’s power and stature in virtual and real life. The interruption of the virtual is a narcissistic fall of huge dimensions. And it occurs in the backdrop of questions about which form of existence is truly real. What results is a dangerous mix of despair and rage. And, as society increases its exposure to the virtual, we should expect more of it.

The therapeutic challenges presented by compulsive computer use are tremendous. Recognition and treatment are both difficult. Patients downplay their computer use. It is either a topic of shame or a valued asset, a prize not to be put at risk. Thus, it is usually the practitioner that needs to raise the issue. But most mental-health providers became therapists because they like people, not technology. They tend to be low-tech, puzzled by computers. Nor is there any formal curriculum or educational teaching about PCU. So, at the outset, there are significant barriers to recognising and conceptualising the issue. In addition, coexisting psychiatric illnesses are the rule, not the exception. As a result, the therapist will readily find the concomitant diagnoses without realising there is the compounding issue of pathological computer use. The PCU will then complicate and delay the patient’s recovery.

But even for those therapists who actively look for it, the disorder is a difficult one to address. Each virtual world has its own norms and peculiarities, and trying to discuss a virtual world you are unfamiliar with is like doing therapy in an unfamiliar language.

A few years ago, I wrote a paper defining to other therapists what, exactly, was meant by the term “virtual sex”. Recently, to my surprise, I was told that my description was antiquated and only applied to “old-timers”. In my paper, I had described virtual sex as, typically, a form of interactive erotica where two people write sexually explicit messages back and forth. But now I was told of the modern version: people bring their avatars into virtual villas that they own. There, they may walk to a nicely decorated bedroom. In addition to sidetables, lamps and paintings, there is probably a TV, DVD and bed. The virtual TV and DVD are then activated to play a real-life porn film, while the two (or more) avatars climb on to the virtual bed. The bed takes control of them, making them graphically participate in a selection of some 50 sexual positions, along with appropriately evocative vocalisations. The real people presumably masturbate while watching and listening to their avatars have sex in front of the porn flick. The virtual clothing, real estate, home furnishings, TV, porn film, bed and customisable genitalia are all sold online. Fetishes, such as operating a dungeon where one chains up and tortures one’s virtual sexual partner, are also accommodated.

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JoDoe
September 1st, 2008
3:09 PM
This is an excellent, interesting and informative article. It makes many interesting points, with there being one point that I want to comment further on. As far as becoming immersed in a virtual world by allowing our perception of the real world to start coming from what we see on the screen, that can potentially happen to some extent with any video game. Although games like MMORPGs (e.g., WoW) are much more immersive than regular video games, I have found that I can focus so intently on certain simple video games (e.g., 3-D Pinball and Minesweeper) that I can almost completely ignore the real world with this very limited "virtual world" that I see in front of me. I believe that is what largely made video games, rather than other things like alcohol and drugs, be addictive to me as a way to temporarily escape reality. Part of my recovery was to really, truly admit to myself that this did not solve any of my real world troubles since they usually just got worse. Instead, as difficult and unpleasant as it was at times, I had to spend time and energy in the real world to deal with these problems.

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