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One Asian country in particular, South Korea, is measuring such data. Using a sensitive and culturally specific test, something badly needed in the West, researchers in South Korea found that around 2.1 per cent of their children and adolescents (210,000) have “internet addiction”. Another 12 per cent (1.2m) are considered at high risk. And, in those afflicted, it is highly impairing and difficult to treat. In one sample, 20 per cent required hospitalisation.

And then there is China. The Chinese government is worried enough to have forced game manufacturers to build disincentives into their games – features to discourage three or more hours of play. Although their data probably overestimates the problem, Chinese researchers have estimated that an astounding 13.9 per cent of their adolescents - some 10m people - have internet addiction. At an international conference in 2007, Tao Ran, the Director of Addiction Treatment at Beijing’s main military hospital, stated that computer games are “making our children stay up all night, sleep all day, and lazy”. Parenthetically, he added: “They are becoming like Americans.”

While enjoying his ability to needle the international audience, he was clearly angered over one game, World of Warcraft. This particular game is a worldwide phenomenon with more than 10m monthly subscribers – more than the population of Ireland and Scotland combined. The researcher, a high official, stated his belief that introducing the game to China represented “the second imperialist invasion of China by the United States”. Never mind that the game is made by a French company.

Internet addiction, or the more accurate and general term Pathological Computer Use (PCU), is not an established diagnosis but one that might be included in the next version of the mental-health diagnostic guidebook, the DSM-V. The manual is due out in 2012 and will define the landscape of mental-health diagnoses for the next several decades. If PCU is real, it is important that it be included in the book. The disorders that get listed get taught and researched.

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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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