You are here:   Drugs > Out of This World
 
The proposed diagnosis of PCU has four criteria. The first is that the computer use must be excessive. “Excessive” is a purposefully vague term, meant to be determined by the patient’s particulars. Gaming for 60 hours a week might be normal if one is holed up in Antarctica during the winter. Gaming for 10 hours might be excessive if one is in the middle of final exams. In studies by Nick Yee, a researcher based in the US, users often classify themselves as addicted when they are playing around 30 hours or more a week. Note, however, that PCU does not always manifest through gaming. Inappropriate use of pornography and endless social networking are but two other areas of excessive use.

The second criterion is the concept of tolerance – the need to spend more time or money on the computer in order to feel satisfied. While the average gamer buys about two games every three months, heavy gamers need more. They buy around 13 games and upgrade their systems to use newer technology. The third criterion is that one’s mood be notably altered when using the computer. Often, the user may feel more alive or relaxed when using. When access is limited, however, they may become enraged or depressed. The final criterion is perhaps the most important: the computer use must produce significant problems. Someone – the patient, his wife, a boss, etc – has to be complaining loudly.

Most patients are forced into therapy by their circumstances and have a limited desire to address their computer use. While they may agree it causes problems, rarely do they want to stop. Indeed, the topic of limiting computer time will usually trigger anger. Rather, patients want the therapist to address “real-life” problems. I’ve seen people who have dropped out of school, lost marriages or become recluses because of their computer use. They want the real-life problem fixed but do not want to address the cause.

Compulsive computer users usually request afternoon appointments and come to sessions looking tired. Many wake up to come to therapy after a gaming binge of 10 to 14 hours. In some ways, this is to be expected and is a by-product of how games are designed. In order to reach the challenging levels of most online games players must join clubs, sometimes known as guilds. Since guilds generally meet at night, that is when pathological users start their day. If guild members live in different time zones, the patient might keep pace with the other members’ clocks – a 3am bedtime for one guildmate might be a 6am bedtime for another. As a result, heavy-use gamers often go to bed in the early morning and then wake at midday. If they have morning obligations, they just sleep less and develop chronic sleep deficit.

View Full Article
 
Share/Save
 
 
 
 
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.

Post your comment

CAPTCHA
This question is for testing whether you are a human visitor and to prevent automated spam submissions.