Another week, another attempt to see computer gaming in terms of addiction. This time it's an Iowa-based study of Singapore kids. Computer games didn't create new problems, but made pre-existing mental problems worse, says the researcher. About 9% of the kids are addicted to gaming.
Where to begin... for starters, the article linked above helpfully offers some critique. For example, as one researcher notes,
"If nine percent of children were genuinely addicted to video games there would be video game addiction clinics in every major city!"
Or, as Kotaku puts it, "child after child is a gaming junkie!"
The study offers another fun example of gaming being demonized, and "addiction" used in place of other behaviors. According to MSNCB's account:
The questions included things like having neglected household chores to spend more time on video games, doing poorly on a school assignment or test as a result, or playing video games to escape from problems or bad feelings.
No one ever turned on the tv instead of washing dishes, or read a novel to escape depression? Kotaku, again: "Teachers handed out questionnaires to kids, asking them things like whether they skipped household chores to game or if they gamed to escape from problems — both of which sound like normal kid things!"
Put another way, nobody ever found escape in sports, or music, daydreaming? To put it even more generously, one critic in the article suggests "the new work may be measuring preoccupation instead of addiction." "Addiction" here is a misstatement at best, and demonization at worst.
Apparently Gentile, the researcher, has been working on this for a while, comparing gaming "addiction" to compulsive gambling.
This tv news account takes the study and runs with it. "Addiction" is now "pathological". And the story makes a point of connecting to the Arizona shooting.
This study offers two more fascinating bits about fearsome gaming discourse. First, the way it's gendered:
On average, the kids said they played about 20 hours a week. Between 9 and 12 percent of boys qualified as addicted in this study, compared to 3 to 5 percent of girls.
How often do we see images of supposedly addicted girl gamers? Is this now supposed to be a male thing? Will we see an opposition between "sick" boys and "healthy" girls?
Second, an anti-commercial angle. CNN's article (source of the awesome photo, above) largely describes Gentile's work without criticism. The only other voice appears towards the end, briefly, and is that of a gaming industry association spokesperson. Scholar vs business: perhaps we'll see this dynamic applied to more demon-gaming discourse.
(thanks to Todd Bryant)
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