The American Journal of Drug and Alcohol Abuse, 36:268–276, 2010
Copyright © Informa Healthcare USA, Inc.
ISSN: 0095-2990 print / 1097-9891 online
DOI: 10.3109/00952990.2010.491879
Computer and Video Game Addiction—A Comparison
between Game Users and Non-Game Users
Aviv Malkiel Weinstein, Ph.D.
Department of Medical Biophysics and Nuclear Medicine, Hadassah Hospital, Ein Kerem, Jerusalem,
Israel,and Department of Nuclear Medicine, Sourasky Medical Center, Tel Aviv, Israel
Background: Computer game addiction is excessive or com-
pulsive use of computer and video games that may interfere with
daily life. It is not clear whether video game playing meets di-
agnostic criteria for Diagnostic and Statistical Manual of Mental
Disorders, Fourth Edition (DSM-IV). Objectives: First objective is
to review the literature on computer and video game addiction
over the topics of diagnosis, phenomenology, epidemiology, and
treatment. Second objective is to describe a brain imaging study
measuring dopamine release during computer game playing. Meth-
ods: Article search of 15 published articles between 2000 and 2009
in Medline and PubMed on computer and video game addiction.
Nine abstinent “ecstasy” users and 8 control subjects were scanned
at baseline and after performing on a motorbike riding computer
game while imaging dopamine release in vivo with [123I] IBZM and
single photon emission computed tomography (SPECT). Results:
Psycho-physiological mechanisms underlying computer game ad-
diction are mainly stress coping mechanisms, emotional reactions,
sensitization, and reward. Computer game playing may lead to
long-term changes in the reward circuitry that resemble the effects
of substance dependence. The brain imaging study showed that
healthy control subjects had reduced dopamine D2 receptor occu-
pancy of 10.5% in the caudate after playing a motorbike riding
computer game compared with baseline levels of binding consis-
tent with increased release and binding to its receptors. Ex-chronic
“ecstasy” users showed no change in levels of dopamine D2 recep-
tor occupancy after playing this game. Conclusion: This evidence
supports the notion that psycho-stimulant users have decreased
sensitivity to natural reward. Significance: Computer game ad-
dicts or gamblers may show reduced dopamine response to stimuli
associated with their addiction presumably due to sensitization.
Keywords addictionx, brain imaging, computer game playing,
dopamine, reward, video game playing
INTRODUCTION
Problem Definition
Computer or video game addiction is excessive or compulsive
use of computer and video games that interferes with daily life.
Address correspondence to Aviv M. Weinstein,, Ph.D., Department
of Medical Biophysics and Nuclear Medicine, Hadassah Hospital, Ein
Kerem, Jerusalem, Israel. E-mail: avivweinstein@yahoo.com
Users may play compulsively, isolating themselves from other
forms of social contact, and focus almost entirely on in-game
achievements rather than broader life events.
Griffiths (1) has operationally defined addictive behavior as
any behavior that features what he believes are the six core
components of addiction (i.e., salience, mood modification, tol-
erance, withdrawal symptoms, conflict, and relapse). He further
argued that video game addiction fulfils the criterion of addic-
tion by virtue of meeting these criteria. In his view, since many
video game users are excessive users and not addicts, video
game addiction may be a medium for satisfaction of arousal
and reward (see section on mechanisms of reward). In addition
to the neurochemical basis for addiction, there are accompa-
nied behavioral markers of dependence in adolescents such as
stealing, truancy, not doing homework, irritability if unable to
play, etc. Finally, single case studies have shown the video game
addiction was used in order to compensate for deficiencies in
one’s life in areas such as interpersonal relationships, physical
appearance, disability, coping, etc. Griffith (2) argued that al-
though there are educational, social, and therapeutic benefits to
video games play, taken in excess they could lead to addiction,
playing 24 hours a day 7 days a week and in some cases to a
gambling problem. Finally, Griffiths (3) concluded that adverse
effects of video game addiction are relatively minor and tempo-
rary resolving spontaneously with decreased frequency of play
or to affect a small group of players.
There is no evidence for genetic factors influencing video
or computer game addiction. Most studies describe a behavior
that is independent of other psychiatric disorders (e.g., not just
secondary to another condition such as attention deficit hyper-
activity disorder [ADHD] or mania). There is a single study
suggesting co-morbidity with depression (4) and for comorbid-
ity with ADHD (5) but there is no evidence for co-morbidity
with substance use disorder. On the spectrum of impulsivity
and obsessive-compulsive behavior, there is some evidence for
impulsivity on the Barrat Impulsiveness scale (4), and exces-
sive computer and video game playing supports the notion of
obsessive-compulsive behavior although formal assessment of
obsessive-compulsive behavior in these individuals has not been
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