Internet game addiction

CALD Child and Adolescent Mental Health Resource

eCALD Supplementary Resources

Internet game addiction (IGA) is an increasing problem in adolescents in Asian countries, which have wide access to the internet (Lee, 2011). The definition of Internet game addiction varies. DSM-V defines Internet addiction as: 1) excessive use, often associated with a loss of sense of time or a neglect of basic drives; 2) withdrawal, with feelings of anger, tension, and/or depression when the computer is inaccessible; 3) tolerance, with the need for better computer equipment, more software, or more hours of use; and 4) negative repercussions, with arguments, lying, poor achievement, social isolation, and fatigue (American Journal of Psychiatry, 2008). The prevalence of Internet addiction in the United States is from 0.3% in the general population (Shaw & Black, 2008) to 25% in undergraduate students (Fortson, Scotti, Chen, Malone, & Del Ben, 2007). Internet game addiction has negative effects such as loss of interpersonal relationships, failure to address responsibilities, distraction from other aspects of life, and poor health (Steward, 2004). Related factors of game addiction include hostility (Chiu, Lee, & Huang, 2004), little or no self-confidence (Griffiths, 2000), depression (LaRose, Lin, & Eastin, 2003), loneliness (Nalwa & Anand, 2003), low self-esteem, stress, impulsiveness (Cho & Lee, 2004), and low self-control (Song, 1998). Interventions for Internet game addiction include value facilitation programmes (Jang, 2005), cognitive-behavioural therapy to increase self control (Lee, 2005), a self-growth programme (Oh, 2004), self-control training (Kim, 2004), and a game desire control programme (Pyo, 2003).

A treatment model which combines cognitive-behavioural therapy (CBT), behaviour modification, and a 12-step programme shows some success in treating internet game addiction in Asian adolescents (Lee, 2011).