Addiction takes away from life and reduces motivation to do anything beyond the focus of the addiction (IGDA panel). Niolosi (2002) found that video games are part of the daily routine for 65% of American girls and 85% of American boys. NBC News ( 5-19-05 ) reported that one in eight gamers develops patterns similar to other types of addiction and abuse. Tournemillie (2002) noted that a survey of 1500 teenagers indicated 25% were compulsive video gamers. Fifty per cent of those surveyed used the word 'addiction' to describe a friend's gaming behaviors.
Today's video games are available in a plethora of venues that draw individuals into the world of the game. Games are designed to keep the player riveted to action. Players experience a sense of control when they enter into the fantasy world of speed, realism, violence, new morals, and interoperability. Many games offer on-line anonymous interaction with other people; a 'hook' is a sense of family or belonging in the form of a pseudo persona the player develops when repeatedly playing the game. The longer the game is played, the more the pseudo persona can replace reality. - See more at: http://www.nacada.ksu.edu/Resources/Clearinghouse/View-Articles/Gamer-Addiction.aspx#sthash.zdhglFnU.dpuf