In July 2019, the psychiatry branch of the Chinese Medical Association and several other institutions published a “common understanding” on the prevention and treatment of gaming disorder, revealing that based on research, the prevalence of gaming-related disease was 3.5 percent to 17 percent, with the average rate of gaming disorder stable at around 5 percent. The common understanding also pointed out that the case rate of gaming disorder may be higher in Asian countries than in European and American countries, with males, children and teenagers predominating.
Zhang Jintao, a physiology professor at Beijing Normal University, told NewsChina that people aged between 10 and 25 are at the highest risk for gaming disorder, lured by intense visual-audio stimulation and rapid, clear and abundant positive feedback.
One game designer who spoke to NewsChina on condition of anonymity said when they design games, they set tasks that are precisely timed to provide rewards. Many of the development team studied psychology or are experienced gamers, and they understand what makes players continue gaming, which is one of their main aims.
“Games have many positive functions, but it’s true that a great many professionals are trying hard to extend playing time,” Zhang said.
Zhang pointed out that some brain functions do not fully develop until the age of 25, which is an added risk factor. The functions include rational thinking, planning ability and logical thinking. Games appeal to the young as they are more compulsive, adventurous and emotional than older people. But the case rate of gaming disorder gradually drops when people start working or get married.
According to Yang Kebing, gaming disorder often goes alongside other symptoms, usually depression, attention deficit hyperactivity disorder (ADHD), anxiety and obsessive compulsive disorder (OCD), and sufferers can become violent.
“Few of my patients suffer just from gaming disorder. Around 70-80 percent also have other mental diseases,” Yang said. “Many weren’t that interested in online games at first. But when those with depression, for example, are feeling low and have little interest in anything around them, gaming brings them happiness for a while, like a way of self-healing. When they stop, they find the real world is even darker than before so they become reliant on gaming until it develops into a disorder,” he added.
“So, gaming disorder interplays with other mental diseases and they aggravate each other,” he said.
According to Yang, the mechanism that makes people gaming addicts is similar to other addictive behaviors. It stimulates the brain’s reward circuit, and this constant stimulation develops into addiction. When the stimulation decreases, people display withdrawal symptoms like being uncomfortable, anxious and irritable.
Gaming disorder patients are described as being highly impulsive, highly neurotic and introverted. But the disease is also influenced by biological, social and cultural factors.
“The higher rate of gaming disorder in eastern and southeastern Asian countries is related to intense educational competition, the spread of electronic products, weakened social intercourse in the real world, and campus bullying – these easily drive children into the virtual world,” Yang said.
Gaming disorder causes both physical and mental problems, according to Zhang. “Long-term gaming causes deteriorating eyesight, and being sedentary increases the burden on bones, muscles and joints. It also causes a vicious cycle of anxiety and pressure, and feelings of regret and isolation,” he said.
“Research shows that gaming disorder changes the functions and structures in the brain. When there are changes to how the prefrontal cortex functions, people’s ability to rationally weigh advantages and disadvantages is impacted. They become addicted to the thrill of instant small returns,” he added.
“Gaming disorder robs people of the best time in their life. Even if they’re no longer addicted when they get older, the damage is done. It can be hard to recover the injured [brain] functions, and in some severe cases, sufferers become socially withdrawn. For example, the otaku subculture in Japan is mostly addicted to online games,” Yang said. Otaku is used to describe young people who are obsessed with interests such as gaming, anime and manga, often to the detriment of social interactions.