Can games, especially online video games, be addictive? Although some have already mentioned the underlying neuro-chemical factors and the reward schedule similar to that of casino games, I would urge you to read
A Behavioral Approach to Video Game Design. It covers the basics of operant conditioning and reward schedules quite well. The inclusion of a bibliography also lends credibility. (I did not check the sources. Although I am still a student, it conforms to what I have been taught so far in psychology.) After reading the article, I'd be surprised if you said that video games - especially online video games - are not addictive.
However, because I am currently in a Sleep Mechanisms and Sleep Disorders class at the Madison campus of the University of Wisconsin, I find the behavioral changes in sleep to be a very intriguing aspect of the gaming addiction. An intermittent or irregular sleep schedule can cause profound changes in a person's mood or personality. Depression, antisocial behavior, and irritability can all symptoms of insomnias and circadian rhythm disorders. However, there are also increased cardiovascular risks associated with sleep disorders (including circadian disorders and sleep apneas). With such a large body of anecdotal evidence over the marathon sessions online gamers engage in (my own anecdote included from when I played "Evercrack" when it first was released), there is a good probability that some cases of mental illness are a side effect of playing the game.
How should we treat recovering online gamers? First, a slight correction to the nature of 12 step programs - they require acknowledgement of a higher power than oneself and not a god specifically. This is useful as it helps the person understand that many things are in their control, but not everything. However, since the disorder involves both mood and personality changes, short term use of pharmacological agents may be needed in moderate to severe cases of addiction in order for psychological therapy to be productive. These could help the patient restore proper sleep hygiene and stabilize a their moods until natural circadian rhythms take hold.
It is interesting to note that several of the posts seem to be assuming a demographic of teenage males (and teenagers already have a phase advanced in their circadian cycles that are fully natural and cause minimal disruptions). Although male dominated, I think the demographic is slightly older than what is being assumed. While I had encountered a large number of minors playing the game, I find that there is a significant population of college age and young adult players. I have no data on this, so I cannot say if they make up a majority. However, I would be shocked if minors were the majority.
Where does responsibility lie? Both with the players (or their parents) and the game companies. To say one or the other is solely responsible would be a bit foolish. However, I do feel the industry currently hold a slightly greater responsibility at this time. Had the industry acknowledged that their games are designed to have an addictive component akin to that found in casino games, would Elizabeth Woolley had the same difficulty in finding proper support for her son prior to his committing suicide? I think the industry needs to step forward before individuals start pressing for government regulation, much in the same way they founded the Entertainment Software Rating Board (ESRB) before the government implemented legislation.
For the specific topic of minors, the parents play a
significant role. I am always astounded by parents who want the industry to restrict what I, as an adult, can watch in general or during specific time periods when they have a TV in every bedroom. The same applies to internet use and computers. I've also heard the comment "but they'll just go over to their friends house if I take it out of there room". My response? So why would to let them go there - and if they are going there without your permission, then why are you letting you children set their own rules? Although there are truly extreme cases where children are uncontrollable, there are also just as many cases where parents don't want to put forth the effort in raising their children. My experiences at Denny's as a waiter taught me this. Many parents would let their children throw food, yell, scream, run around, and scribble with crayons on menus and tables. We all have seen misbehaving children in grocery stores. Sometimes, parents don't control children because of fear that they will be seen as abusers and thus reported to child services. Usually it is because they don't want another "fight" with their child. In the end, though, the parent is just that - the parent. There are times when, no matter how much it may cause conflicts, they have to say no. No, you can't have a TV or computer in your bedroom. No, you can't watch that program or go online right now. No, you can't go to your friends house because their parents allow things we don't - but your friend can come over here! No, you can't have a personal cell phone - but you must take a family phone with you any time you go out so we can reach you. No, you can't stay up all night reading a book. No, you can't buy a toy today. Unfortunately, parenting involves saying no a lot.
In conclusion, online games are most definitely addictive. However, like all addictions, use of an online game does not guarantee a player will become addicted - just as going to a casino or buying lottery tickets does not guarantee you will become a gambling addict. We do not expect casinos to show that gambling is 100% addictive, and we should not make this same requirement of online gaming companies. The industry has a responsibility to acknowledge the harmful side effects that their product can cause and educate their uses on the potential hazards. These can be subtle such as total playtime reminders during play or more direct such as working with various professional organizations like the American Psychiatric Association (APA) to increase awareness of the hazards so that people like Elizabeth Woolley can get the help they seek. Once the industry acknowledges and informs the public of these risks, then individual responsibility will become more important. When talking about minors, the importance of strong parenting must be emphasized. The industry should not be required to be 'surrogate parents' for the child when they play such games.
Does any of this help Elizabeth Woolley? No. Unfortunately, tragedy must sometimes be endured to bring out strong leaders. One example that comes to mind is
John Walsh. Perhaps both will find comfort in knowing that their battles will spare others from the pain they have endured.
[I apologize - I intended a brief response. Thank you for taking the time to read this post and viewing the article on the reward schedules of video games.]