Lably
Skip to content

Video game addiction in China

  • 6 min read
  • 4 chapters

Related on Lably

Through Electroconvulsive therapy

Possible addictive elements in video games

Many video games have no pre-defined endgame. The inclusion of downloadable content (DLC) means the game continues to expand over time. DLC enables developers to expand their games and attract others for a player to play against. There is always another game.

Video games satisfy the need of social connections and activities. Today's games encourage players to interact with each other, supporting the societal demand for interpersonal connections. Massively multiplayer online role-playing games are an example of this.

Level reward systems are addictive, and provide incentives to the player to level up. In the introductory period of a game, players begin with basic characteristics with regards to attributes and skills. At low levels, it takes little effort to level up and progress. Each new level requires progressively more work to reach.

Multiplayer games do not end; this kind of game often encourages players to connect and collaborate with gamers around the world. Massively multiplayer online role-playing games let players connect with each other. Examples include League of Legends and PUBG.

Video games often have digital currencies. The more time players spend in a game, the more "wealth" they acquire. Players use this virtual wealth to "purchase" new aspects of the game. Rewards are set on different time schedules in video games. Players may be rewarded for finishing tasks within a certain time frame, or might be given bonuses for playing during a pre-determined period.

The virtual gaming world continues to evolve, even when players are not online. Even when players are not playing, the game's world may continue to develop. This creates an incentive to keep playing the game due to the fear of falling behind.

Top players or teams can receive rewards in real life, as some tournaments offer cash prizes. Video games do not reward short and unscheduled periods of player time. Achieving competency in games requires a large time investment. Casual players will often be unable to catch up to more dedicated players due to their lack of skills or in-game items.

Video games can generate strong emotions in players. Addictive games offer unique methods to create emotional connections with players. It is an unconscious decision for people addicted to computer games to spend more time playing when they are emotionally invested in a game.

Modern video games are enormous and dense. Many modern games focus on delivering large amounts of content through open-world levels or compulsion loops, allowing the player to delve deeply into a world for long periods of time.

Apart from the common factors contributing to video game addiction, certain specific phenomena prevalent in China exacerbate this issue. The nation's high-pressure educational environment significantly correlates with addiction, particularly among individuals aged 12 to 18. Research by Rui Zhou (2023) revealed that the prevalence of Video Game Addiction (VGA) in adolescent psychiatric patients was 40.9%, with a comparable rate of 41.8% for Social Media Addiction (SMA). Notably, both VGA and SMA exhibited a co-occurrence rate of 23.6% (see Figure 2). The mean age of those affected was 14.9 years (SD = 1.8 years; range 12–18 years), with an average of 9.0 years of education (SD = 1.7 years; range 5–13 years). Furthermore, there exists a negative correlation between academic performance and video game addiction, indicating that academic pressure is linked to teenagers' addiction. However, the study concludes that individualistic personality and childhood trauma are more significant risk factors.

During the COVID-19 pandemic, the situation appeared to worsen due to China's strict lockdown policies. As a result, internet-based entertainment saw significant development, emerging as the most convenient means for people to relax. This shift has led to a notable increase in addiction among the population. According to Yang-Yang Li (2021), during the pandemic, the overall prevalence of Internet addiction among the general population was recorded at 36.7%, with severe Internet addiction affecting 2.8% of individuals, as indicated by scores on the Internet Addiction Test (IAT). Recreational Internet usage notably increased during this period, with nearly half of the participants reporting heightened severity of Internet addiction. Negative emotions play a significant role in exacerbating the issue as well. People are eager to find activities that can help soothe their minds amid challenging circumstances.

Sign in to keep reading

3 more chapters are free with a Lably account.

More in Psychology