Video Games & Isolation: Impact on Reality & Self

by Grace Chen

Video Game Addiction: 240 Million Players Worldwide Face Urgent Treatment Needs

A growing global health concern, video game addiction now affects an estimated 240 million people worldwide, surpassing addiction rates for substances like cocaine and fentanyl, according to new research.

A new book, Ready? Go! The Dark Side of the Gamer Universe, is sparking debate about the profound social, cultural, and economic impacts of the video game industry. The author, Érik Huesca Morales, a physicist at the National Autonomous University of Mexico (UNAM) and a doctor in artificial intelligence from the University of California, argues that the industry’s rapid growth has come at a significant cost.

The Rise of Individualism and Isolation

Huesca Morales contends that modern video games actively promote individualism, shifting play from communal experiences to isolated screen time. “What was previously played in groups or in shared spaces, today is done in front of a screen, with the player isolated from the real world,” he explained. This shift, he warns, fosters a detachment from community and the natural environment.

A Multi-Billion Dollar Industry

The economic scale of the video game industry is staggering. Generating between $200 and $280 billion annually, its profits dwarf those of the entire film, music, and publishing industries combined. This revenue stream isn’t limited to game sales; it extends to extended reality glasses, specialized consoles, and a host of related devices. Adults between the ages of 20 and 45 are the biggest spenders, according to the researcher.

Health and Behavioral Concerns

While video games may offer cognitive benefits for older adults, such as stimulating short-term memory, Huesca Morales highlights the potential for isolation and addiction in younger players. The World Health Organization (WHO) officially recognized “video game disorder” as a mental illness in the 11th edition of its International Classification of Diseases (ICD-11) in 2019, validating these concerns.

“It is estimated that of the 3.1 billion users in the world, who play at least one hour a day, there are 240 million who need urgent treatment because they are already addicted,” Huesca Morales stated.

A Capitalist Vision and the Need for Regulation

Beyond addiction, the author argues that video games often transmit problematic ideologies. He warns that they can perpetuate “visions of racism, classism and this idea that you always have to conquer the other, and that to do so, you have to pay,” reflecting a deeply ingrained capitalist vision.

Huesca Morales emphasizes that the industry is not a collection of amateur developers. “There are about 120 studios that develop complete video games or that participate in an international one, it is not a hacker at home doing programming,” he noted, advocating for increased regulation. His goal isn’t to instill fear, but to encourage critical study and responsible oversight of the industry.

Ultimately, Huesca Morales stresses the importance of scientific dissemination to combat misinformation and promote a balanced perspective on technology. “Technology is developed by human beings to help us; we must use it, not fear it or deify it,” he concluded.

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