Is gaming addiction a problem that cannot be solved by restrictive measures, or is the social environment a bigger cause?

In this blog post, we take an in-depth look at the problem of gaming addiction among teenagers from the perspective of the social environment and structure, rather than simply focusing on restrictive measures.

 

These days, the term “game addiction” is no longer unfamiliar among teenagers and young adults. Although few people actually undergo testing, many recognize themselves as game addicts and admit to it. However, few people know the exact definition of game addiction. The term generally refers to excessive gaming that affects daily life. In the medical community, opinions are still divided on whether game addiction is a real condition.
To address the issue of game addiction, it is necessary to consider the positive aspects of games as well. Games have meanings beyond mere entertainment and can contribute to the development of various skills such as strategic thinking, problem-solving abilities, and teamwork. For example, e-sports have gained global popularity, with many teenagers choosing games as a means to achieve their dreams.
This phenomenon shows that games are not simply addictive, but also provide teenagers with new possibilities and hope. Why do people become addicted to games? Falling into game addiction is essentially a process similar to gambling addiction. When a person wins at gambling, substances called “brain drugs,” such as endorphins and dopamine, are secreted in the brain.
These substances are released when human desires are fulfilled, as the human brain has a “reward system” that drives us to actively seek survival. This system is activated not only when rewards are actually received but also when we anticipate them. However, the key point is that the effect is greater when rewards are intermittent.
Game addiction also follows this pattern of addiction. Why do people abandon reality and become obsessed with games? If we consider students from Korea in particular, the answer is easy. Games provide rewards that are faster and more obvious than reality. Even games that emphasize so-called “grinding” provide rewards much faster than reality. These rewards are much stronger and more stimulating than what can be obtained through the same amount of effort in reality. When this reward begins to be used as an alternative or an escape from reality, the problem becomes serious. When the stimulation of ‘dreams’ surpasses reality and reality is lost, one becomes a ‘recluse’. Korea students are vulnerable to the temptation of escaping reality because they are forced to undergo exam-oriented education. Of course, if reality provides rewards that are sufficiently fast and clear, the superiority of games over reality would be greatly weakened.
However, the older generation, who currently dominate society and the family, fail to understand this situation and implement various measures based on the belief that “games are inherently bad.” They may remove computers entirely or install monitoring programs, but such measures do not suddenly eliminate the stress and unmet desires that have accumulated over time. Ultimately, addicts may turn to crime or, unable to vent their pent-up frustration, develop depression or even commit suicide. We refer to this phenomenon as the “balloon effect.” Additionally, studies suggest that the risk of game addiction is higher among multicultural and low-income families, indicating that the issue lies not with games themselves but with societal and family structures.
However, older generations often say, “Today’s youth are weak; we weren’t like that in our day,” and prefer simple suppression measures. Recently, the government has attempted to restrict access to games during late-night hours (midnight to 6 a.m.) under the guise of preventing game addiction among teenagers. However, such approaches are merely short-term solutions that fail to address the root cause. The root cause of game addiction lies in social structures and cultural environments, and simply suppressing it without improving these factors will not solve the problem.
The difference between excessive immersion in games and other addictions such as drugs or gambling is that it is not permanent. Fortress 2, a game that once threatened the dominance of StarCraft and was called the “national game,” lost its popularity after a short time. This is not because the game itself has factors that lead to excessive immersion, but because consumers are always looking for the most entertaining thing.
So, are games dangerous? If we look at games as just a hobby, they can be problematic because they are stimulating and fun, but they can be considered safer than most other hobbies. However, like all other hobbies, jobs, or behaviors, doing too much of one thing for too long will inevitably lead to deterioration. Unlike other hobbies, games are easy to prepare, beginner-friendly, and require little cleanup, making them highly accessible and more likely to be pursued for extended periods. Additionally, they are far healthier than drinking, a widely accepted hobby in Korea. Of course, there are cases where people overwork themselves or faint while gaming, but these are exceptions where individuals have completely lost touch with reality, as described earlier. Mentally healthy people will naturally take a break from even the most fun and addictive games once they have enjoyed them to the point where their bodies can no longer handle it. It is people who become addicted to games, not games that consume people. Moreover, all games are fun because they are chosen voluntarily; if someone forces you to play them like studying, they become tedious chores rather than games.
As such, under the assumption that one has a sound mind, there is no need to worry because the mechanism for self-control is already within oneself. Rather than forcibly suppressing stress relief methods, it is necessary to improve social perspectives that can identify the causes and wisely reduce addiction. Furthermore, parents and teachers need to strengthen communication with teenagers, understand their concerns and stress, and make efforts to help them resolve these issues. This is not merely about solving the problem of game addiction but is an important process in laying the foundation for teenagers to grow into healthy members of society.

 

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I'm a "Cat Detective" I help reunite lost cats with their families.
I recharge over a cup of café latte, enjoy walking and traveling, and expand my thoughts through writing. By observing the world closely and following my intellectual curiosity as a blog writer, I hope my words can offer help and comfort to others.