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Internet and Video Game Addiction

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Internet and video games have become a major aspect of modern culture and daily life. According to Internet World Stats, more than 3.7 billion people worldwide accessed the Internet via computers, smartphones, and/or tablet computers in March 2017 (see World Internet Usage and Population Statistics, 2017). The 3.7 billion Internet users in 2017 represented a 933.8 percent increase over the number of Internet users in 2000 (see World Internet Usage and Population Statistics, 2017). Moreover, playing video games has become a major entertainment activity for many people. According to Global Games Market Report (2017), more than 2 billion people worldwide play video games via computer, game consoles (e.g., Sony PlayStation, Microsoft Xbox, and Nintendo), and/or mobile devices (e.g., smartphones and tablet computers) on the Internet and offline. Widespread Internet availability and video game development substantially benefit people by enhancing their access to a broad range of information and creating avenues for social communication and recreation. However, the penetration of the Internet and video games into daily life is a serious problem for an increasing number of people, rising to the level of addictive habits and carrying negative consequences similar to substance use and gambling disorders. China and South Korea have identified Internet and video game addiction as a significant public health issue. In addition to those countries, cases of Internet and video game addiction have been reported by media, clinical workers, and researchers in many other regions. Kimberly Young first adapted the DSM-IV compulsive gambling disorder criteria to define Internet addiction disorder in 1998 (Shaw and Black 2008, cited under An Overview of Internet and Video Game Addiction). In the past twenty years, a deluge of research has been conducted to conceptualize Internet and video game addiction, explore the etiology and mechanisms of Internet and video game addiction, estimate the prevalence rates of these problems in different regions and populations, and develop and evaluate measurement instruments, diagnostic criteria, and evidence-based intervention and prevention programs for Internet and video game addiction. A number of inpatient and outpatient intervention programs are provided in clinical settings for individuals suffering from Internet and video game addiction.
Title: Internet and Video Game Addiction
Description:
Internet and video games have become a major aspect of modern culture and daily life.
According to Internet World Stats, more than 3.
7 billion people worldwide accessed the Internet via computers, smartphones, and/or tablet computers in March 2017 (see World Internet Usage and Population Statistics, 2017).
The 3.
7 billion Internet users in 2017 represented a 933.
8 percent increase over the number of Internet users in 2000 (see World Internet Usage and Population Statistics, 2017).
Moreover, playing video games has become a major entertainment activity for many people.
According to Global Games Market Report (2017), more than 2 billion people worldwide play video games via computer, game consoles (e.
g.
, Sony PlayStation, Microsoft Xbox, and Nintendo), and/or mobile devices (e.
g.
, smartphones and tablet computers) on the Internet and offline.
Widespread Internet availability and video game development substantially benefit people by enhancing their access to a broad range of information and creating avenues for social communication and recreation.
However, the penetration of the Internet and video games into daily life is a serious problem for an increasing number of people, rising to the level of addictive habits and carrying negative consequences similar to substance use and gambling disorders.
China and South Korea have identified Internet and video game addiction as a significant public health issue.
In addition to those countries, cases of Internet and video game addiction have been reported by media, clinical workers, and researchers in many other regions.
Kimberly Young first adapted the DSM-IV compulsive gambling disorder criteria to define Internet addiction disorder in 1998 (Shaw and Black 2008, cited under An Overview of Internet and Video Game Addiction).
In the past twenty years, a deluge of research has been conducted to conceptualize Internet and video game addiction, explore the etiology and mechanisms of Internet and video game addiction, estimate the prevalence rates of these problems in different regions and populations, and develop and evaluate measurement instruments, diagnostic criteria, and evidence-based intervention and prevention programs for Internet and video game addiction.
A number of inpatient and outpatient intervention programs are provided in clinical settings for individuals suffering from Internet and video game addiction.

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