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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Psychological Outlook on Video Games: an Example of the Long Road to the Invention of Disorders not Associated with Substances</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Cristian López Raventós</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Universidad Complutense de Madrid</institution>
          ,
          <addr-line>Madrid</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Universidad Nacional Autónoma de México</institution>
          ,
          <addr-line>Morelia</addr-line>
          ,
          <country country="MX">Mexico</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>and Simone Belli</institution>
        </aff>
      </contrib-group>
      <fpage>360</fpage>
      <lpage>371</lpage>
      <abstract>
        <p>To talk about the relationship between psychology and video games is to talk almost completely about the studies of the effects video games cause to its users. Therefore, it can be said that most of the psychology matters concerning video games have focused on the effects they have on the users' personality, health, and psychosocial aspects. This essay gives a recount of the attempts to evaluate the effects video games have on users from a psychological outlook. Thus, the problems video game studies have had due to a conservative ideology that marks the designs of today's psychology can be observed. Since its recent incorporation as a disorder in the non-substance related addictions section within the DSM-5, until its definitive incorporation into the World Health Organization's International Classification of Diseases (ICD-11), we can clearly identify a timeline of events and processes that have led to the construction of a discourse about the dangers of video games in people's mental health.</p>
      </abstract>
      <kwd-group>
        <kwd>Video Game</kwd>
        <kwd>Social Psychology</kwd>
        <kwd>Personality Disorder</kwd>
        <kwd>Health</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>To talk about the relationship between psychology and video games is to talk
almost completely about the studies of the effects video games cause to its users.
Therefore, it can be said that most of the psychology matters concerning video
games have focused on the effects they have on the users’ personality, health, and
psychosocial aspects. This essay gives a recount of the attempts to evaluate the
effect video games have on users from a psychological outlook. It must be signaled
out that these investigations have been inclined, from their early origins to moral
prejudices, which hasn’t allowed for non-biased research. Recurrent prejudices
are allusive to the harmful effects video games have had on youngsters and
society out-large, which are the very same judgments made on movies and TV
when they first appeared in the nineteenth and twentieth centuries. Thus, we
can observe the epistemological problems video game studies have dragged along
due to the conservative ideology present in psychology –as a scientific discipline–
until nowadays.</p>
      <p>From a historical point of view –within the psychological tradition– a close
relationship between ideological conservatism and video game research can be
easily traced. Since its origin in the American neoliberal conservatism context of
the ’80s, up to its recent incorporation into the World Health Organization’s
International Classification of Diseases (ICD-11), we can clearly identify a timeline
of events and processes that have led to the construction of a discourse about
the dangers of video games to mental health.</p>
      <p>This process has been made through a double procedure: taking into account
the conservative moral bias as an axiological principle in video game research
made by psychology, we assume false propositions had been assumed in the
construction of psychological research models concerning video games and their
adequacy to the expansion of such dubious categories like non-substance related
addictions. Moral conservatism, neoliberal ideology, and a psychological
complex have been the main routes traced between psychology and video games
throughout the last 40 years.</p>
      <p>Thus, it is necessary to develop a critic outlook on the relationship between
psychology and video games to warn about the processes of construction and
manipulation of subjective practices concerning them. It is necessary, also, to
warn about the procedures of pathologizing leisure practices in the video game
context, being able to identify the subjects and institutions active in this
process, as well as their motives and connections with other psychosocial practices
presented as possible personality disorder highlights in the core of our societies.
Analyzing the relationship between psychology and video games allows us to
observe wider processes that have permeated and affected our daily practices in
the last decades from a privileged place thanks to its clarity and proximity.
2</p>
    </sec>
    <sec id="sec-2">
      <title>A Psychological Outlook</title>
      <p>
        Psychology’s interest in video games started to manifest when they became
popular in the early ’80s in American homes. The reception made by psychological
and health concerns about possible video game effects was not very positive, as
exemplified by Charles Everett Koop –American Surgeon General– in a
conference given on November 10th, 1982, at the University of Pittsburg. This
prominent symbolic figure in the American health field stated that video games are
one of the three main causes of domestic violence, as well as TV and economic
problems [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
      <p>
        Such affirmations had no academic grounding whatsoever and were merely a
sum of moral prejudices and ignorance towards the field. The statements given
by academic authorities were the foundation of its reception, the creation of
generalized opinions, and discourses based on mistrust towards video games and
their effects. In 1983 Harvard University organized the first conference about the
psychological effects of video games, in which the most diverse discussions took
place: from psycho-pathological consequences to studies concerning fields like
personality and health, or hand-eye coordination [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Curiously enough, these
first investigations reached positive conclusions concerning video game effects in
young people.
      </p>
      <p>
        A wider analysis of the foretold research can be found in the book Mind
at Play, The Psychology of Videogames, published in 1983 by Geoffrey Russel
Loftus [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]; in it, he analyzes these early research on video games from a
psychological outlook. There seemed to be an almost generalized consensus about the
interdependency between playing video games and any other negative or
pathologic effect. Between the research that defends this position are such works like
Personality Differences between High and Low Electronic Video Game Users [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]
and Correlates of Children’s Usage of Video Games and Computers [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
      <p>Concurring with the video game industry crisis from the early ’80s, the
researcher’s interest towards video games seemed to decrease; the interest would
appear again one decade later, in the early ’90s, with the boom of video games as
one of the early industries of domestic entertainment. Around this time, the same
prejudices about video game’s negative effects upon youth and society out-large
would reemerge. The fact that the negative view upon video-games appeared
once again can be explained by the fact that this second generation of
investigations considered demonstrable facts the prejudices made by Dr. Charles Everett
Koop in 1984. This means that prejudice was recognized as a demonstrated fact
for this second generation of researchers who, retroactively, based their studies
on the discoveries made by the first research.</p>
      <p>
        We can find a clear depiction of this second generation in works like Video
Kids, Making Sense of Nintendo [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], in which the author defends the theoretical
postures contrary to these stereotypes: it is reasonable to assume video games
do not contribute to the development of deviant conducts between their users;
furthermore, they can be helpful in their growing-up process [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Some articles
published in Spanish by Estalló [
        <xref ref-type="bibr" rid="ref7 ref8">7,8</xref>
        ] present empirical research about this topic.
Funk [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] addresses such arguments with these words: Despite the fear related to
hypothetical problems that video games might cause, current research can not
establish a relationship of any kind between frequent video game usage and the
development of a concrete psychopathology [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
      </p>
      <p>It wouldn’t be until the beginning of the new millennium when, by the hand
of video game cultural and social recognition, that video game research started
to get rid of these negative prejudices, making it possible to explore the real
relations within this field. This situation concurs with the maturity of the first
generations of video game users who started to grow up into the adult world as
parents, teachers, or researchers. Video games stopped being considered a simple
childhood or youth-related issue and became a trans-generational cultural
phenomenon. It was at this moment when video game studies were instituted as their
own discipline, drifting from the rest of academic outlooks. This situation has
been constituted in parallel with more exhaustive research about video games in
different disciplines. The following chapter illustrates some of the most common
beliefs in psychological studies that have given ground to public opinions such
as fears, prejudices, and discourses about video game usage.</p>
    </sec>
    <sec id="sec-3">
      <title>Fear of Getting Hooked: Addiction</title>
      <p>
        One of the biggest concerns surrounding video games is perhaps their capacity
to generate addiction, a situation is usually mistaken with the time the user
interacts with them. Most of the times, the attempt has been to detect
addiction through response towards certain triggering items, while some others have
tried to directly adapt international criteria for substance-related dependency
diagnoses applied to video games without context. The problem with such
adaptations is the tendency to replace the concept of a substance by video games. As
early as 1995 Dr. Sue Fisher [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] reproduced the procedure by making the same
protocol-based diagnose questionaries, using the abbreviation DSM-IV-JV with
regards to the Diagnosis and Statical Manual of Mental Disorder (DSM) used
by psychiatrists and psychologists worldwide.
      </p>
      <p>
        Some other times, the attempt was to generate tools capable of detecting
abuse towards video games [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Taking into account these demanding activities
can become conflictive for those involved in them, no defense can be made for
them being addictions. Thus, from a closer and less alarmist perspective towards
the realities generated by video games, it could be said that certain problems
can be generated by the abuse upon the number of daily hours spent in their
engagement, or the attention towards them when compared to other activities.
      </p>
      <p>
        Gonzales [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] goes as far as to distinguish between video games’ addictive
capability between each other. Concerning video games he says: This type of
video game does not imply all of the individual and familiar consequences
possessed by video game gambling (. . . ), we recognize human beings to be capable
of displaying compulsive conduct towards any object [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. This is to say, no one
denies the fact of certain conducts to be developed by video games, as they can
be the starting point of certain problems, but they also –widely– imply video
games to be a threat by themselves.
4
      </p>
    </sec>
    <sec id="sec-4">
      <title>Violence outside the Screen: Aggressiveness</title>
      <p>Another prejudice towards video games is their capability to generate aggressive
conduct in their users. Such accusation is related especially with video games
belonging to particular genres like fighting games and shooters; the wide range
of genres within the video game world must be taken into account. It can be
said most video games do not show or use verbal nor physical aggression. These
accusations have been generalized without taking into account this consideration
of genres with aggressive or violent topics. This is to say, the violence accusation
has been generalized to all genres, simplifying their topics and game mechanics;
this would be comparable to accusing TV or movies to generate aggressiveness
in their users without taking into account the genres that conform these media.</p>
      <p>
        First, we have to contextualize the theoretical framework from where these
accusations towards video games and aggressiveness come from. These
theoretical outlooks use vicarious learning models, whether imitative, social [
        <xref ref-type="bibr" rid="ref13 ref14">13, 14</xref>
        ],
or the social cognitive theory [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], to formulate their hypotheses about
aggressiveness increase and the lingering violence after playing video games. There
is a generalized idea of violence-related video games generating a moment of
excitation making them more aggressive than non-users. This research assumes
that constant exposure to video games can generate a negative influence through
the decrease of empathy in the user towards the world around them since they
perceive it to be a dangerous place.
      </p>
      <p>
        Aggressiveness and video games is a topic which has been studied from other
theoretical frameworks, but with lesser academic production. Some of the
research approaches that have been proposed are catharsis theories [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ],
activation [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], and cognitive models [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] but they have all lacked the influence and
reach of the aforementioned social learning theories.
      </p>
      <p>
        Other research has counteracted arguing a series of considerations that are
necessary to have in mind before generalizing the hypothesis of aggressiveness
being generated by video games. The first criticism is made against the
imitative theoretical model in which said affirmations were made, especially through
the introduction of the distinction between the symbolic nature of video game
violence. Lott &amp; Lott [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] state that a big part of aggressive or violent video
game content is presented symbolically, and is therefore situated in a different
registry than reality. This distinction between the imaginary world generated by
video games and the user’s reality seems to be clearer in the minds of children
than in researchers.
      </p>
      <p>
        The active identification that exists between the user and imaginary
characters is bigger than with other media like TV or movies; this situation has
contributed to the belief of aggressiveness reproduction among its users. According
to Schutte, Malouff, Post-Gorden, and Rodasta [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ][
        <xref ref-type="bibr" rid="ref20">20</xref>
        ], video games generate
a type of immersion between the user and the character where there is control
upon the wide identification between both. To this, we must add at the common
mechanic of fighting and aggressive genres, where violence is rewarded and helps
to progress in the game. Commonly there is not such mechanical transference
between the game’s mechanic to reward violence and user’s real life.
      </p>
      <p>
        Even research that has proved a certain degree of relationship between
playing violence-related video games and an increase in short time aggressiveness [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ],
warns about confusing correlation with chance. Goldstein [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ] says: there is no
doubt about there being a relationship between televised exposure and
aggression, but there are nonetheless doubts concerning the cause of such aggression
being television itself. [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. It is relatively frequent to find in this kind of research
about possible video game effects concerning aggressiveness among users
conclusions that stretch the statistical correlations found –weak in most of the cases–
rather than offering concrete evidence of what causes this aggression.
      </p>
      <p>
        Within the research made about aggressiveness related to video games comes
into attention that there exists, in fact, some kind of relationship between them,
although it isn’t possible to state that the effect caused by playing video games
can last after the immediate moment of playing them nor that they can cause
a medium or long-term influence. It is impossible to affirm that the effects
generated by video games with violent themes or game mechanics have a bigger
influence than other activities like watching TV or a movie, surfing the internet,
or the relationships with friends or family members. There are very few studies
that analyze long-term effects, and those that do don’t offer concrete results of
any kind, they are rather weak when trying to demonstrate their hypotheses
about the negative influence of video games. As stated by Ferguson [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ], there
isn’t enough data to demonstrate the affirmations made about the relationship
between video games and violence in children.
      </p>
      <p>
        Most of the studies defend the existence of a possible effect upon users that
have been exposed to violence-related thematics or aggressive game
mechanics, although this is a low duration stimulus [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]. There are few authors, like
Anderson [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ], that claim long-term effects, but the problem consists in not
being able to assure these aspects being only negative, as it is usually believed.
There exist the possibility that users generating, in front of violent or
aggressive themes, comprehension strategies to face them and to generate a positive
outcome outside the video game context and into society.
5
      </p>
    </sec>
    <sec id="sec-5">
      <title>Violence outside the Screen: Aggressiveness</title>
      <p>Within the vastness of prejudices on video game’s effects towards society, one
of the most widespread beliefs is the relationship between playing with them
and social withdrawal. Each user interacts with the game individually through
a controller and an interface, which has contributed to the perception of a
demanding relationship between user and machine that secludes him from the rest
of the world. Actually, these perceptions are not that far from the truth, but
the inferences made about their effects are. Video games are, contrary to
common belief, a more social game than what one would think. Consoles –especially
early ones– implied a fix technological support, making video games a domestic
entertainment. This means that in order to play with them one needed to be –
metaphorically– wired to these machines that gradually conquered living rooms
and bedrooms. Later on, mobile devices appeared making it possible to take
video games outside from home; nowadays, most cellphones have pre-installed
games and their use has been popularized everywhere.</p>
      <p>
        One of the early critics from this perspective was made by Selnow [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ] in a
paper where he defended a hypothesis related to the fact of playing video games
is a solitary activity; therefore, the more time users spent immersed in them the
more they would ignore and drift apart from their friends and every other social
interaction. Also, this dynamic seemed to generate a loss of social abilities in
the user necessary for real life. As it has been noted in this recap through the
research made in the psychological field, the results prove how much prejudices
about the effects of video games are related to the user’s reality.
      </p>
      <p>
        Research made about the influence of video games on social surroundings
has been found to contradict the idea of social withdrawal. First of all, users
prefer to play with friends or with other users [
        <xref ref-type="bibr" rid="ref26 ref27">26, 27</xref>
        ] than playing alone with
the console. Therefore, video games become an element that makes possible
new relationships with other users either by sharing the same liking with new
friends or by generating friendships with other users. Interconnected gameplay
and online gaming have facilitated the interconnectivity of people with shared
likes and hobbies [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ]. This is to say, contrary to what is commonly believed,
gamers prefer to perform this activity along with friends or other users. Also,
being able to interact with other users generates new social relationships through
a shared liking: video games.
      </p>
      <p>
        The possible influence of the relationship between users and certain aspects
that may demonstrate social withdrawal such as the number of friends they have
has been investigated, without finding significative results. Other research has
tried to find a relationship between playing video games and situations such
as loneliness, popularity, or social status. Investigating personality features like
shyness or hypersensitivity have found no relationship whatsoever [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ]. No
evidence of playing video games affecting sociability or the capability of making
friends has been found [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], neither an effect upon the frequency in which friends
see each other or interact between them [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ]. Furthermore, most of the people
that get initiated into video games make it through a friend or sibling [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ]. As
explained by Estalló [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ], video game users don’t have the impression of their
hobby being harmful to their social interactions.
      </p>
      <p>
        Within this research, appear those that relate the use of video game usage
and academic failure. This negative effect upon scholar performance would cause
negative effects like being absent to school, not studying enough, and not
doing homework for playing video games [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ]. These effects do not appear in all
users nor in all ways of usage, for which it is problematic affirming that video
games –and not other variables– are what cause academic failure. On the other
hand, authors such as Estalló [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] defend that the regular and continuous
practice of playing video games does not imply any special modification in scholar
performance.
6
      </p>
    </sec>
    <sec id="sec-6">
      <title>Violence outside the Screen: Aggressiveness</title>
      <p>The accusations made about the dangers of video games in society have reached
higher levels in this activity than towards any other illness. The two most
important accusations made about this are pathological gaming and the usage of
toxic substances, keeping in mind the proximity between them. As shown below,
previous comparisons have been made between gambling (whether coin slots,
bingos, or casino games) and recreative gaming lounges (which incorporate coin
slots into their arcade game machines) to the domestic usage of video games in
a very simplistic manner.</p>
      <p>
        Like Tejeiro mentions [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], pathological gaming is a common accusation that
has been filtered to public institutions; this is the case of Zaragoza’s town hall
where the documentation of the Youth Council includes video game addiction
within the general classification of ludopathies, without there being any explicit
motives to justify this. Although commonly rejected to bringing related to the
world of gambling, gaming lounges have generated an important fascination.
Filled with visual and auditive stimuli, they offer a mechanical circus that
captures the attention and curiosity of their guests; these often resemble Las Vegas
casinos rather than juvenile recreative places [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
      </p>
      <p>
        The rejection of gaming lounges seen as places of moral corruption is a long
story. We need to go back to the concept of game galleries, which remind of polar
commercial galleries of the XIX century: avenues filled with commerces and shops
which Walter Benjamin identified as an early sign of urban modernism [
        <xref ref-type="bibr" rid="ref34">34</xref>
        ]. Since
the first half of the XIX century, these galleries include –apart from shops and
boutiques– innovative attractions like dioramas or cosmoramas. It was in this
moment when the accusation of them being pernicious places to society began,
as told by Huhtamo [
        <xref ref-type="bibr" rid="ref35">35</xref>
        ]:
      </p>
      <p>Despite their huge and immediate popular attractiveness, game galleries were
often considered as morally questionable. They were accused of being breeding
stock for vices and even infectious diseases. Gaming galleries attracted a socially
heterogeneous public, women included. They were seen as obscure and gloomy
places, which reminds a lot of how the first movie theaters and projection rooms
–nickelodeons– were perceived.</p>
      <p>Back then, one of the most galleries-enthusiast groups were teenage kids, as
they ditched classes to go. Literature from that era, included in comic strips and
postcards, show popular illustrations of fascinated young people looking through
a mutoscope. It has been observed how the sign of the Samuel Swartz Gallery
which had written Only men allowed drove children in like a magnet.</p>
      <p>
        It is interesting to observe that accusations towards the negative effects of
the new media introduced in society are nothing new and that –nowadays– they
reproduce the same model of prejudices. Once again, no research demonstrates
the possible relationships between pathologic gaming and video games other
than the suspicions about them and gambling [
        <xref ref-type="bibr" rid="ref36">36</xref>
        ].
      </p>
      <p>
        Related to pathologic gaming is the accusation of toxic substance usage.
Studies that have touched this subject haven’t found a clear relationship
between them [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. This accusation might be more related to generalizing gaming
lounge attendants with domestic video game users than with the actual
assumption made. This possible pathological gaming present in the recreative place
context often includes the presence of dependence on certain toxic substances.
The reviewed investigations [
        <xref ref-type="bibr" rid="ref1 ref6">1, 6</xref>
        ] have not found differences between common
video game users and non-users with regards to tobacco consumption, alcohol,
nor illegal drugs.
      </p>
      <p>
        Within the health field, it has been attributed to video games to trigger
certain low physical disorders (cephalalgies, muscular pain, visual problems) and
some more important, like epilepsy. Some authors, like Dorman [
        <xref ref-type="bibr" rid="ref37">37</xref>
        ], went as far
as to coin a specific kind of epilepsy called dark warrior epilepsy. Other studies
have remarked upon most of the kids that had a seizure while playing video
games have had previous seizures doing other activities [
        <xref ref-type="bibr" rid="ref38">38</xref>
        ]. Epileptic seizures
are often related to hypersensitivity to blinking images [
        <xref ref-type="bibr" rid="ref39">39</xref>
        ], as can be seen
in similar audiovisual cases like those of television. In 1997, more than 12,000
children in Japan presented photosensitive epilepsy symptoms while watching
an episode of the popular children series Pokémon. The episode Cyber Soldier
      </p>
      <p>Porygon showed a blinking image sequence that created panic about the series
being the cause of the aforementioned epilepsy.</p>
      <p>
        In the context of living a healthy life, video game usage has been related to
a sedentary life and, therefore, with high levels of obesity [
        <xref ref-type="bibr" rid="ref40">40</xref>
        ], although it is
necessary to mention that this may well be caused by television or other habits.
Nevertheless, we must take into account that the most recent advances in the
industry have incorporated motion detection sensors (Nintendo Wii, Kinect),
which resulted in video games in which continuous movement is required to play.
Perhaps this accusation, in the medium or long-term, will become adequate only
about television and not to the video games of the future.
      </p>
      <p>There are not conclusive investigations that show a relationship between
video games and their negative aspects. Thus, most of the discourses about
these effects have been grounded in moral prejudices rather than in well-based
research.
7</p>
    </sec>
    <sec id="sec-7">
      <title>Violence outside the Screen: Aggressiveness</title>
      <p>The research made in the psychology field through more than thirty years hasn’t
been able to find evidence about a conflictive relationship between video game
usage and psychological problems. Why have stereotypes and prejudices endured
then? Everything seems to point out to the impossibility of it only being an
epistemological mishap from psychology researchers. The virulence with which
video games tried to be accounted as responsible –with the evidence gathered–
for psychosocial problems isn’t justified either. It looks like this trajectory of
accusations and research respond to an ideological positioning by psychologists
and the psychological discipline itself.</p>
      <p>
        Obviously, ignorance towards a new media is always a generator of discord
as seen with movies and television but, is it really only ignorance? The first
researchers in the psychological field in the early ‘80s affirmed there was no
relationship between psychosocial problems and video game usage. This first
generation responded to a hypothesis based on ideologic stereotypes from the
conservative wing of American politics. Let’s not forget that Dr. Charles Everett
Koop –American Surgeon General– had its naming in the era of the Ronald
Regan administration. The neoliberal conservative revolution [
        <xref ref-type="bibr" rid="ref41">41</xref>
        ] that was
happening in America couldn’t avoid resounding in the world of video games, young
experimental fields.
      </p>
      <p>
        In fact, there seems to be a process of ideologic construction about the
negative effects of video games clearly leading –in relationship to a much more
transversal process– to the introduction of disorders not related to the use of
substances, which appeared for the first time in the DSM-5 under the category
of non-substance related addictions [
        <xref ref-type="bibr" rid="ref42">42</xref>
        ].
      </p>
      <p>
        This is the first step needed for a posterior inclusion of the behavioral
addiction category. This spin in the definition of addiction is perfectly aligned which
the ideologic overlook of hegemonic psychology. Therefore, it is no longer the
conduct involved, but the way of interacting with it established by the
subject [
        <xref ref-type="bibr" rid="ref43">43</xref>
        ] will determine a future classification. This sets us in front of a complex
situation to classify –potentially– any normal pleasant activity as addictive. The
division line is drawn by the loss of control upon the activity despite the negative
consequences produced by it [
        <xref ref-type="bibr" rid="ref44">44</xref>
        ].
      </p>
      <p>
        Thus, the new classification of addictions not associated with substances
translates to any repetitive conduct that produces pleasure and stress relief, and
the eventual loss of control upon it, deeply altering everyday life in the familiar,
social, and work-related aspects [
        <xref ref-type="bibr" rid="ref45">45</xref>
        ].
      </p>
      <p>
        Although video games have not yet been introduced within their own
category, the internet gaming disorder has appeared in the section of conditions that
need further study. Within its specific definition, this disorder is characterized
by its spacial location, which occurs on the web. It is social, played with other
participants or contestants, and implies a playing time of 8 to 10 daily hours [
        <xref ref-type="bibr" rid="ref42">42</xref>
        ].
The age profile is young, mainly children and teenagers, geographically situated
in oriental counties –although expanding among developed countries–, which is
not necessarily making a big effort to situate a big part of video games –especially
MMORPGs– as synonyms for Internet gaming disorders.
      </p>
      <p>The introduction of non-substance related addictions into the DSM-5 is the
previous step for the introduction of the so-called behavioral addictions into
psychological diagnosis systems. This is not a casual step, on the contrary, it
responds to a clear ideologic line of psychology that leads necessarily to the
attraction of a series of conducts out of their control in precise classifications.
Psychology’s trajectory regarding video games must be taken as an example of a
historical research process through the construction of a new diagnostic category
to prevent the abuses to which those that deviate from normal conduct can be
subdued into, in the era of cognitive capitalism.</p>
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