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Show 6 | MyWeberMedia.com | December 7, 2018 FORTNITE GAMERS: ADOLESCENTS OR ADDICTS? By JAKE MCMAHON Investigative Reporter Since its initial launch in July 2017, “Fortnite” has attracted over 125 million players across multiple platforms including Xbox, Playstation and, as recently as October, the mobile Android platform as well. As the Epic Games brainchild has grown in both popularity and notoriety, so too has the speculation that gaming too often can cause adverse side effects. This is not the first time that video games have faced scrutiny since their inception, but in this modern world of online purchases, live online communication/interaction and Twitch gameplay streaming, many contend it’s worth re-examining. Arguably one of the most legitimate contenders in this debate is the World Health Organization, who deemed “gaming disorder” as an official disease as of September 2018. Their definition lists impaired control over gaming, inability to prioritize more important aspects of life over gaming on a consistent basis, as well as continuation despite “negative consequences.” Combine this with the fact that current psychological research suggests that loneliness, depression and even anxiety can be associated with “pathological gaming,” and it can be argued that “gaming addiction” is worth investigating. However, research has gone into proving the positive effects of video games as well. UNLV Psychology professor Amanda Pasinski has spent time in her career look- ing at the positives of video games, as well as how they can actually benefit gamers rather than providing a detriment. “Action games specifically seem to be really good at benefiting visual processing, something called the ‘Useful Field of View’, which is basically just how much video games and technology continue their natural progression. It’s clear to see that video games can be damaging and detrimental in abundance for certain individuals, while they can actually provide improvements and enjoyment to one’s life as well. of what you perceive in your environment around you while living your life,” Pasinski said. According to Pasinksi, action games facilitate improved periphery vision, which is a strong benefit. Both the positive and negative sides will continue to be prominent as long as However, another potentially-negative aspect of video games is the “loot box” phenomenon and its similarities to gambling. As video games have continued to evolve, many now have a loot box marketplace where real money can be exchanged for randomized digital goods. In other words, children and teenagers are now often being enticed to spend their own or their parents’ money in the pursuit of “legendary,” “epic” or “exotic” skins, weapons and other cosmetic accoutrements. The disclaimer accompanying games with loot boxes often reads similar to “This game contains a gambling-like mechanism that may promote the development of a gaming disorder that increases the risk of harmful mental or physical health effects, and may expose the user to significant financial risk.” Pasinski specified that the United States generally uses the Diagnostic Statistical Manual for Mental Disorders (DSM) rather than the International Classification of Diseases (ICD) generally used by the World Health Organization, as their stance on “substance abuse” differs. The DSM recently included substance abuse as an addiction, which also includes gambling as a sub-section. Coincidentally, the ICR model used by the World Health Organization does not group gambling with chemical dependency. Belgium and Netherlands have already outlawed loot boxes as they are too similar to gambling, with many other countries showing support in following suit. Regardless of the differences in the DSM and the ICR on substance abuse and whether it should include gambling, Pasinski maintained that a behavioral addiction could have similarities with substance addiction. |