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 • • • The video game industry generates sales over $30 billion, comparable • • • The video game industry generates sales over $30 billion, comparable to tobacco. In 2007, about 217 million people in the world visited and enjoyed online game sites (com. Score, 2007) Five-year growth has been 13 billion $ by 2012. Some game users spend so much time on gaming that they become addicted. This addiction can lead to serious consequences, such as missing school, job loss, and even death

Main features: • • • Extreme amount of time spend on online games Isolating Main features: • • • Extreme amount of time spend on online games Isolating yourself from family and friends & other forms of social contact Concentrating on in-game achievements rather than those in real life Players of MMORPGs were more likely to play for more than two hours per day than other gamers • two-hour-per-day limit is usually defined "gaming overuse" • A 2006 lecture reported by the BBC indicated that 12% of polled online gamers reported at least some addictive behavior •

 Some players become more concerned with their interactions in the game than in Some players become more concerned with their interactions in the game than in their broader lives Players may play many hours per day neglect personal hygiene gain or lose significant weight due to playing disrupt sleep patterns to play resulting in sleep deprivation play at work find themselves in the middle of nowhere looking into space for a considerable amount of time avoid phone calls from friends lie about how much time they spend playing video games

 • • Variations on the standard model of intertemporal decision making (Becker and • • Variations on the standard model of intertemporal decision making (Becker and Murphy, 1988; Orphanides and Zervos, 1995) , including generalizations that allow for random shocks and state-contingent utility (Hung, 2000; Laibson, 2001) Models with “projection bias” wherein agents mistakenly assume that future tastes will resemble current tastes, but which otherwise conform to the standard model (Loewenstein, 1996, 1999; Loewenstein et al. , 2001) • Models with present-biased preferences and either naive or sophisticated expectations (O’Donoghue and Rabin, 1999, 2000; Gruber and Koszegi, 2001) • • Models of “temptation” wherein well-being depends not only upon the chosen action, but also on actions not chosen (Gul and Pesendorfer, 2001 a, b; Laibson, 2001) Neuroeconomic models with Cue-Triggered Decision Processes (Bernheim, B. Douglas and Antonio Rangel, 2004)

(Bernheim, B. Douglas and Antonio Rangel, 2004) A model of addiction based on three (Bernheim, B. Douglas and Antonio Rangel, 2004) A model of addiction based on three premises: • use among addicts is frequently a mistake • experience sensitizes an individual to environmental cues that trigger mistaken usage • addicts understand manage their susceptibilities These premises find support in evidence from psychology, neuroscience, and clinical practice. The model is tractable and generates a plausible mapping between behavior and the characteristics of the user, substance, and environment

Three concepts may be used to explain the optimal experience: challenge, skill, and flow. Three concepts may be used to explain the optimal experience: challenge, skill, and flow. Because of the satisfaction received from a flow experience, people will pursue it continuously, regardless how much they must pay for it. A person might fall unconsciously into addiction if he/she pursues and obtains the flow experience again and again

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