“Gaming Addiction” and the Politics of Pathologies
“Gaming Addiction” and
the Politics of Pathologies
Mark R. Johnson
How to cite: Johnson, M. R. (2021). “Gaming Addiction” and the Politics of Pathologies. Critical Gambling Studies. https://doi.org/10.29173/cgs126
This non-peer reviewed entry is published as part of the Critical Gambling Studies Blog.
The ever-looming spectre of “addiction” has been associated with
gambling practices since long before “gambling studies”, or indeed any
scholarly consideration of real-money game activities, came into being.
Interested parties ranging from literary authors to state legislators, and from
religious inquisitors to urban planners, have long considered the experience,
risk or ramifications of gambling addiction to be inseparable from the practice
itself. We presently stand at a moment
where a different and relatively new activity – digital gaming - is
beginning to be transformed into a vector for addiction. By examining how this
is happening, what might we learn about the political processes by which a
leisure activity can be transformed into a pathology?
As Graham Scambler (2018, p. 773) puts it, “stigma and deviance have
always been deployed – ‘weaponised’ - for social and political ends”. This has
now also become the case in the context of digital gaming. Several years ago
the World Health
Organization (WHO) announced the creation of what
they called "gaming disorder" which was to be added to their
International Classification of Diseases (WHO, 2018). This decision to start
classifying digital games as a site of possible “addiction” understandably left
gamers bemused, and the decision was heavily ridiculed across online gaming
spaces. What might it mean to play games now that such a seemingly harmless and
purely recreational leisure activity becomes reframed as a medical condition?
At least a billion people in the world today play digital games, and depending
on how one defines it and draws the boundaries of a definition, this number may
indeed be far higher. This means that at least a full seventh of the world’s
population apparently became, quite suddenly, at risk of medical judgments or
interventions which did not exist previously. Dramatic public health
pronouncements like this are unusual and we have to look to the prohibition of
alcohol, restrictions on tobacco and other drugs, or the licensing of gambling
activities, to find comparisons on this scale. Scholars, journalists, critics,
and indeed game players, have all rightly drawn attention to the weak research
underpinning the WHO’s definition. However, few have considered the new wave
of stigmatization taking place that in the coming years will
likely grow to affect anyone who has ever picked up a game: which is to say our
friends, our children, our family, and ourselves.
The WHO’s definition was broken up into several parts, but it is its second
phrase which seems especially problematic. The language used to define the
central diagnostic category of “gaming addiction” was unwieldy: it criticized
any “increasing priority given to gaming over other activities to the extent
that gaming takes precedence over other interests and daily activities”. This
vastly simplifies video game consumption into two moral categories - good play
and bad play - both of which seem further set against notions of work and
“productive” citizenry. We are all aware of the traditional clichés associated
with the medium: gamers are fat, lazy, basement-dwellers, whose educational
achievements, social skills and personal hygiene all leave much to be desired.
The WHO’s announcement bluntly transforms these clichés from a source of social
anxiety into an apparent public health crisis. This condemnation is reinforced
by the language of many psychologists who now incredibly talk of gamers as akin
to (potential) gambling addicts, who exhibit no self-control, and thus require
clinical and legal/regulatory oversight. When combined these elements transform
shame into blame: gamers cease to be hapless subjects who merit our pity, and
become carriers of “mental health issues” who merit our concern.
Stigma related to
addiction is a social construction (Keane, 2002). It is established when an
institutional power classifies behaviour as existing outside of what is
considered ordinary or acceptable. In this case, the WHO’s label of gaming as
an “addiction” reinforces the idea that the individual is to “blame” for
spending time playing games. But why? There is something troubling about how
the WHO medicalises time on a normative understanding of
“productive” or “non-productive” labour. If we were to replace “gaming” with
“working”, then under the WHO’s definition almost all of us would immediately
exhibit the supposed pathology of “prioritising an activity” at the expense of
another. Research shows that long working hours typically result in mental
health issues, with workers prioritising their labour over personal, social and
physical wellbeing - and yet it is unlikely that the WHO will target
stockbrokers, teachers, or service sector workers, as at risk of an “addiction”.
Doing something too much, then, is not the issue here: it is
about how we value play and understand apparently non-productive labour. In
looking to understand the motivation behind such claims, history is an
excellent guide. In Athenian times, the stigma was
originally a mark branded into the flesh of slaves, as many as one-third of the
state’s population (Scambler, 2018). In this way those who were considered at
risk - in this case at risk of escape - were those who had to
be most explicitly and visibly controlled. The nature of the risk has naturally
changed from escaping a system of slavery towards failing to produce
sufficiently as a cogwheel of global capital (though perhaps this is not that
much of a shift?), but the basic motive - to both shame and draw attention to
those who threaten the social order - remains unchanged. Gaming challenges the
dominant sociocultural order that prioritises labour and work above all else.
In choosing to instead commit substantial time to play, game players
consequently pose a threat that must be managed with all the ideological and
medical-psychological tools available.
We need to ask also what this means for those making their livings through
gaming. Around the globe tens of thousands of mostly young people earn (full or
partial) incomes on platforms such as YouTube or Twitch,
which certainly entail gaming for more than twenty hours per week. Many more
tens of thousands work to create games, an activity that inevitably involves a
high portion of “play” as components of their “work”. There are also players seeking
to find a gaming career on crowdfunding platforms such as KickStarter, IndieGoGo and Patreon,
whose expertise is founded on their gaming knowledge and experience. There is
consequently a very real danger of alienating an entire population of “game-workers”
whose careers have been built through challenging clichés the WHO seems
apparently eager to bolster. Its proclamation showed beyond a doubt that the
WHO is out of touch when it comes to digital gaming, and simply does not
understand the nature of contemporary gaming communities, which are drawn
together by creative self-expression to generate a major global economic
market. Unless rejected, over the longer term – once the obvious current and
presumably rather more pressing concerns of the WHO begin to fade into the
touted “new normal” – such a definition risks inculcating a culture of fear
that will paralyse entire avenues of artistic originality and innovation that
the games industry is built upon. It will do so by shackling the enthusiasm and
aspiration of gaming youth, who might find themselves increasingly instructed
to monitor and regard their in-game activities as creating the possibilities
for disorder and addiction.
In offering these critiques one cannot dispute that gaming has caused
harm, up to and including extreme cases of individuals starving themselves to
death during their play. But obsession is a problem in every walk of
life from games to gambling, from soap operas to sport, from politics to
religion. Yet this implementation of “gaming addiction” represents a global,
systemic approach, almost infinitely greater in scope than ameliorative
approaches in other areas of life. It is one which extends far beyond the
smallest fraction of players with true “gaming problems” to encompass everyone
who might exhibit the temerity to actually invest a large chunk of their time
in play. The establishment of such a definition by a powerful
global institution such as the WHO ultimately presents us with two primary
issues. Firstly, such a definition obscures rather than enhances our
understanding of mental health, and the place of leisure and play within it.
Secondly, and perhaps more importantly, it represents - because of a
fundamental and profound misunderstanding of games consumption - a dangerous
constraint on creative expression in a novel and evolving work and play
ecosystem. In other words: it now seems that if you are not a
neoliberal worker, you are no longer within the WHO’s framework of good health.
Yet, notwithstanding all the above, we must acknowledge that many kinds
of digital games – often blockbuster “triple-A” games, and mobile games – are
becoming increasingly gamblified. While this does not justify
blanket political and medical interventions into the world of digital game
play, it would seem naïve to suggest that there might not be new categories and
dynamics of potential harms now finding their way into gaming when, previously,
they were confined to the traditional limits of “gambling”. If we accept my above
critiques of the dominant approach at present, we nevertheless also clearly
need to understand these new phenomena and their effects on players. So what is
the alternative approach? I propose the alternative is to focus on production,
as well as consumption. Such an approach will highlight and interrogate
the dominant industrial and economic actors (re)shaping much of gaming in this
new way, and move “blame” from the powerless onto the powerful. In 2020
I co-edited a special issue of the
Journal of Consumer Culture about what my
co-editor and I described as the ongoing blurring between digital games and
gambling (Brock & Johnson, 2020). As one of the leading outlets for the
sociological study of consumption and culture more broadly, the journal was an
ideal location to begin this conversation about alternative approaches to the
present issues.
For those open to this more holistic view of obsessive behaviours than
that which addiction discourses like to offer, I would therefore point you to
work in this issue, such as Jennifer
Whitson and Martin French’s examination of how game
experiences are becoming increasingly entangled with gambling-like design
choices and questions of what is and is not “productive”; Andrei
Zanescu, Marc Lajeunesse and Martin French’s study of the role
of platforms and platform controllers in the new and somewhat gamblified gaming
ecosystem; Anne Mette
Thorhauge & Rune Nielsen’s study of skin betting and
the complex and highly profitable platform economies they circulate within as
both “commodities and currencies”; Daniel Joseph’s
interrogation of the “battle pass” phenomenon and the jeopardy into which they put
the “sustainability of cultural production” in games in the future; Alexander Ross
and David Nieborg’s study of social casino apps and the framings of risk,
contingency, and quotidian normality built into their design; and Josh Jarrett’s
research on the “free to play” model of many contemporary games and the
problematic political and economic implications of “games as a service”. What
we see when we look at these critical examinations of the space is that so many
studies of addiction exhibit a model of pathology that would not have seemed
out of place with media effects theories in the first half of the twentieth
century, which framed mass media creators as powerful and dominating actors
whose content the hapless public has no choice but to consume. We hope to pose
a challenge to this reductive approach to defining games which takes no account
of the vast possibilities they actually hold for play, leisure, community,
creativity, and even careers – possibilities that are no less real even though,
for an unfortunate few, they may instead be a contributor to pathology and
obsession.
To conclude: my point here is of course not that we should ignore
addictive behaviours, nor that we should leave those in need without help, and
nor that we should resist taking pre-emptive measures against practices or
behaviours with demonstrated high risk of harms. The point, rather, is that what
becomes studied as a site of addiction, and what does not, and how that
site of potential addiction is framed, are all political matters.
Digital gaming is at present a relatively new site for potential “addiction”
narratives and it is important, at this early stage, to pay close attention to
how these discussions and interventions are being framed, because the
groundwork that is being laid here and now will influence thinking and
developments for the years, and the decades, to come.
References
Brock, T.,
& Johnson, M. (Eds.) (2021). The Gamblification of Digital Games [Special
issue]. Journal of Consumer Culture, 21(1). https://journals.sagepub.com/toc/joc/21/1
Keane, H. (2002). What’s wrong with addiction. Melbourne
University Press.
Scambler, G. (2018). Heaping blame on shame: ‘Weaponising stigma’ for neoliberal times. The Sociological Review, 66(4), 766-782. https://doi.org/10.1177/0038026118778177
WHO. (2018). Addictive behaviours: Gaming disorder. https://www.who.int/news-room/q-a-detail/addictive-behaviours-gaming-disorder
Dr. Mark
R. Johnson is a Lecturer in Digital Cultures in the Department of
Media and Communications at the University of Sydney. His research focuses on
live streaming and Twitch.tv, esports, game consumption and production, and
gamification and gamblification. He has published in journals including “Information
Communication and Society”, “New Media and Society”, “Games and Culture”, and “International
Gambling Studies”. Outside academia he is also an independent game designer
best known for the roguelike “Ultima Ratio Regum”, and a regular games blogger,
podcaster, and commentator.
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