The ever-increasing ranks of the group EverQuest Widows ' on Yahoo! Groups tells a story of its own. As of March of 2006 there are over 6600 members. Members of this group console one another as they post about their own battles with VGA. These are tales of those that are affected indirectly by VGA and even some addicts looking for help. Through this group anyone with internet access can gain some insight into VGA.
An especially serious case is one told by Jay Parker, co-founder of Internet/Computer Game Addiction Services in Richmond, regarding one of his clients. He was a college senior who had bought EverQuest. Over the course of the next few weeks he started missing class more and more often. Within 6 weeks he had dropped out of school altogether and played the game for extremely long periods of time. During one such session he played for over 36 hours straight. He only stopped when he had a psychological breakdown and disconnected from reality. Neighbors were alerted when the man was seen running and screaming through his neighborhood. Apparently he had come to believe that monsters from the game were after him. Parker commented that he could not think of a drug that he could have taken that would cause him to mentally deteriorate in only 6 weeks (Miller).
The case of Shawn Woolley as told by Stanley Miller for JS Online is probably most tragic. Woolley suffered from depression and a complete lack of social motivation. After high school Woolley moved into his own apartment and got a job at a local pizza restaurant. So, while living alone with depression and no motivation to make friends he was extremely vulnerable to VGA. Having few, if any, friends outside of EverQuest his life was defined by the video game. According to his mother he suffered at least 8 epileptic seizures from playing the game. Nevertheless he continued to play for as much as 12 hours a day or more. At one point he suffered a nervous breakdown because someone had stolen an item from his character in EverQuest. Fearing what he may do, his mother, Elizabeth Woolley, allowed him to stay with her for several days while he recovered. Finally, on Thanksgiving of 2001, Shawn Woolley committed suicide while playing EverQuest. Allegedly his character had died in the game and could not be recovered (Miller). Elizabeth Woolley later commented, "It 's like any other addiction, either you die, go insane or you quit. My son died."
Steve Duprey wrote for an employee assistance program about yet another extreme case about a Taiwanese man. He played EverQuest for 32 hours non-stop at a cyber café. He reportedly only stopped occasionally to use the restroom and eat. On one such trip to the restroom he did not emerge for quite some time and was later found lying in the restroom bleeding from the nose and foaming at the mouth. He was rushed to the hospital but died before arrival. Doctors believe the man died of exhaustion combined with a seizure (Duprey). Had he stopped to sleep and eat a decent meal the man may be alive today.
If gone unchecked VGA can result in death. Many authorities fail to present possible solutions to VGA. Therefore it is up to everyone to think logically about the situation. It is important for the addict or someone close to the addict to isolate the problem. VGA is essentially an addiction to the neurotransmitter that playing video games prompts the brain to release: dopamine (Cyberdependence). Dopamine creates feelings of pleasure and euphoria. It is therefore conceivable that the game could be replaced with something else that causes the same release of dopamine. While it is healthy to find alternative activities to playing video games it is not healthy to stop playing abruptly. Sudden disconnection could cause agitation, depression, and feelings of emptiness while not playing (Cyberdependence). It would be best to instead control it by setting mental and/or literal timers that limit the time allowed to play. It is always helpful to include other people in the healing process. The more people that are involved the more likely the addict will stick with the program.
Following her son 's death Elizabeth Woolley created a website dedicated to video game addiction. Entitled On-Line Gamers Anonymous, she has created a 12-step program for recovery. It is fashioned after the AA 12-step program and includes many similar steps. She has her own unique recovery step that is called the Break CD 's Drive. ' Here she encourages addicts to break their EverQuest CD 's and send them to her in the mail. She has posted a picture of all of the CD 's she has accumulated so far (Olg-Anon).
The entertainment phenomenon that is overtaking the world definitely has its dark side. While game developers revel in their own magnificence as they create more vibrant and believable virtual environments they are creating a nasty byproduct. More and more people are giving up real life for the virtual one for one or several of a number of reasons. Video Game Addiction is an identified medical condition and like many medical conditions it is treatable. It is important for people to pay attention to themselves and those around them that video game play is kept to a moderate level. Perhaps if more people were aware of VGA and possible treatments the extreme cases that have been mentioned may have been prevented. That college senior 's friends may have intervened when it became apparent that he was trapped in the downward spiral of VGA and prevented his mental breakdown that was several months in the making. Most importantly, it may have been possible for the mother of Shawn Woolley or the employees of that cyber-café in Taiwan to notice the warning signs and prevent their untimely death.
Works Cited
Cyberdependence, "Causes of Addiction", Cyberaddiction.com February 9, 2006. Accessed February 26, 2005.
Lee, Garnett "Videogame Sales Total $9.9 Billion in 2004," 1up.com, 1/15/2005, Accessed March 3, 2005.
Miller, Stanley A, "Death of a Game Addict", JS Online March 30, 2002. Milwaukee Journal Sentinal, Accessed February 25, 2006.
Olg-Anon, Elizabeth Woolley, Updated February 26, 2005. Accessed February 28, 2006.
Orzak, Maressa Hecht Ph.D. "Computer Addiction Services." Computer Addiction Services 15 July, 2003. McLean Hospital and 3b. Accessed February 26, 2006.
Steve Duprey, "Computer and Video Game Addiction", Employee Assistance Program,
2004, Accessed February 28, 2006.
Cited: Cyberdependence, "Causes of Addiction", Cyberaddiction.com February 9, 2006. Accessed February 26, 2005. Lee, Garnett "Videogame Sales Total $9.9 Billion in 2004," 1up.com, 1/15/2005, Accessed March 3, 2005. Miller, Stanley A, "Death of a Game Addict", JS Online March 30, 2002. Milwaukee Journal Sentinal, Accessed February 25, 2006. Olg-Anon, Elizabeth Woolley, Updated February 26, 2005. Accessed February 28, 2006. Orzak, Maressa Hecht Ph.D. "Computer Addiction Services." Computer Addiction Services 15 July, 2003. McLean Hospital and 3b. Accessed February 26, 2006. Steve Duprey, "Computer and Video Game Addiction", Employee Assistance Program, 2004, Accessed February 28, 2006.
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