In the research of Ahn and Randall (2008) on computer game addiction, they
define game addiction on the basis of the definition used by the Center for Addiction
and Mental Health based in the US. The center defines addiction as “a psychological
or a physical dependence on something”. Individual with game addiction can thus be
said to have a psychological dependence on Massive Multiplayer Online Games or to
exhibit excessive or compulsive use of computer and video games.
Many cases have been reported in which users play online games compulsively,
isolating themselves from social contact and focusing almost entirely on in-game
achievements rather than out-game life events such as academia, socializing with
family and friends, or sports. Out-game life should spent times on academia,
communicate with family members and sport etc. But game players see the in-game
life as more important than out-game life. This means they spent almost all the time to
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play online game.Ahn and Randall (2008) discovered that MMOGs affected both
social and academic lifestyles of students involved. Of the surveyed data,
approximately 50% of MMOG addicted students were reported as actively engaged in
a physical altercation. Furthermore the addiction interferes with their relationships, in
which most of the addicts are reported to be involved in arguments with both friends
and teachers. Academically most addicts registered more F grades as compared to
non-addicted students. This statistics corresponds with the amount of playing time of
addicted students on the MMOGs.