Intensive online videogame involvement: A new global idiom of wellness and distress
Abstract
Extending classic anthropological “idioms of distress” research, we argue that intensive online videogame involvement is better conceptualized as a new global idiom, not only of distress but also of wellness, especially for emerging adults (late teens through the 20s). Drawing on cognitive anthropological cultural domain interviews conducted with a small sample of U.S. gamers ( N = 26 free-list and 34 pile-sort respondents) (Study 1) and a large sample of survey data on gaming experience ( N = 3629) (Study 2), we discuss the cultural meaning and social context of this new cultural idiom of wellness and distress. Our analysis suggests that the “addiction” frame provides a means for gamers to communicate their passion and commitment to online play, even furthering their enthusiasm for the hobby and community in the process, but also a way for players to express and even resolve life distress such as depression and loneliness. The American Psychiatric Association (APA) has recently included “Internet gaming disorder” (IGD) as a possible behavioral addiction, akin to gambling, warranting further consideration for eventual formal inclusion in the next iteration of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5). Our study leads us to suggest that clinicians only sparingly use IGD as a clinical category, given that medical and gamer understandings of “addictive” play differ so markedly. This includes better distinguishing positive online gaming involvement—also sometimes framed by gamers as “addictive”—from other play patterns more clearly entailing distress and dysfunction.
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For the vast majority of consumers of gaming products and services, recreational gaming can confer personal and social benefits, even with relatively high levels of engagement.
“For the vast majority of consumers of gaming products and ser vices, recreational gaming can confer personal and social benefits 131,132 , even with relatively high levels of engagement (e.g., daily use for several hours or longer).”
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- Authors
- Snodgrass, J. G., Dengah, H. J. F., Polzer, E., & Else, R.
- Affiliations
- Colorado State University (US)
- Utah State University (US)
- University of Colorado
- University of Alabama (US)
- Corresponding author
- Snodgrass, Jeffrey G.
- Venue
- Transcultural Psychiatry
- Publisher
- SAGE Publications
- Published
- 2019-05-13
- Volume
- 56
- Issue
- 4
- Pages
- 748-774
- ISSN
- 1363-4615 (ISSN-L)
- 1461-7471
- OpenAlex
- W2945885513
- Cited by
- 42
- References
- 63
- Citations by year
- 2026: 1 · 2025: 8 · 2024: 4 · 2023: 5 · 2022: 7 · 2021: 7 · 2020: 1 · 2019: 7 · 2018: 2
- FWCI
- 11.05
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Transcultural Psychiatry (publishedVersion)
- PubMed (publishedVersion)
- Funders
- National Science Foundation (NSF Award #1600448 - EAGER: A Biocultural Study of)
- Topics
- Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Psychology › Clinical Psychology › Gambling Behavior and Treatments
- Keywords
- internet gaming disorder, behavioral addiction, emerging adults, gaming communities, depression, loneliness, DSM-5
- MeSH terms
- Adolescent, Adult, Ethnopsychology, Female, Humans, Male, Stress, Psychological, United States, Behavior, Addictive, Video Games, Internet, Qualitative Research, Young Adult, Anthropology, Medical
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