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CLO 5 sample article

2013

Addiction Research and Theory, October 2013; 21(5): 365–375

Copyright 2013 Informa UK Ltd.



ISSN: 1606-6359 print/1476-7392 online

DOI: 10.3109/16066359.2012.733466
A young people’s perspective on computer game addiction
Anne Brus
Department of Psychology and Educational Studies, Roskilde University, Universitetsvej 1, 30 C.1-02, 4000

Roskilde, Denmark
(Received 26 June 2012; revised 19 September 2012; accepted 20 September 2012)
In this article, I examine computer game addiction

as a social phenomenon, analyzing the consequences

of using the term in order to express a concern about

high frequency consumption or even a problematic

usage of computer games. I argue that while it is

obviously very important to take seriously these

concerns about young people ‘‘at risk,’’ there is a

gap between the phenomenon as a suggested psychiatric

diagnosis and young people’s reflections on

the matter. Following the work of Goffman and

Becker, computer game addiction is not necessarily

something negative in the eyes of the player and

other young people. It is shown that the classification

can be a positive element in young people’s

identity work. On the other hand, a high consumption

of computer games is also considered as

‘‘culturally unacceptable.’’ From this perspective,

computer game addiction becomes a question of how

to construct the boundaries between normality and

deviance and how prejudices are governing and

controlling young people’s lives. All this suggests

more caution in classifying frequent and problematic

computer game play as a disorder in itself. We need

a more complex understanding of computer game

addiction than research so far has offered us.

Keywords: Computer game addiction, label, stigma, normality,



deviancy
INTRODUCTION
Recently, a number of Danish social organizations

have set warning bells ringing because they are

receiving an increasing number of calls from young

people, parents and other relatives who are deeply

worried about young people’s use of computer games.

In this article, I argue that while it is obviously very

important to take seriously these concerns about young

people ‘‘at risk,’’ there is a gap between the phenomenon

as a suggested psychiatric diagnosis and young

people’s reflections on the matter. In this article, I wish

to show that young people who are classified as

computer game addicts are more than ‘‘introvert,

neurotic and impulsive,’’ ‘‘a result of problematic

behavior’’ or ‘‘a biochemical aberration’’ (Kuss &

Griffiths, 2012). Computer game addicts are also a

result of ‘‘how we make up people’’ (Hacking, 2006).

This article is based on qualitative interviews with

three 14–15-year-old boys who would normally be

described as computer game addicts. The study does not

attempt to discuss whether or not computer game

addiction is a new disorder, neither do I take a stance

as to whether the informants can be diagnosed as

computer game addicts. I am using the classification as a

stepping stone to indicate the consequences of using

computer game addiction as a commonsense word,

analyzing how young people construct the meaning of

computer game addiction in relation to others.

I have found that young people have different kinds

of experiences with the classification ‘‘computer game

addiction,’’ and that it influences their everyday lives

in a variety of ways. As the Canadian philosopher Ian

Hacking (Hacking, 1995, 2004, 2006) has pointed out,

there is a ‘‘looping effect’’ in the social processes of

classifying people. When we put people into a classification

such as computer game addiction, they begin

to interact with the classification and the classification

interacts with people. With this perspective in mind I

would argue that the way we choose to classify the

phenomenon is essential, because of the significance

this entails for the way we treat the people classified as

computer game addicts. The important questions here

are how we prevent young people from becoming

stigmatized because of their computer gaming and how
Correspondence: Anne Brus, Department of Psychology and Educational Studies, Roskilde University, Universitetsvej 1, 30 C.1-02,

4000 Roskilde, Denmark. Tel: +45 4674 3329. E-mail: abrus@ruc.dk
365
we organize health promotion relevant to those who are

suffering and having everyday problems, which in rare

cases leads to an excessive gaming usage.

This article is organized as follows. I begin with a

brief and critical introduction to the research on

computer game addiction so far. I move on to the

argument of the necessity of a young people’s

perspective on computer game addiction. Next, the

theoretical perspectives are presented, specifically

Goffman’s concepts of stigma, impression management

and self-presentation, as well as Becker’s concept

of deviance, highlighting the relevance of all these

concepts for this study. After this, I describe the

methodological design of my study. I then explain the

difference between the Danish word ‘‘afhængighed’’

and the English words ‘‘dependence’’ and ‘‘addiction.’’

Building on this, the following four sections

present the key findings, as these have been constructed

through the lens of the theoretical concepts.

A concluding section summarizes the findings of the

study and puts them into perspective.
COMPUTER GAME ADDICTION
With regard to the term computer game addiction, there

is a variety of different expressions to conceptualize the

classification such as ‘‘Internet gaming addiction,’’

‘‘video game addiction,’’ ‘‘online gaming addiction,’’

‘‘cyber game addiction,’’ ‘‘excessive computer game

play,’’ ‘‘problematic usage of computer games,’’

‘‘problematic internet use,’’ and ‘‘compulsive

Internet use’’ – just to mention a few. Computer

game addicts are the kinds of people that are a

‘‘moving target’’ (Hacking, 2006). In connection with

the fifth revision of the Diagnostic and Statistical

Manual of Mental Disorders V (DSM V), the American

Psychiatric Association (APA) has discussed whether

or not computer game addiction – as a variant of

‘‘internet use disorder’’ – is a potential addition to the

new DSM V category ‘‘addiction and related disorders.’’

The work group involved has not yet come to a

decision on the matter. Until the research has accumulated

enough data, I therefore find the addiction

concept most useful. It is used by ordinary people

when they talk about the phenomenon in their daily

lives and the concept also expresses the interaction

processes described by my informants.

According to Hacking (2006) knowledge about

computer game addiction plays an important role in

how the classification affects young people classified

as computer game addicts. With regard to scientific

knowledge, Kuss and Griffiths (2012) identify three

main categories of studies: The first category concerns

etiology/risk factors such as personality traits, motivations

for playing, structural characteristics of the game,

pathophysiology, and comorbidity. The second category

connects the phenomenon to the classification and

assessment of pathology and addiction or discusses the

classification from an epidemiological or a

phenomenological point of view. The third category

addresses the issue in terms of the ramifications of

computer game addiction such as negative consequences

and treatment.

However, some have criticized the findings of

researchers about computer game addiction (Kuss &

Griffiths, 2012). For example many researchers construct

their own measuring instruments instead of using

the official conceptualization from APA – ‘‘substance

dependence.’’ In this context I would argue that it is not



necessarily a problem to construct new instruments for

an investigation. It becomes problematic if the

researcher does not test the new instruments for validity

or reliability and for that reason fails to adequately

define the concept being tested. For instance, Gentile

et al. (2011) use an adult survey for gambling addiction

to produce results for child and adolescent game players

without assessing the survey’s validity for that age group

and purpose. As a consequence, the results pull in

opposite directions and challenge the validity and

reliability of the research on computer game addiction

itself (Kuss & Griffiths, 2012). According to Hussain,

Griffiths, and Baguley (2012) there are other limitations

such as focus on one type of MMORPG, the use of

gamers from only one country and overestimations of

addiction. For example, Griffiths and Hunt (1998) and

Charlton and Danforth (2007), respectively, classified

16% and 38% as addicted to computer games.

According to Hussain et al. (2012), the different criteria

for estimating the findings appear to lead to overestimations.

In their systematic review, Karlsen, Møller,

and Børsum (2010) compare the research from Western

and non-Western countries and raise another important

issue, namely that the South East Asian countries seem

to consider computer game addiction to be a greater

problem than the Western European countries. This

Norwegian research review thus indicates cultural and

social factors as a point of departure to understand the

phenomenon.

In an overall sense, we may detect some contradictory

constructions of the classification ‘‘computer

game addiction.’’ Our scientific classification systems

change over time, not only because of our improvements

in classifying people as computer game addicts,

but also because the effects on the people in turn

change the classification (Hacking, 2006).

On one level, it is tempting to conclude that the

pathological and behavioral view of young people’s

high consumption of computer games may serve other

interests. As Hacking (2006, p. 305) points out, the

scientific processes are ‘‘engines of discovery’’:

‘‘These [the scientific processes] are thought of as



finding out the facts, but are also engines of making up

people.’’ In order to make up computer game addicts



the engines of discovery have been counting, quantifying,

providing norms, correlating, suggesting medical

or therapeutic treatment and regarding the classification

as having a neurobiological basis. In that perspective,

it could be argued that scientists and professionals

366 A. BRUS



are trying to legitimate various forms of social,

educational or clinical interventions (Buckingham,

2008). But on another level, we cannot deny that

computer game addiction as a phenomenon exists in

people’s minds. Some young people state that their

gaming is escalating to a point where they find it hard

to control it. Several surveys have shown the existence

of a small subgroup of computer game addicts

(Frøyland, Hansen, Sletten, Torgensen, & von Soest,

2010; see also Hussain et al., 2012; Lemmens,

Valkenburg, & Peter, 2011; van Rooij, 2011; Yee,

2006). But, the findings differ and raise more questions

than answers. As such, computer game addiction is a

‘‘loaded’’ term (Johnson, 2009).
A YOUNG PEOPLE’S PERSPECTIVE
With all the above factors in mind, I would argue that it

is necessary to adopt a young people’s perspective

towards computer game addiction. We need their voice

to understand what the classification means to them in

relation to others. By asking young people themselves

we may learn more about their actions and experiences

with regard to computer games, gaming and the

addiction term. Their point of view matters and may

contribute to an identification of what is going on

around the computer game addiction ‘‘diagnosis.’’ My

key concern is with the implications of how the

classification influences young people’s everyday

lives, their social relationships and use of computer

games.

A young people’s perspective indicates that I regard

my informants as social actors in a particular context,

competent, and able to interpret their own lives. Young

people are ‘‘beings’’ more than ‘‘becomings’’

(Buckingham, 2008). Perhaps most importantly,

giving young people a voice in the discussion of

computer game addiction enables us to address the

phenomenon with a broader discussion about modern

society and the growth of diagnoses.

The next section looks more specifically at the work

of Goffman and Becker, introducing some of their key

concepts and relating them to the phenomenon of

computer game addiction.
THEORETICAL PERSPECTIVE: GOFFMAN

AND BECKER
By using a Goffman (1990a) approach, I recognize

computer game addiction as closely connected to social

interaction through ‘‘face-work,’’ and to the many

ways in which people seek to create and maintain

themselves in response to others during ‘‘impression

management.’’ Goffman’s central thoughts contribute

to a sociological understanding of everyday life, and

thus to computer game behavior as an aspect of this.

Using the theatre as a metaphor, Goffman provided

an account of social life, pointing out how people as

actors plan and perform their acting in front of an

audience, and how these performances result in cooperation

between the participants involved, negotiating

and maintaining the social interaction order. The

identity work is a ‘‘game’’ of how to represent oneself

in order to acquire a positive identity in the eyes of

others and, maybe more importantly, in one’s own

eyes. Considering the social interaction order as the

outcome of the actor, the audience and society,

Goffman stressed that social interaction is a matter of

‘‘routines and rituals’’ (Goffman, 1990a). Adapted to

the issue of computer game addiction, the drama and

the game of everyday life also involve an analysis of

accepted scripts and rules with parents, siblings,

friends, teachers, etc., realized in practice through

negotiations, transactions and improvisations. The

‘‘social order’’ between people is thus in no way a

chance phenomenon.

Central to an understanding of the social interaction

of young people among themselves and in relation to

others is also how stigmatized persons manage and

control discrediting information about themselves in

social situations. Goffman distinguishes between three

types of stigma: The abominations of the body, the

blemishes of individual character and the tribal stigma

(Goffman, 1990b, p. 14) and defines stigma as ‘‘. . . a



special kind of relationship between attribute and

stereotype.’’ The concept of stigma also describes the



discrediting discrepancy between what Goffman calls

the ‘‘virtual social identity’’ and the ‘‘actual social

identity.’’ The virtual social identity is connected to the

impression and the normative expectations involved in

the first encounter – about how people ought to be. The

actual identity is attached to the characters and

attributes that people actually possess. In other words,

anyone is at risk of being stigmatized, for example as a

computer game addict. The point I wish to make is that

there may be a connection between young people’s

high consumption of computer games and the reactions

from their immediate environments. Through the

interaction processes, the culturally unacceptable

behavior of playing too many computer games puts

young people at risk of producing reactions from others

in the form of rejection and lack of recognition; they

may then become bearers of the stigma of being a

computer game addict. This perspective indicates that

the specific stigma has to be conceptualized at the

societal level. Computer game addiction is generated in

social situations but is also a societal reaction to

something considered as abnormal. Different types of

stigma are connected to a historical and cultural

variable and to all kinds of culturally unacceptable

norms (Williams, 2000).

Goffman’s insights on stigma lead us to consider

another important concept: Becker’s concept of deviance,

which is drawn from his labelling theory.

According to Becker (1991) deviance is created by

society and is a consequence of social interaction

processes, which produce rules and apply them to

particular people, labelling them as outsiders. For that

A YOUNG PEOPLE’S PERSPECTIVE ON COMPUTER GAME ADDICTION 367

reason, ‘‘deviance is not a quality of the act the person

commits, but rather . . . a consequence of the responses

of others to a person’s act . . . ’’ (Becker, 1991, p. 9).



Becker considers this rule breaking process to be the

first crucial step towards a deviant identity. Another

key issue in Becker’s labeling theory is the differentiation

between four different types of deviant behavior:

falsely accused, conforming, pure deviant and

secret deviant. It is possible to be a rule breaker without

being accused of doing something wrong. The person

can also end up in the ‘‘falsely accused’’ (Becker,



1991, p. 20) situation. The falsely accused situation

describes how the falsely accused actor is perceived as

a deviant, seen by others as having committed an

improper action although in fact this is not true. By

dividing deviance into four different types of deviant

behavior, Becker underlines the important point that

deviance is also connected to collective interactions. If

members of a group agree upon a rule about what is an

improper action, it is possible to maintain the rule by

means of sanctions. The four types of deviance suggest

that deviant behavior is connected to all kinds of

complicated social interactions, depending not only on

the rule breaker, his actions and attributes but more

importantly on the reactions of others, including how

the others control the deviant act.

Building on Becker’s insights, computer game

addiction is not simply about how an individual

manages his or her deviance, but also about how the

immediate environment reacts to this individual,

including the power of others to define the situations

in which the individual is engaged. Bearing in mind

these considerations, computer game addiction can be

viewed as a social norm that is created and maintained

through social interactions in people’s everyday lives.

To put these perspectives into a specific context, the

next section provides an insight into my qualitative

research.
METHODOLOGY
The main basis for this article is qualitative findings

collected during my two-year study (2009–2011) of

‘‘young people’s perspectives on computer game

addiction in an everyday life perspective.’’ The two

year study involved different kinds of research practices,

primarily qualitative interviews with nine teenage

boys. Five of the boys characterized themselves as

computer game addicts, while four were categorized as

addicted to games by their parents or teacher. My study

also involved a half year ethnographically inspired

fieldwork period in a youth centre focusing on young

people’s gaming. I also carried out a collection of pilot

data1 focusing on computer game habits and problematic

computer game habits.2 In considering computer



game addiction as a social construction, I found

reasons to examine more deeply how three young

computer game addicts interpret and unfold their

understandings of gaming and computer game addiction

in relation to their everyday lives.

The interviews were conducted during autumn and

winter 2010/2011. I made contact with the boys

through their parents and each boy was interviewed

three times in his home.3 The three boys – John (aged



14), Peter (14) and Simon (15) – live in or near the

Danish capital Copenhagen. They play different kinds

of online games. When they play they use the computer

for other purposes such as Facebook and Skype, where

they communicate with their real life friends and online

friends; however, gaming is their all-important

spare time interest. The boys are all ethnic Danes,

come from middleclass homes and are doing well in

school. The boys’ parents are worried about their sons’

gaming and take responsibility for counteracting their

sons’ high consumption of computer games in different

ways. They make rules to limit consumption; they

contact professionals, experts and different kinds of

institutions, search for information on the Internet and

participate in public debates. All parents have given

permission for the interviews. For ethical reasons and

to inspire confidence, I chose not to interview the

parents (Kampmann, 2003). The three interviews used

different methodological strategies:

The first interview was semi-structured (Kvale &

Brinkmann, 2009). This kind of interview provides

knowledge about my informants’ lived experiences as

computer game addicts in preparation for an interpretation

of the meanings of an outlined phenomenon

(Kvale & Brinkmann, 2009). I followed an interview

guide in raising questions about the boys’ gaming,

family lives, friends, school and addiction.

The second partly unstructured interview (Gubrium

& Holstein, 2001) was conducted while the boys were

playing computer games. As Goffman has stated, the

presentation of the self is a performance which also

involves body language and ‘‘physical interactions’’

(Jenkins, 2010). By interviewing the boys while they

were playing, I gained knowledge of their expertise,

their online identities and how they used impression

management during their gaming. Some clear differences

emerged, e.g. John made great use of webcam,

whereas Simon never used it.

I then used photo elicitation interviews to evoke a

different kind of information than that produced by the

two other interviews. The photographs represent the

person embodied in framing and connect the person to

society (Becker, 2007; Harper, 2002; Prosser, 1998).

This approach also enables my informants to set

another agenda than mine. I was interested in their

reflections on computer game addiction and in them as

computer game addicts. Because I let the boys take

photos of important issues in their everyday lives, they

could document several levels of their social lives that I

was not able to acknowledge within the other interviews

(Harper, 2002). For example, Peter showed a

variety of interests apart from computer games, such as

his cats, his bass guitar, fast cars and pop-guns.

368 A. BRUS



Both the second and third interviews started with a

brief follow-up about the boys’ gaming and addiction.

As a whole, the interview strategy was chosen in

order to increase validity and to test my findings with

different perspectives and was also utilized to

strengthen the young people’s perspective on computer

game addiction, their everyday lives and gaming.

Before I move on to my research findings, the term

computer game addiction requires a commonsense

explanation.



ADDICTION, DEPENDENCY, AND

AFHÆNGIGHED
In Danish, it should be noted that there is only one term

(‘‘afhængighed’’) which can be used to describe a

relation of ‘‘dependency’’ such as can be said to exist

between the individual and the computer. The Danish

Dictionary4 distinguishes between two different meanings



of the word. One defines the word as ‘‘having a

strong need for or not being able to do without

something or someone,’’5 e.g. being dependent on



one’s family. In continuation of this, the dictionary

states that the needing may also mean ‘‘being physically

habituated to an addictive drug to the point where

you get withdrawal symptoms if you do not get the

drug.’’6



Unlike Danish, the English language differentiates

between ‘‘dependence’’ and ‘‘addiction.’’ According

to the Concise Oxford English Dictionary7 (COED),

dependence is the state of being dependent and

addiction is the condition of being addicted. In the

Collins Cobuild Dictionary of the English Language8



the concepts are clarified in this way: ‘‘Dependence is

a constant and regular need that someone has for

something in order to be able to survive or operate

properly.’’ By contrast, ‘‘addiction is the condition of



taking harmful drugs and being unable to stop taking

them or an addiction to something is a very strong

desire or need for it.’’ Significantly, both dependence



and addiction operate with a ‘‘need’’ term.

Both the Danish ‘‘afhængighed’’ and the English

‘‘addiction’’ are often associated with something one is

physically dependent on, such as drugs or alcohol.

However, the most striking difference between the two

languages is that ‘‘addiction’’ is almost always used in

this ‘‘stronger’’ sense, whereas ‘‘afhængighed’’ may

also be used in a ‘‘milder’’ sense of being dependent on

e.g. other people, which may not have negative

connotations (a baby is dependent on its mother).

Since the Danish term is broader, it enables my

informants to provide a more nuanced expression of

computer game ‘‘addiction,’’ but it may on the other

hand sometimes be misunderstood or misused.

Everyone may have some kind of ‘‘afhængighed’’ to

something. By contrast, the English term ‘‘computer

game addiction,’’ forms associations to the physical

dependence on the consumption of drugs.
GIVING WORDS TO THE PHENOMENON
As already stated, my informants shared an addiction to

computer games, giving words to the phenomenon by

themselves, just as it was articulated by their parents or

teachers. Let us take a look at how they actually

describe the situation:

John: ‘‘Well, that’s how I am, addicted. I can’t do without

gaming . . . When I’m in school, the only thing that matters is



to get it over with [the school]. I’ve been thinking about

taking my laptop with me, but on the other hand, it’s only in

the breaks it’s possible for me to play. And if I want to play, I

can go to the library. Actually, at the library I play with my

friends, Facebook games and things like that.’’

Simon: ‘‘I don’t think I’m addicted, but I have been addicted.



I kept thinking about computer games, night and day. For

instance when I was watching TV or washing the dishes; all

the time wanting to get back to the game, bored by everything

else.’’

Peter: ‘‘Playing computer games was a way of escaping from



reality. So yes, I was addicted because gaming was more than

just a habit, you couldn’t get unhooked from the game and

you couldn’t stop thinking about the game. In a way, it’s okay

to call it addiction. Because playing too much computer

games is as bad as drugs and alcohol. You can’t get through

your everyday life, dealing with other people; you’re playing

even more to try to forget your problems.’’



All in all, the boys associate computer gaming with

something they can’t live without, with something they

think about a great deal, with a need and a strong desire

to play, even comparing the phenomenon with drug

addiction. They also talk about how to manage being in

school, wanting to play but not being able to do so.

My informants are thus describing the phenomenon as

something situated in the individual.

From my perspective, the interesting point is not to

understand computer game addiction as rooted in an

individual subject. My informants confirm the suggestion

of the American Psychologist Nick Yee that

players use computer games as a form of escapism

(Yee, 2006, 2007). They also consider their gaming as

a behavioral and non-chemical condition (Griffiths &

Davies, 2005) and that a loss of control over gaming

leads to significant harm (van Rooij, 2011). But

computer game addiction also depends on cultural

conditions and the context in which we are situated.

For instance, it has been argued that the programmatic

system puts social pressure on the players. The players

must be present in the online community and be

responsible for the social challenges the game brings

into play (Taylor, 2006). It is also necessary to

understand computer game addiction as a process of

different patterns of practice (Johnson, 2009). Another

important issue to consider is the time factor. But the

time factor is not necessary problematic; this will

depend on the person’s life stage, whether the gaming

takes place in the person’s free time or otherwise,

whether its timing interferes with family life or other

social activities (Thorhauge & Brus, 2011). In addition,

A YOUNG PEOPLE’S PERSPECTIVE ON COMPUTER GAME ADDICTION 369



a great challenge is how to manage one’s everyday life

(Linderoth & Bennerstedt, 2007).

The next three sections introduce my interview

research findings which focus on John, Simon and

Peter, and their reflections on computer game addiction,

examining young people’s lives as a consequence

of the impression management of interactions between

an individual and others.
JOHN – THE POSSIBILITY OF GETTING A

POSITIVE IDENTITY
John is 14 years old. He has grown up as an only child.

His parents are divorced. John started to play computer

games when he was six years old. John’s favorite

games are First Person Shooter Games such as Counter

Strike, Call of Duty and Far Cry. For the last four

years, his favorite game has been Counter Strike.

According to John himself, he is a dedicated gamer

who spends almost all his spare time playing games.

John estimates his consumption at six to seven hours

per day, even more at weekends. ‘‘Computer games

ARE my everyday life. It is school, home, the computer,

sleeping.’’ John has friends in school but he does not



see them after school hours. He uses YouTube to

improve his gaming, where he observes how his

favorite gamers play.

In the interviews John proudly presents himself as

addicted to computer games: ‘‘Yes I am addicted



[answering the question without hesitating at all].

Well, it’s not because . . . of course I’m able to manage



without a computer for a week or so. But it depends on

having other nice things to do, then. But no, I don’t like

the feeling of missing my computer, so . . .’’ And also



recognizing his high frequency consumption of computer

gaming as something very important to him, as

something he cannot live without: ‘‘It’s the game,



playing matches [Counter Strike] and it’s just the

computer. It’s just crying out to me. I think it’s so much

fun [Sounding pleased].’’



John also describes his relationship with his parents.

He feels he can predict and have confidence in their

behavior, e.g. that they will not go to extremes in trying

to control his consumption of computer games. But he

also tells me about his mother’s constraints, putting his

gaming into a timetable. He comments: ‘‘I can’t abide

them’’ but without being asked he goes on to tell

me ‘‘ . . . but I’m doing my homework, as I’m supposed

to do.’’



John understands computer game addiction as

something positive. Apart from taking classes in the

local fitness centre three times a week (which according

to him is something his mother is forcing him to

do), he spends his entire spare time playing computer

games. John also plays with some other boys in a team,

every night at eight. He has the necessary equipment

for playing the games: a special mouse, a gigantic

mouse pad, a 23-inch screen and a keyboard designed

especially for games. His idol is a German Counter

Strike player called ‘‘Fatal 1 Ty’’:
The first time he [Fatal 1 Ty] played Counter Strike he got the

idea that Counter Strike was the game he would dedicate his

life to. And now, he’s actually earning a lot of money by

playing the game, and he’s the most famous player ever. And

it’s just like that, thinking about being like him . . . loving your



work, and sitting all day long having fun while the money is

rolling into your account. This is it. It’s a big

dream . . . Actually, I have found out some of his tricks, what



he’s doing, and why he’s doing it.
With reference to Goffman, the interpretation shows

how the term computer game addiction is being used

by John as a way of articulating the impression of

himself to others. Although his self-image is being

disturbed by his classmates making fun of him – calling

him a freak – and his parents’ attempts at controlling

his gaming, he has accepted their ways of looking at

him. Playing computer games is overall the most

important part of his identity. He does not like going to

school: ‘‘I just want to get it over and done with.’’ And

it has nothing to do with his teachers: ‘‘They are

okay.’’ According to him, he is doing all right in



school, although he does recognize some problems in

learning. Through impression management, he is

controlling his relationships with his parents, his

friends at school and his teachers. John wants them

to get the impression that he is a computer game nerd.

He uses the term computer game addiction in a positive

way. Apparently, everybody has accepted the way in

which he tries to affect others, wanting them to treat

him as a ‘‘computer game addict.’’ This can be seen in

his parents giving up control of his computer game use,

and in his classmates’ acceptance of his friendship as

something defined by his gaming or limited to the time

he is in school.

We see here how it is possible to use computer

addiction as a positive term, even when it expresses a

very high usage of computer games. In the next section

the analysis draws on Becker’s labeling theory and

Goffman’s impression management and stigma terms

in order to interpret the relations between a potential

outsider and his parents. From a methodological point

of view the interviews with Simon could be used as an

example of how social identity is being negotiated, not

only as a statement in the investigation but also during

the interview (Holstein & Gubrium, 1995). The analysis

of the interviews also reveals computer gaming as

an example of a rule breaking activity.
SIMON – THE RISK OF PRODUCING

NORMATIVE STEREOTYPES
Like John, Simon is 14. Simon’s situation is as follows.

His parents have just been divorced. He has an older

sister. She still lives at home but most nights she sleeps

in her boyfriend’s flat. Simon, his sister and mother

have moved to the country together with their mother’s

370 A. BRUS



new female partner, about seven kilometers from his

school. Before the divorce Simon’s gaming was an

accepted part of Simon’s spare time. He played a lot

and without any interference from his parents. After the

divorce the situation has changed. According to Simon

he used to play three to four hours a day when he was

addicted to the games. After his mother and stepmother’s

rule setting he is allowed to play two hours a

day. However, gaming is still an important part of his

life and he considers his time in front of the screen as

his ‘‘refuge.’’ Simon started to play games in early

childhood and mentions Role Playing Games as well as

First Person Shooter Games as his favorites, e.g. Call of

Duty, Black Ops and League of Legends. He loves to

go to school and does well. Many of his online friends

are his friends in real life as well, for example

classmates and other friends from school.

In the first interview, when I ask Simon about

computer game addiction, he tells me that he has been

addicted but is not any more. He explains the process

from being addicted to not being addicted in this way:
‘‘Because of the rule [playing only two hours a day],

forcing me to do something else. Realizing that it is

greater doing other things . . . And opening my eyes that



computer games are not the greatest thing in the

world.’’ Simon states that it was his stepmother who



made him realize that his high consumption of

computer games was an addiction. She had been

worried about Simon’s frequent playing of computer

games, and had searched on the Internet for articles

about computer game addiction. According to Simon

the articles were about computer games and their

harmful effects on people. After reading the articles the

stepmother contacted the Danish Centre for Ludomania

(DCL) for help. The DCL advised the parents to draw

up a time schedule to control his gaming. This

sequence of events confirms that we can interpret

computer game addiction as a consequence of people’s

interactions. As the conversation continues Simon

clarifies this point of view as follows:
Interviewer: It’s not because they [his parents and stepmother]

told you?

Simon: ‘‘No, that’s just the way it is.’’



Interviewer: But did you actually consider your gaming as a

problem?

Simon: ‘‘Yes, because now I’ve been told, I understand it’s a



problem.’’
Interviewer: So you were addicted to computer games

without knowing you had a problem?

Simon: ‘‘Yes, I didn’t know it was an addiction. As far as that



goes, I thought addiction had something to do with drugs or

alcohol.’’
In the next interview I ask Simon to tell me why his

stepmother contacted the DCL and Simon answers: ‘‘I

don’t know exactly why . . . Maybe she thought I was



playing too much computer compared to other

children; she started reading about it and got in

contact with DCL . . . Giving me extracts from articles



about everything. Like ‘computer gamers are the

brightest people in the world but their talent is being

misused’. And ‘you are not socializing’ . . . I told her to



calm down. What the hell. Everyone plays. There is

nothing wrong with playing computer games.’’
Using these considerations as a point of departure it

is possible to interpret the situations and interactions

between Simon and his closest relatives. In the first

interview Simon presents himself as a pure deviant,

acknowledging his rule breaking behavior. In the

second interview he presents himself as ‘‘a falsely

accused computer game addict.’’ According to

Goffman (1990a) the performer [here Simon] uses

‘‘impression management’’ in order to control any kind

of social interaction, or to preserve the so-called social

interaction order. Usually, a tacit agreement between

the performer and his audience is stressed and opposition

is underplayed. In the interview the tacit

agreement is formulated by Simon: Yes, I was

addicted, and yes, I know better now. In this sense,

Simon confirms the agreements achieved with his

stepmother, leaving their potential conflicts unspoken.

As Becker’s perspective on deviance suggests, the

interview also gives us knowledge about how one

becomes a deviant and the process from being

perceived as deviant by others to identifying oneself

as a deviant. Presumably in response to the loyalty

Simon expresses towards his stepmother in the first

interview, he reacts to the deviance stereotype in the

second interview, asserting his ‘‘actual social identity’’

and questioning the nature of computer game addiction,

but also outlining the set of normative expectations

revealed by the stepmother and the articles she

refers to. On the one hand the stepmother quotes

something positive about computer game addiction,

while on the other she accuses Simon of misusing his

talent or being anti-social. As Becker points out,

‘‘Values provide the major premises from which

specific rules are deduced’’ (Becker, 1991, p. 131).



The example highlights the fact that the behavior

which conforms to that of a computer game addict is

not an intrinsic part of the personality, but has to be

viewed in relation to others. Another key element here

is the relationship between deviance and normality

hanging in the balance. As Simon remarks, everybody

plays computer games. Who is breaking the rule and

who is actually the deviant? The stepmother who

exposes her lack of knowledge about young people’s

lives in the technology age or Simon who plays

computer games with his friends every day after

school?

As this analysis implies, a behavioral approach risks

limiting the source of the classification by locating it

within the individual and ‘‘ . . . thus preventing us from



seeing the judgment itself as a crucial part of the

phenomenon.’’ (Becker, 1991, p. 6). In light of the



considerations mentioned above, there is a risk of

A YOUNG PEOPLE’S PERSPECTIVE ON COMPUTER GAME ADDICTION 371

creating an outsider because ‘‘. . . social groups create



deviance by making the rules whose infraction constitutes

deviance and by applying those rules to particular

people and labelling them as outsiders’’ (Becker, 1991,



p. 9). Bearing this in mind, computer game addiction is

also a question of how social norms are being created

and maintained through social interactions in the

everyday life of children and young people. And as

the analysis shows, if we consider computer game

addiction as a social construction it is also necessary to

recognize the risk of using the term as a normative

stereotype; there is a possibility of categorizing

the ‘‘addicted’’ performers as socially ‘‘abnormal,’’

which consequently represents a ‘‘falsely accused’’

deviance.

To describe another process of how the classification

of computer game addiction interacts with people

in their everyday life, the analysis in the next session

looks at the consequences of being stigmatized as a

computer game addict.
PETER – THE CONSEQUENCES OF

STIGMATIZATION
Peter is 15 years old, his parents are divorced, and he is

an only child. He started playing computer games in

early childhood and greatly enjoyed the games. Peter

was bullied in school from the age of seven to 14.

When he was 11 he was involved in a car accident, and

had to use a wheelchair for one year. He gained weight

during this period, and the bullying in school went

from bad to worse. The only place he felt comfortable

was at home. He had no ‘‘real life’’ friends, so he spent

his entire spare time playing games. In his own view,

the gaming and the addiction worsened his personal

problems. He was thinking of games all the time, in

school, day and night, unable to concentrate on

schoolwork or anything else than games even though

he often got bored with the games he was playing.

According to Peter the addiction lasted for three years,

from the age of 11–14. After his mother got a grip on

his situation, helped him to change school and lose

weight, Peter does not find his gaming problematic. He

plays a lot but now enjoys it more and has ‘‘a different

kind of relationship’’ to games. Among his favourite

games are Counter Strike, Source, Call of Duty,

Modern Warfare 2, Black Ops, Battlefield,

Netstationen.dk and Habbo.dk. The last game he

describes as the one he was addicted to.

In the interviews Peter presents himself as a former

computer game addict; he is very ashamed of the

situation but on another level he insists on talking about

his addiction. Significantly, his previous identity as a

computer game addict is closely connected to his story

about being a bully victim and overweight. He

formulates his gaming and his addiction as a rule

breaking activity because: ‘‘I was shutting the door on

the real world . . .’’



By using Becker’s approach we are able to understand

the bullying as a consequence of breaking some

normative rules in the sense that some classmates have

shown Peter disrespect. We do not know exactly why

he was being bullied. Nevertheless, Peter is blaming

himself for being too reserved, saying that he is

without any social skills at all, not able to talk to other

people:
The only place I was able to be myself was at home, being

together with one of my parents. But I was getting more and

more strange, not being able to talk to other people. I had

difficulties in answering questions from others, and I could

not look them in the eyes. And the effect of playing computer

games actually led to more problems . . . The gaming was

getting out of control . . . .



In terms of Goffman’s stigma, Peter uses the term

computer game addiction to describe how he was

discredited as a member of a particular social category.

Mostly, according to Goffman, the stigma is not

articulated directly, but rather appears as a boundary

between the socially acceptable and unacceptable.

Peter’s classmates are not blaming him for being a

computer game addict. Rather, Peter is categorizing

himself as such. The distinction between primary

deviance and secondary deviance verifies this.

Primary deviance is the original infraction of the rule,

stemming from different kinds of physiological, psychological,

or social factors. Broadly speaking, Peter

identifies his lack of social skills as an infraction and

the obesity he mentions is also primary deviance. The

secondary deviance is how the person [Peter] reacts to

the interactions with his classmates. In particular, Peter

is identifying himself as socially abnormal (Williams,

2000). Generally the primary deviance is not articulated;

it is rather made to appear normal or justified.

One example is where Peter is talking about the

accident which put him in a wheelchair for a year,

unable to move his body, so he spent all his spare time

on computer games and blames his obesity on the

wheelchair period. He also tells me about a teacher

who is not taking his problems seriously and thus puts

some of the blame on the teacher who has let him down

by not taking responsibility.

All in all, Peter is using computer game addiction as

a term to describe a stigma produced over time. He also

points out the consequences of the others’ discrediting

reactions towards him, e.g. how he feels deeply hurt by

the damage done to his identity, how he is lacking in

self-confidence, etc. The point I wish to make is how

strongly this ‘‘secondary deviancy’’ (Williams, 2000,

p. 215) influences Peter’s social identity and being,

how the stigmatizing internalizes his feelings. He is

identifying himself as a computer game addict. He

describes how he is using the game to ‘‘shoot the

people who had something against me,’’ how the



online computer game was a possibility of escaping

from the real world, making it possible to forget his

problems and worries and using the metaphor

372 A. BRUS

‘‘a closed door’’ to describe his lack of socializing



with others than his online friends. The bullying

stopped when Peter changed school and lost weight.

Goffman describes several social interaction situations

in order to understand how the stigmatized person deals

with the lack of respect from other people. One way of

handling the situation is to try to direct the objective

cause of the stigmatization towards something else. For

example, Peter tells me that his bullying problem

stopped when he lost weight. The obesity is the

objective cause of his stigmatization. Another Goffman

inspired point is the fact that ‘‘shame’’ becomes a

central possibility and an important feature of the

stigmatized person’s way of understanding his life

situation. He feels shame and guilt at not being able to

live up to the normative expectations. He describes the

shame and guilt in many ways: ‘‘I had a lot of furniture



of great value [in the online game habbo.dk]. And in a

way this is something, something to brag about. The

thing is, at the very end I had only online friends. And I

couldn’t socialize with others, expect for socializing in

the virtual world. It was going from bad to worse,

being social. I couldn’t enjoy socializing at all, and I

had no self-confidence. I would do anything so that I

wouldn’t be noticed, especially by somebody I didn’t

know beforehand.’’ The stigmatized person may also



feel somewhat uncertain about how to approach others,

how to manage the impressions others have of him,

how to manage a spoiled identity. For Goffman, the

point is that these kinds of social interactions run the

risk of leading the stigmatized one to avoidance,

rejection or withdrawal from all participants. Thus

Peter is clearly using computer gaming in terms of a

rejection, a withdrawal from the stigmatization into a

cyber-world of respect. Yet this respect has no great

value attached to it, since he is not able to use the

respect for something positive in real life. In his own

words, the recognition he gets in cyberspace is

connected to his position as a player, not as a person.

Peter thus adheres to the normative expectations from

others. He is aware of what others expect him to be.
CONCLUSIONS AND PERSPECTIVES
This article began with the observation that social

organizations and parents are becoming increasingly

worried about young people’s high consumption of

computer games and the potential addiction it produces.

After these introductory remarks, I reviewed

some contrasting results in the research on computer

game addiction. I indicated that it is also necessary to

give prominence to a young people’s perspective on

computer game addiction.

Specifically, my study has emphasized some of the

social uncertainties that young people face in their

everyday lives because of their identification with the

phenomenon. To understand these uncertainties,

I found inspiration in concepts from Goffman and

Becker, which allowed me to connect computer game

addiction to social interactions. From that perspective,

computer game addiction becomes closely related to

the activities and responses of social actors in the

everyday life of young people who spend considerable

time playing computer games. An investigation of

computer game addiction as a social construction

reveals that the phenomenon covers many more aspects

than considered by most research hitherto, just as the

complexity of the phenomenon, including the ‘‘looping

effects’’ of the category itself as Hacking would put it,

should remind any worried parent, social organization

or government about the need to act cautiously in

this area.

In particular, computer game addiction is not

necessarily something negative for young people

themselves but can in fact in some cases play a

positive role in their identity work, which relies on

acceptance from their environment. Importantly however,

computer game addiction is also a moral term that

refers to something considered as ‘‘culturally unacceptable.’’

As this implies, the culturally unacceptable

is a question of negotiation of moral boundaries

between an individual and others. In addition, there is

a risk of producing normative stereotypes categorizing

young people as deviants. Moreover, the risk of

stigmatization raises various questions about young

people’s social life, showing how painful it is to be

labeled as an ‘‘outsider.’’

In perspective, it is precisely this unconsidered and

uncritical use of the term ‘‘computer game addiction’’

in young people’s interactions with their immediate

environments that raises important questions not only

about computer gaming as a socially unacceptable

leisure activity, but also points towards a broader

discussion about computer game addiction and the risk

of marginalization in the social processes of everyday

life interactions. As Nikolas Rose has pointed out, the

diagnostic manuals no longer apply to a small pathological

minority; they actually seem to interact with

almost all of us (Rose, 2006). Computer game addiction

is an example of how ‘‘psy’’-expertise makes it

possible to govern young people in their everyday life

with computer games.

In the light of the current expanded role of

psychiatry there are obvious reasons to be concerned

about the increasing practice of diagnosis in recent

years. This increasing diagnostic practice implies that

ordinary everyday problems associated with work,

family, and education are now being described as

disorders requiring psychological, psychiatric, or medical

treatment. In the case of my analysis of computer

game addiction in an everyday life perspective, I would

argue that we need to be cautious about classifying a

high usage of computer games as a psychiatric disorder

or a negative behavior – even when this high usage

turns out negatively for young people.

A YOUNG PEOPLE’S PERSPECTIVE ON COMPUTER GAME ADDICTION 373

Declaration of interest: This work is financed by the



Danish Agency for Science, Technology and Innovation –

The Gambling Program 2008.

The author reports no conflicts of interest. The author

alone is responsible for the content and writing of the

article.
NOTES
1. Carried out with Assistant Professor Anne Mette Thorhauge,

Department of Media, Cognition, and Communication, Faculty of

Humanities, Copenhagen University, Denmark.

2. This article is number two of four papers about computer game

addiction. The other articles are: Thorhauge and Brus (2011) and

Brus (in press a, in press b).

3. The interviews with Simon were carried out via Skype.

4. http://ordnet.dk/ddo/ordbog?query=afhængighed consulted 4.10.11

5. Translated from Danish to English by the author: ‘‘det at have

meget brug for eller ikke kunne undvære noget eller nogen.’’

6. Translated from Danish to English by the author: ‘‘det at være

fysisk tilvænnet et vanedannende stof sa° man fa°r abstinenser hvis

stoffet ikke indtages.’’

7. Eleventh Edition.

8. Sinclair (ed. in chief) 1992.
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A YOUNG PEOPLE’S PERSPECTIVE ON COMPUTER GAME ADDICTION 375


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