Who Gets Addicted?
Role playing is done mostly in the forums that are MOO's and MUD's. These
are virtual environments were participants
exert some level of control over how the environment is viewed by others.
A new form of these forums provides a graphical
interface, where participants can create personal avatars (small cartoon
like characters) that interact with other avatars in
both a visual and text enhanced manner. Dr. John Suler has studied one
such environment, Time-Warner's Palace . He
discusses the process of why some people might become addicted to such
an environment in terms of how this activity fulfills
all of Maslow's hierarchy of needs. At the bottom of the hierarchy are
the basic needs, such as the need for procreation. Dr.
Suler reports a high level of flirting in the Palace, with the added abilities
of gender swapping and complete anonymity not
found in real life. The second level of Maslow's hierarchy is about the
need for interpersonal contact, social recognition, and
a sense of belonging. Dr. Suler points to the common participation in an
interesting virtual environment as a basic means by
which people using the Place feel connected. Like any bar scene, some people
will come and go rather quickly, but there
usually exists a core of regulars that all know each other by name. It
is this call to hang out with friends that can become, for
some, so reinforcing that they start to ignore real life opportunities
to fill this need. Continuing along the line of Dr. Suler's
analysis of possible addiction to the Palace, the next level of Maslow's
hierarchy is the need for learning, and the self-esteem
that arises from one's achievements. Computer interactivity in role playing
environments, once one has learned how to
participate, are conducted in real time. They offer instant feedback and
acknowledgment. One can get see the results of ones
efforts to influence others and the environment very quickly. Building
a personality, from scratch, and having it become
known, and then being rewarded with the gain in status one has earned can
be a very gratifying way to fulfill this level of
need. Extra status can be earned by becoming a "wizard", one who has extra
power over other participants. The highest level
of Maslow's hierarchy is the need for self-actualization. This involves
the effort one puts into evolving as a unique individual
as well as an attempt to come to terms with one's mortality. It may seem
difficult to imagine how possessing such a lofty goal
could contribute to a pathology. As Dr. Suler explains in his account of
this, the Internet offers users unique opportunities to
work out questions of identity and "perhaps even realize inner interests,
attitudes, and aspects of their personality that were
previously hidden." (Suler, 96). The implication of this insightful analysis
of how the Internet can satisfy basic and advanced
human needs is that many people experience being thwarted in their attempts
to gain satisfaction at a specific level of need in
real life, and may find the Internet is the first interpersonal medium
that satisfies these drives. This would be strongly
reinforcing, to the point that such an individual might not look to real
life interactions for need fulfillment for some time.
Additionally, a close reading of Dr. Suler's essay leads one to conclude
that an analysis of how modern culture and societal
structures fail to provide adequate, comprehensive means of basic and advanced
need fulfillment would be instrumental in
defining more precisely what kind of personal deficits in this area are
likely to be an antecedents to Internet addiction (Suler,
96).
Additional documentation of the intensity with which some people involve
themselves in cyberspace role-playing is provided
by this quote from James Sempsey;
MU* Addiction. Another related topic, also explored by Bruckman,
is that of MUD addiction wherein people so prefer
their on-line lives that they actually begin to abandon their "real" lives,
spending up to 18 hours per day living in
virtual reality (Kelly & Rheingold, 1993; Bruckman, 1994). There have
even been reports of Internet related deaths,
such as cardiac arrests resulting from sleep deprivation and lack of personal
maintenance or suicides due to Net
related stress lmer-Dewitt,1993; Rheingold, 1994). Such obsessive behavior
has become quite a problem on some
college campuses where computer facility administrators have had to literally
"pull the plug" on some addicted students
(Cassidy, 1995). Little is known about this new form of addiction, but
as mentioned previously a preliminary draft of
the DSM-V includes a section delineating some of these types of "Cyber
Disorders" (Zenhausen, 1995). (Sempsey, 95)
Immersion in a collaborative fantasy world, where ones role and character
can be very flexible, self determined, and different
from ones real life presentation has the potential to produce a pathological
absorption, if someone is predisposed to that
state. A recent study of college students found a statistically significant
difference in the amount of past or present
psychopathology between students that were most prone to fantasize and
those who's levels of fantasy engagement was
measured in the normal range. In particular, depression and symptoms of
dissociation were highly correlated with the high
fantasy group. The researchers concluded that "a history of fantasy proneness
can place certain persons at risk for significant
psychopathology." (Rauschenberger, 95). If a persons fantasy life is being
generated by an unconscious perception of a lack
of access to social status, relating to others on the Internet, where outward
symbols of status have no meaning, could
predispose one up for compulsive Internet use.
The extent that frustrations in real life might contribute to a tendency
for IAD is poorly understood. It is known that status
and power in virtual communities is gained in a very different manner than
real life. The lack of visual clues, and the relative
anonymity of participants, fosters a sense of equality. One is judged on
the strength of ones ideas, regardless of ones status in
their real life community. This status equalization increases access to
new people and provides access to information,
relationships and communications that one could not expect to receive when
operating in the confines of real life
organizational and community structures (Garton, 95). If a person is motivated
to participate in a social network, and be
perceived as a respected member, the Internet offers a tremendous variety
of "invite yourself in, open to anyone"
communities. There is a very real sense of having achieved status when
others in that form quote ones messages or
acknowledge ones contribution. The degree that this serves as a reinforcement
for continuing this behavior is dependent upon
the degree with which someone is lacking other traditional sources social
status. When students move away to go to collage,
they can suffer a loss of social support. The easy and unlimited access
to the Internet that universities supply their students
may appear as a safe and fast way to form new relationships, and become
an obsessional form of activity if the student is
having problems facing adult pressures (Sanchez, 96).
There is no one cause for addiction. Addiction is a process that has distinct
stages and responds to treatment best when the
individual factors of each case are taken into account. There are many
theories as to the etiology of additive behaviors, and
very little integration of theory and research into the clinical treatment
of addictions (Thombs, 94). Some researchers operate
under theories that depict an addiction as a primary disorder, not caused
by other personality factors. Others view addiction
as secondary, and look for factors pre-existing that might account for,
or moderate the addiction. It has been suggested that
IAD has similar features as gambling addiction (Young, 96; Goldberg, 96).
One study of pathological gambling found a high correlation between this
addiction and a history of trauma. As a
sub-category of gambling addicts, the prevalence of those that had suffered
trauma, leading to post traumatic stress
symptomology, was found to be significantly higher than in the general
population. The authors theorized that a form of
learned helplessness lead to a negative affect as a general response to
life, and that the immediate gratification of gambling
offered a "temporary respite in the insatiable quest for self-affirmation."
(Taber, 87). If someone is suffering from IAD, they
may have the additional quality of being defensive about this, and exaggerate
the positive aspects of their life to compensate.
This was found to be the case with drug addicts (Gibson, 87).
Dr. Nancy Wesson, a clinical psychologist who specializes in the treatment
of shyness and behavioral addictions, who's
practice is in the Silicone Valley, sees a lot of patients with IAD. In
a recent telephone interview, she stated that clients
almost never present with this problem, they present with some other symptomology,
and IAD is discovered to be a
comorbid or primary condition. Approximately 30% of her case load has experienced
serious disruption and loss due to
excessive on-line interactivity. Her understanding of the extent of this
problem, in consultations with peers, is that the rate of
this is increasing, and it occurs in 25% to 35% of the clients seen by
her fellow therapists. Dr. Wesson ascribes to the theory
of behavioral addiction that postulates that "the addiction lies within
the person, and they are engaging in some activity that
has mood altering potential" for that person. In Dr. Wesson's treatment
of clients with shyness, she is increasingly finding that
some have obsessively developed on-line relations, and those relationships
constitute the only relations these clients have.
(Wesson, N. personal communication, Dec. 2, 1996).