“Your Princess is in Another Castle”
/Unplugged: My Journey into the Dark World of Video Game Addiction
By Ryan G. Van CleaveHCI, 2010Addictive tendencies are common in my family. Since I was old enough to understand the notion, I'd been told what my mother called 'cautionary tales'. Smoking was the earliest and easiest thing to understand. Like so many children of smokers, I tried to take my parents' resolution to quit into my own hands, tearing up cigarettes when I found them, making a fuss when I saw them light up. I imagine these gestures came from some intuitive understanding that what my parents were doing was giving in. At so young an age, this kind of surrender by all-powerful guardians couldn’t help but be traumatic. To this day, I have nightmares about my wife taking up smoking. I don't know if this is a common experience, or a unique form of personal madness. My favorite book in all the world, David Foster Wallace's opus Infinite Jest, is a sweeping treatment of addiction, happiness, and their strange obverse relationship. As I said: addiction frightens and fascinates me.Which makes Unplugged: My Journey into the Dark World of Video Game Addiction by Ryan G. Van Cleave (Ph.D.) an object of doubly great interest to me.And in admitting that, I instantly suspect myself of partisanship. Claims of video game addiction as a grave social ill, like claims of video game violence as a grave social ill, immediately make me wary. My gut reaction is to point to preceding instances where new art forms were viewed with distrust and even hysteria – the now wholly-sacred novel was once feared to be a dangerous blight on the intellectual and moral development of young women. Ironically, great novels were themselves written on this very subject, as the sad careers of Gwendolen Harleth and Emma Bovary testify. The discourse of video-game-as-social-evil is often dominated by individuals with no real experience with games, members of an old politico-cultural guard whose uninformed views gain credence almost expressly with the similarly uninformed.But Ryan G. Van Cleave is no such individual. A science fiction author and, as his book clearly demonstrates, long-time gamer, Van Cleave is neither uninformed nor does he gain anything from courting a political constituency.Unplugged is the memoir of a man who went through a very deep, personal struggle, an experience he attempts to present with humor and honesty, for the benefit of fellow sufferers. As a professional writer, too, he's both articulate and engaging. Only an immense snob and generally callous bastard would want to criticize such a work. Luckily I'm just such a snob/bastard, otherwise writing a critical review would be very difficult.Dr. Mark Griffiths, the director of the International Gaming Research Unit at Nottingham Trent University, writes the introduction, creating what must be taken as the moral context of the piece, as well as the medico-scientific underpinning. I am leery of all such sallies by the forces of neural normativity, but I'll include his bullet points on the qualifying features of addiction just to give us a zero point to work from. The following is paraphrased and generalized:Salience: the behavior becomes the most important activity in the person's life and dominates thinking, feeling and behavior.Mood modification: the feeling of getting 'high' or 'buzzed' or, alternately, the feeling of 'escape' or 'numbing'.Tolerance: increases in the amount of time dedicated to the behavior are necessary to achieve aforementioned mood modifying effects.Withdrawal Symptoms: unpleasant feeling states and/or physical effects that occur when the behavior is discontinued or suddenly reduced.Conflict: conflicts between the addict and those around him/her, conflicts with life activities, conflict within the addict themselves, due to feelings of lost control.Relapse: repeated reversions to earlier patterns of the behavior, even after periods of abstinence or control.All of which the author of the memoir exhibits to shockingly conclusive degrees.Dr. Griffith's uses only the example of online gaming, but these criteria could be applied successfully to any behavior that has become addictive, be it gambling, shopping, any of the behavioral complexes that can suddenly grow teeth and latch on. A recreational activity turned illness.This is a story about video gaming turned critical illness, about the familiarly crippling effects of addiction in the new context of modern technological habits. Griffith provides the scientific-professional metric by which we can quantify the social evils video games do. In short, he embodies all the parts of the memoir that seem, if not insincere, then certainly reclaimed for a social-curative purpose – the places where the story requires the intercession of men in white coats to assure you that this isn't 'just one man's story', though it's one man's story.Not that Van Cleave shies away from tossing about a few studies and statistics himself. I made a point of checking up on his sources, a difficult task considering there are no citations, but luckily my wife has all the right psychology department resources, and I was able to track down the source of such statements as: “According to a May 2009 study in Psychological Science … about 8.5% of American youth between 8 and 18 show symptoms of video game addiction.” (xiv) He's not fibbing. The source is real, and the study is entirely legit. To point out that the same statistic applies to television viewing in the same age group is to equivocate, I know, and I will credit Van Cleave with the fairness of mind required to pose his push for addiction awareness as an issue of recognition rather than a crusade against video games in general. His worry is that games have become mainstream enough that people will not accept that video game addiction is a problem when, as his personal story shows, it can be a titanically huge problem for some unlucky individuals.It's in this personal story that the book shines. I actually didn't care for his chatty style and his (occasionally false-sounding) self-deprecatory, buddy-buddy attitude, but the man is able to tell a grim and terrible story about his own life with wit, humor and the humility that all recovering addicts must adopt in order to stay clean. This book is part of his recovery. Its failures are minor compared to the triumph that its even being written symbolizes.He starts his tale at his rock bottom, the true beginning and end of any story of addiction, the point where he stood on the Arlington Memorial Bridge, ready to give up what was left of his life, what remained after World of Warcraft tore it away from him, strip by painful strip. It's raw, it's real, and while it's maybe a little cheesy (the chapters ends with the groaner: 'That's when I realized I was already dead'), the point is that this contemplation of death over the ravages of a video game where you play as a cartoonish sorcerer or warrior is not just tragic nor merely pathetic, it's both. And it can't be one without the other. Fear and pity are both things we should feel for Van Cleave, because no matter how virtual his addiction, his suffering is as real as it gets.That's the hook, of course. The exciting cliffhanger (whoops, pun not intended) we're left to look forward to as he turns back the clock and lands us in his early childhood. Van Cleave's was one of the first generations to grow up with video games in the home. A lot of what he does in the memoir is go back and pull out themes from his personal history, trying to account for the many forces that either came together in forming his addiction, or were early expressions of what would become his addiction – differentiating the two is nearly impossible. These themes are women, sex and abandonment, forming a dark, intermingled sediment, with addictive behaviors popping out here and there like mushrooms from night soil. The first and craziest of these experiences is his seduction/molestation by an older woman who lures him to her house with the promise of an in-development video game (Range Wars, which you've never heard of because it apparently never got finished). Deciding to really beat out Mrs. Robinson, Van Cleave's Mrs. Monroe doesn't wait until little Ryan has even graduated elementary school before snaring him. I can't even fathom the motivations of a woman who'd prey on sixth graders, but Mrs. Monroe marks the first in an extensive series of sexscapades that dot the first fourth of the text, spanning from that early date, up through a college debauch that I can scarcely credit. At one point, undergrad Ryan, after pausing in the midst of one drunken hookup, stumbles into the wrong dorm room, and some 'unknown lover' gives him 'the most amazing oral sex [he'd] ever had'.Might I say, what the hell? While these may be the most lurid and improbable of his sexual adventures, they aren't the only ones, and I got the impression he's maybe a little bit proud of himself, considering the time and text he puts into describing these scenes. Ostensibly it all comes back to the video games. Though he 'chases skirt' obsessively and is an 'epic drinker' (a budding alcoholic), evidently none of this more traditional vices even compares to his experience with video games, particularly World of Warcraft.As he puts it:
I really could not help myself. It sounds like an excuse, but I don't mean it that way. I merely mean it was the most accurate way of describing how I felt, which was that WoW had manifested itself as the more important thing in my life. Body and soul, heart and mind, I was WoW's.I lied for WoW.I ignored my wife for WoW.I ignored my kids for WoW.I ignored my job search for WoW.I ignored my writing career for WoW.I ignored my health for WoW.
Which, like, yeah. That sounds like addiction to me.Addicts come in two stripes (and no, these are not official terms, but they work). Cataclysmic addicts destroy themselves quickly, making a Stuka nosedive for oblivion. If they recover without overcoming their addiction, their life becomes a hideous roller coaster ride of ups and downs, until one final drop scares them straight or kills them. The man in South Korea (a country that treats online gaming like the US treats pro sports) who died of heart failure after 50 uninterrupted hours of playing Starcraft is a prime example of a cataclysmic. Van Cleave is an operational addict, like the man who gets up, goes to work, comes home, and drinks himself into a black out before pulling himself out of his vomit puddle and heading to work the next morning. Van Cleave keeps his ship afloat for a while, and he credits the loss of his job to WoW only insofar as if he 'hadn't been playing WoW, I might have noticed how much ill will certain administrators and colleagues held in their dark little grinch hearts for me.' What suffered in his life, due to WoW, was everything but his job. He did his hours, published his books, taught his classes. And he logged in to WoW for thirty to forty hours a week, chewing up what time was left over, what time one usually spends doing, well... anything else.That's not to say the game is radically asocial. Much the opposite. Van Cleave denigrates online social circles as 'virtual friends' as opposed to real friends, in the same line as 'virtual money' opposed to real money. And while I do think it's a error of prejudice to treat human connections via text and voice as somehow intrinsically less meaningful (a friend I met online was in my wedding party, so I speak from experience), I'll grant that when you do have a 'real life' wife and corporeal children and physically manifested co-workers it sort of would be nice if you'd interface with them once and a while The social aspect of WoW is, in fact, part of its terrible power. I never exhibited addictive tendencies towards WoW during my periods of play, but when I did feel a pressure to play regardless of my 'real life' obligations and desires, it was because I felt obligated to my fellow players who relied on my presence to defeat more powerful enemies and thus gain better equipment.In fact the sociality of WoW, while certainly being an 'improvement' over solitary gaming in a hum drum 'it's good to interact with people' sort of way, also makes it all the easier for WoW to supplant one's offline social experience. WoW, being a distinct, shared experience, does lead, even in non-addicts, to druggy-esque 'shop talk'. Even now I can have discussions with my WoW playing friends that are utterly unintelligible to a non-user. Van Cleave compares it to 'alcoholics at AA meetings cracking jokes about pounding vodka'. Only its constant. A vast 'in group' that must serve as a panacea to many a lonely gamer.
Even when you're not out questing [think knightly quests] or grinding mobs [enemy monsters], you're chatting with people about equipment, trades, and real-life stuff. Some players just sit in the major cities [in-game cities are hubs of activity] and talk all night. There's a constant hubbub of activity that is coming from like-minded gamers sitting before their computer screens. It feels active, alive.
And it's not like it isn't. I am absolutely a proponent of the virtual community, of erasing as completely as possible the geographical component of that which bounds a social groups. Let gates be torn down, white picket fences ripped up!But for the addict, this only serves to make the suturing of the self into the addictive behavior all the easier, all the smoother. And for the addict, it wouldn't matter either way. As Van Cleave himself says: 'Even without the huge social aspect of the game, I'd still have played. For me, the magic was the intoxication of the game itself...' Intoxication being the key thing here. A pleasurable poison that makes you lose yourself. And, eventually, everything else as well.