
Players had fewer "flashbacks", perhaps because it helped disrupt the laying down of memories, said the scientists.
It is hoped the study could aid the development of new strategies for minimising the impact of trauma.
88% of players indicated they experienced stress relief from playing casual games and 74% cited mental exercise as a benefit; when asked to choose the most important reasons for playing, 41% picked "stress relief/relaxation," more than twice the number (19%) who chose "entertainment"; 27% said the games provided distraction from chronic pain and/or fatigue, and fully 8% said they derived actual relief from chronic pain and/or fatigue.
Other things in their life get neglected, sometimes even their health gets neglected, their grades start to suffer, relationships start to suffer, and so it starts to bear all the behavioral hallmarks of an addiction. And so I think that’s why the term has emerged.
Using traditional abstinence-based treatment models the clinic has had very high success rates treating people who also show other addictive behaviours such as drug taking and excessive drinking.
But Mr Bakker believes that this kind of cross-addiction affects only 10% of gamers. For the other 90% who may spend four hours a day or more playing games such as World of Warcraft, he no longer thinks addiction counselling is the way to treat these people. "In most cases of compulsive gaming, it is not addiction and in that case, the solution lies elsewhere."
Seems a bit controversial to me. In logic this is called circular reasoning.