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This study investigated mobile game play in the context of addiction. Adopting Diagnostic and Statistical Manual of Mental Disorders (DSM)-style criteria for pathological gambling to identify cases of addiction, the study compared the addiction rates derived in this study to that reported in studies focusing specifically on the prevalence of video game addiction. Of the 1,950 mobile game players sampled, 3% (n = 58) demonstrated signs of possible pathological behavior; what might be considered a high, worst-case scenario, if such rates are viewed as a range when taking multiple addiction diagnosis approaches into consideration. The findings help substantiate claims that mobile game play is a casual activity at least for the majority of individuals who play them.