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How did we become addicted to video games?

How did we become addicted to video games?

It’s an intriguing question.

In a series of essays, psychologists from around the world are looking to figure out how video games have become our addiction.

The research, which has been gaining ground in the past few years, suggests that we’ve become hooked on video games for a multitude of reasons, including their easy accessibility, the way they appeal to children, and the way their mechanics facilitate repetitive, mindless activities.

The goal is to find ways to mitigate the harmful effects of video games.

But what does it all mean?

Here are some of the biggest questions being raised about video games as we approach the holidays.1.

They are addictive, even when we don’t play them.

As research shows, we all have an innate desire to play, and even if we don.

As psychologist Jonathan Zaid points out in the Atlantic, video games often trigger a sense of playfulness and excitement that, in turn, can lead to more intense and intense play sessions.2.

They can trigger obsessive compulsive disorder.

The compulsion to play video games, like we see in OCD, can have a devastating impact on a person’s life, as well as on their relationship with others.

“We often see these types of behaviors as pathological in the sense that we have a genetic predisposition to it, but the neurobiological mechanisms are less clear,” Dr. Zaid tells Shots.

“The same thing happens in people with ADHD: there’s a little bit of genetic predispositions but they don’t seem to have the same sort of pathological results.”3.

They’re an addictive media.

According to the CDC, a third of Americans between the ages of 13 and 24 have tried to engage in a “serious game addiction,” which includes video games and other forms of media.

The CDC also notes that the number of people seeking help for video game addiction has tripled over the past five years.

4.

They’ve become our biggest social media problem.

For many years, video game use in the U.S. was largely limited to the social media sites Facebook, Twitter, and YouTube.

Today, social media platforms like Snapchat and Instagram have become so popular that even traditional media outlets have started to embrace them as an extension of their content.

However, social networks and their content have become a huge target for marketers, who can use social media to get their message across.

“It’s a problem,” says Dr. Jonathan Z. Zandi, director of the National Center for Injury Prevention and Control.

“There’s no doubt about it.

They make us want to talk about it more.

It’s a very potent tool.

And when you’re talking about addiction, it’s a lot easier to get people to talk than it is to get them to say the right thing.

And the media has a big role in making it happen.”5.

They distract us from our real problems.

In fact, video-game addiction is often thought of as a symptom of something deeper, something more serious than a physical ailment, like depression or obsessive compulsion.

But it could also be a symptom that’s been building up for decades, since the 1960s, when games like Pac-Man were introduced to children.

“In those early days, you would have kids playing a Pac-Matic and a Pac Man, or Pac-Land and Pac-Scrambler, and you would say, ‘I want to know what these things are,'” says Dr Zandi.

“And they would be doing it for hours and hours and there would be no warning signs.

And then the first thing that you notice is that they would say things like, ‘It’s so dark and it’s so quiet, and it feels so cold.'””

It’s like the difference between watching a movie and playing an adult video game.”6.

They increase the risk of mental health issues.

Research has shown that video games can exacerbate feelings of anxiety, depression, and other psychological symptoms, including anxiety and depression, in young children and teens.

As a result, the U of L researchers wanted to know if the game exposure could be a contributing factor in these negative outcomes.

In their study, which they published in the Journal of Youth and Adolescence, they followed a group of young people who had played video games in the previous month, including those who had experienced a mental health issue, such as a recent suicide attempt or relationship breakdown.

They found that those who played video-games during the last six months had a 3.8-fold increased risk of experiencing mental health disorders compared to those who did not.7.

They trigger anxiety.

Video games are so popular, and they’re so accessible, that they’ve become a major source of stress.

“They’re our biggest problem,” Dr Zaid says.

“If we didn’t have them, we wouldn’t be able to go to the doctor as often.

They provide us with the stimulation of entertainment that we don the quality of life that we’re accustomed to.”8. They

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