The addictive nature of online gaming has been proven, at least anecdotally, time and time again. While not everyone who jumps into the digital realms of World of Warcraft or the various other massively-multiplayer online role-playing games is liable to get endlessly sucked in, those with addictive personalities certainly run the risk. In fact, in the East, the problem has gotten so severe that the government of China will soon require MMO players to register their real names when creating online accounts as an anti-addiction measure.

Zhang Yijun, director of the General Administration of Press and Publication's technology and digital publication department in China, said this week in Qingdao that the Chinese government will begin taking in personal information from any players who register to play MMO, free or otherwise. Gamers will need to register their names along with the code for their government-issued ID cards.

While this "real-name system" will not affect what players do once they are in the game directly, the system is designed to link real people to their online accounts for the purposes of monitoring usage and preventing potential addiction. Kou Xiaowei, vice-director of GAPP's A/V, Electronics, and Internet Administration Department, outlined the system back in 2006:

A "real-name system" has three sub-systems: One, a registration system that discriminates according to ID information; Two, an inquiry system that is open to the community and can allow parents to check whether their children are playing games; Three, a confirmation system that has the cooperation of the PSB to confirm the registered information.

Back in 2006, this system was being tested with adult gamers, who understandably resisted the somewhat invasive system. However, the original system has now essentially become law. It applies to both young and old, as well. The system falls in line with similar Chinese initiatives currently in development or in use, which attach real-name linking to online IDs for commenting on blogs and sharing online media.

This decision follows the exploits of four online game companies, which have had their operations suspended after their online gaming software was determined not to be in compliance with the government's anti-addiction system. China, Korea, and even Japan have had a long and sordid history with online gaming addiction.

There is little doubt that the potential for addiction exists with MMORPGs. The need to feel connected to the game and to stay in touch with in-game friends can be very strong, and countless anecdotes from the East have produced horror stories that have gone so far as to end in death from malnourishment. The government of China already treats addiction to Internet use as a medical disorder, so this would seem to be the next logical step from there—especially considering the country's restrictive stance on online gaming for its students.

CC licensed photo courtesy of Francesca Ferro.