I booted up my computer. It was Friday and I had a lot of work to do, but hey, I kept the whole weekend free so it’s okay. I can start my work tomorrow, and play a game now. Before I knew it, it was 5:00AM. That weekend I skipped half of my meals and also a night of sleep. I failed to do my homework. I felt depressed. Gaming had numbed all my feelings. But this time I didn’t return to the cycle of addiction, and committed to not gaming for 30 years.

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I have been gaming since I was 8 years old, averaging between 40-60 hours of gaming per week. Some days I gamed 16 hours a day on the weekend, and particularly during holidays. I have played for over 15,000 total hours over my life. And I recently decided to quit. But do I regret all of this wasted time?

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Game Quitters exists to provide the best tools, resources, and peer support for people struggling with a video game addiction. Today we are proud to announce a major upgrade to our platform to help us do just that.

When I wrote our first blog post back in 2011 on ‘How to Quit Playing Video Games FOREVER’ I never imagined we would end up as the face of a global movement against video game addiction. I never imagined that one blog post on a personal development blog would launch an international platform serving over 50,000 people each month representing 94 countries. But here we are.

We take this responsibility seriously and as our platform has grown in numbers, so too has the need for it to grow in service. For the past few months I have been working tirelessly with a small team to bring you Game Quitters 2.0, transforming our mostly content-based site into an interactive recovery platform.

Let’s see what’s new in Game Quitters 2.0

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I denied the bad side effects this addiction had on my life a long time. But it got more obvious day to day.

Every weekend after extensive gaming sessions I got panic attacks, knowing that this behavior leads to nothing and that it did not bring me any step closer to my dreams… to a life fulfilled with happiness and things which I really want to do.

I decided to quit 111 days ago and for the first time in over 10 years, I really feel I have my life back. I feel that I am in charge of my own fate.

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My gaming problems really began when I got into online gaming. I was about 14 years old and I hated school. I hardly had friends, and the ones I did have were quite toxic and not very accepting. Then I found online chat programs like ICQ and gaming communities where I could be myself. Nobody judged me. I felt accepted, and could just be who I was under a new alias. I didn’t want to do anything else but play and be online.

Ironically, during my gaming time, someone in my clan taught me HTML and I started to code a bit. These days I’m a front-end developer, writer, and I’ve traveled to over 20 countries. The online scene that swallowed me whole also provided the tools to get out of it.

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Men are increasingly anxious, depressed, and struggling with suicide. They are dropping out of school and opting out of the workforce, instead choosing to live in a virtual world playing video games and watching porn. A masculinity crisis is on our hands. Are we losing an entire generation to gaming and porn addictions?

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Fortnite is the hottest game in the world with over 125 million people playing worldwide. Not only is it a viral sensation, but it is very intentionally designed to be addictive, and thousands of parents report problems with Fortnite addiction.

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Over the past 40 years the video game industry has boomed into an industry worth an anticipated $138 billion dollars in 2018—larger than both the film and music industries combined. As revenues have grown, so too has another phenomenon—gaming addiction.

Yet the gaming industry continues to deny its existence, suggesting that its creation is “misguided”, “premature”, and has the potential to be “deeply harmful.” Here are four solutions Big Gaming could implement immediately that would help to address addiction problems with their users.

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As video game usage has increased, so too has unemployment for young men. A new study has found that 75% of the time they used to spend working is now spent playing video games, which begs the question: Are video games causing unemployment in men?

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