Extreme Gamer Health Hazards

Poopsocking

When a ‘World of Warcraft’ video game player almost died, the outside world learned a new term: “poopsocking.” The word refers to the gamer practice of defecating into a sock to avoid getting up to use the bathroom; it's a badge of pride to show dedication to their video game addiction.

This particular ‘World of Warcraft’ game player had spent more than 24 hours at his console with little food or drink. Blizzard, the World of Warcraft developer, knew of the term ‘poopsocking,’ saying “No, no… I highly encourage players to use the restroom.” A 15-year-old Swede was playing the ‘World of Warcraft: Wrath of the Lich King’ expansion pack and had a seizure.

Online Gaming Addiction
Opportunity for companies to develop solutions for internet/gaming addictions, including monitoring tools for excessive gameplay, virtual reality therapy alternatives, and rehabilitation programs
Gamification of Health
There is an opportunity for companies to develop games that improve health habits or educate about health risks. These games could be used as a preventative health tool
Remote Health Monitoring
Opportunity for wearable companies to innovate remote health monitoring to detect signs of online/gaming addiction and prompt the person to take a break or seek help

Who This Affects Most

Healthcare
Opportunity for healthcare providers to develop awareness programs, counseling services and rehabilitation programs that target the gaming community
Gaming
Opportunity for gaming companies to develop safe gaming guidelines, foster healthy gameplay habits and empower/encourage users to take breaks and take care of their health
Wearable Technology
Opportunity for wearable companies to incorporate health monitoring and alert features around gaming or internet use to promote healthier behaviors and prevent potential health-related harm
SCORE
5.2 out of 10
GENDER
90% Men10% Women
MARKETTop markets: North America, Europe, Asia
GENERATION
  • Gen Alpha
  • Gen Z (primary audience)
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 58%
Activity 89%
Freshness 8%

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