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.
1. 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
2. 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
3. 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
1. Healthcare - Opportunity for healthcare providers to develop awareness programs, counseling services and rehabilitation programs that target the gaming community
2. 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
3. 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