Foreword Introduction Background Previous literature and research into high frequency computer game playing The purpose of this report High consumption and problematic usage What is World of Warcraft? The shaping of the study The informants The interviews The result What problems do young people see as likely to result from high consumption of World of Warcraft? Timed consumption ground for several problems Description of problems summary and discussion What drives players to consume at high levels? Social pressure Social discrepancy The nature of the game built to take time Reasons for high consumption summary and discussion Reasons for changed playing habits