The article deals with the problem of enslavement in the virtual world with special emphasis on network games, which are currently the most popular among young users. It analysed three phases of player enslavement in a digital game environment, including: intoxication, addiction and withdrawal. The presentation and detailed description of each phase was intended to show the complexity of this phenomenon. Focusing on the extensive and important topic which is enslavement in the world of games gives the image of gaming as an entertainment extremely tempting with attractiveness, but also dangerous, leading to excessive involvement. Awareness of these threats allows for effective elimination and monitoring of areas that can pose a real danger to young users of digital space.