surviving the game: battling internet and video game addictions
TRANSCRIPT
Gaming Internet Shorthand
• MUSH - Multi-User Shared Habitat• MUD – Multi-User Dungeon• FPS – First Person Shooter• RTS – Real Time Strategy• PvP – Player vs. Player• MMORPG – Mass Multi- Player Online Role Playing Game• RL – Real Life
• 'World of Warcraft'With over 9 million registered players, Blizzard’s “World of Warcraft” is the big daddy of addictive games. And these players don’t just buy the massively multiplayer online role-playing game - they also pay a monthly fee so they can continually get their fix. Why is “WoW” so popular? It could be the fantasy environment that allows players to be mythical characters with incredible powers. It could be the large-scale battles that let gamers group together and go on raids. It may be the game’s social element that makes it easy for people to make new friends and connect with old ones.
• No matter what “WoW” means to its legions of fans, there’s no denying that this game can make sitting alone at your desk feel like one huge party.
• World of Warcraft is expected to take in $2 billion worldwide.
Arizona, United States Population, total: 6,166,318 2006 census
• ‘Halo'
In fact, the largest-grossing one-day media sale ever occurred on Nov. 9, 2004, when stores sold $125 million worth of “Halo 2” games — the eagerly awaited sequel to the hit Xbox game “Halo”, in which individual players defend Earth against alien invaders.
• 'EverQuest'
• Fans of “EverQuest” will point out that this game came long before “World of Warcraft” and was the first home for fantasy-loving RPG fans.
• And they’d be right: The game, which shipped in 1999, was hugely popular with players and critics alike. So popular that the significant others of some of the game’s fans formed a real-life support group. There is a reason, after all, that “EverQuest” was known by its fans as “EverCrack” and “NeverRest.”
• 'Doom' • When “Doom” came out in 1993, its 3-D graphics and awesome multiplayer
abilities put it on the bleeding edge of gaming. Until then, it was quite uncommon to hook multiple computers together for a group gaming experience, but “Doom” changed all that. People fell big time for this alien hunting, first-person shooter, and soon there were many imitators, spawning a genre known simply as “Doom Clones.”
• The number of people who still play “Doom” today, over 10 years after its launch, bespeaks its addictive qualities.
• 'Tetris' • “Tetris” is just a simple stacking game, right? Pieces fall from above and you pack
them tightly together, keeping the pile from reaching the top of the screen. How addictive can that be?
• Very. The “Tetris” epidemic has been in full effect since it came out in 1984, and you’d be hard pressed to find a gaming system (console, handheld or other) that doesn’t have at least one form of the game available for it. Today, you can even download “Tetris” directly to your cell phone in case you need to get your fix on the fly.
Is Game Addiction True Addiction?
1. The person needs more and more of a substance or behavior to keep him going.
2. If the person does not get more of the substance or behavior, they become irritable and miserable.
3. ?????
About 40 percent of players of multiplayer online games like “EverQuest” say they consider themselves addicted. Some players refer to the game as “Evercrack”.
True Addiction?
Diagnostic and Statistical Manual of Mental Disorders - IV
• “The central issue is the absence of research literature on this. At this point it is not considered an official disease. We are probably going to mention it in the appendix.”
- Dr. Charles O’Brien
Director of the University of Pennsylvania’s
Center for Studies in Addiction and chair of
the DSM-V committee
Is Game Addiction True Addiction?
1. Contingencies and Schedules
A contingency in gaming is a
rule or set of rules governing
when a “reward” is given out.
2. Ratios and IntervalsVariable ratio schedules
produce the highest rates of
activity.
*Behavioral Game Design
by John Hopson
The Biological and Psychological Factors
• Research suggests that playing video games elevates levels of dopamine.
• More to this addiction than just brain chemistry. There is a psychological component to the addiction:
“I can escape or feel good about my life. I don’t like the way I feel . . .I’ll play video games”. –USU student
• As a chemical messenger, dopamine is similar to adrenaline. Dopamine affects brain processes that control movement, emotional response, and ability to experience pleasure and pain.
DOPAMINE
Who is at
?• Common Threads – compulsive playing
tends to cover psychological problems___________________________________
DepressedLonelyAngryShyAgoraphobiaHistory of Family ConflictsLow Self-EsteemSocial Anxiety
Warning Signs
• Withdrawal• Isolation• Intense Pleasure/Guilt• Obsessing• Neglecting• Lying
• Lost Sense of Time• Dependency• Escape Mechanism• Debt• Anger/ Depression• Inability to Control
Xbox in control, Enter at own risk!
• Game playing is part of the daily routine for:
65% of girls 85% of boys 1 in 8 develop patterns similar to other types of
addiction and abuse 2002 survey of 1500 teenagers: 25% were
identified as compulsive video gamers 50% described a friends’ gaming behavior as
“addiction”
Niolosi, 2002; Tournemille, 2002
WHO PLAYS COMPUTER AND VIDEO GAMES?GENDER
of Game Players :
•60% male
•40% femaleIn fact, WOMEN age 18 or older represent a significantly
greater portion of the game-playing population (33%)
than boys age 17 or younger (20%).
DO PARENTS CONTROL WHAT THEIR KIDS PLAY?
76%of parents believe that the parental controls available in
all new video game consoles are useful. Further, parents impose time limit usage on video games more than any
other form of entertainment:
83%of parents place time limits on video game playing
78%of parents place time limits on television viewing
75%of parents place time limits on Internet usage
66%of parents place time limits on movie viewing
TOP 20 SELLING COMPUTER GAMES OF 2009BY UNITS SOLD
Rank Title
1 CALL OF DUTY: MODERN WARFARE 2
2 NEW SUPER MARIO BROS.
3 WII SPORTS RESORT W/ WII MOTION PLUS
4 WII FIT W/ BALANCE BOARD
5 MARIO KART W/ WHEEL
6 WII PLAY W/ REMOTE
7 CALL OF DUTY: MODERN WARFARE 2
8 WII FIT PLUS W/BALANCE BOARD
9 HALO 3: ODST 10 POKEMON PLATINUM VERSION
TOP 20 SELLING COMPUTER GAMES OF 2009BY UNITS SOLD
Rank Title
11 MADDEN NFL 10
12 NEW SUPER MARIO BROS
13 MARIO KART DS
14 ASSASSIN’S CREED II
15 MADDEN NFL 10
16 LEFT 4 DEAD 2
17 MARIO & LUIGI: BOWSER’S INSIDE STORY
18 UFC 2009 UNDISPUTED
19 EA SPORTS ACTIVE BUNDLE
20 RESIDENT EVIL 5
Source: The NPD Group/Retail Tracking Service
Why Would I Ever Miss Class?
0
5
10
15
20
25
30
35
Percent
Stress
Cold/Sore Throat
Sleeping Difficulties
Concern re fam/ friend
Relationship diff.
Depression / anxiety
Internet use / games
Sinus infection
Death friend/family
Alcohol use
32
2524
1816 15
12
9 9 8
DEVELOPING COMPETENCE• Intellectual competence• Physical and manual skills competence• Interpersonal competenceMANAGING EMOTIONS• Awareness of emotions• Acknowledge emotions• Release of emotions• Control of emotions• Bonding with othersMOVING THROUGH AUTONOMY TOWARDINTERDEPENDENCE• Function with self-sufficiency• Free from continual and pressing need for• reassurance/approval• Organize activities or solve problems in a self-directed way• Willingness to pursue strong interest or stand on convictionsDEVELOPING MATURE INTERPERSONALRELATIONSHIPS• Tolerance and appreciation of differences• Capacity for intimacy which is enduring and nurturingESTABLISHING IDENTITY• Comfort with self: physical, social, spiritual• Clarification of roles and lifestyle• Strong sense of self in response to feedback from• valued othersDEVELOPING PURPOSE• Clear vocational goals• Formulating plans for action with set priorities• Strong interpersonal and family commitmentsDEVELOPING INTEGRITY• Humanizing values – balancing self-interest with interests• of others• Personalizing values – affirming core beliefs while respecting• other points of view• Develop congruence – matching personal values with socially• responsible behavior
VIDEO GAME ADDICTION’S
ATTACHMENT TO STUDENT DEVELOPMENT THEORY AND ISSUES
CHICKERING’S SEVEN VECTORS
• Academic 18.5% of students reported internet usage
and gaming caused lower grades or a dropped class. –Alcohol: 8.5% (Michigan State)
• Social GamingSucks.com
"WoW" Widows Support Group at Yahoo.com -3,000 members.
GamerWidow.com has some 2,000 members who gather in the forums to vent their frustrations and mourn their losses together.
• Financial In the past 10 years, U.S. video-game
sales have almost tripled to $10 billion last year
Where does it Hurt?
Research Summary» Does it increase violence or negatively impact prosocial
behavior?
Long-term vs. short-term
» Does it improve learning / literacy?
Mixed to Yes
» Are they addictive?
Yes . . .
» Does it prepare youth?
Mixed to Yes
Checklist for Direct Interaction
Attitude Physical Appearance
Behavior Academic Performance
See Handout
Gaming BEST Practices
Game play should never exceed 7-21 hours per week
Playing with rl friends and family is better than playing alone
Cooperative game play vs. Competitivegame play
Creative games DO benefit
Prevention• Identify students with major indicators and
common threads• Discussion in Freshmen orientation
programs• Resident Assistant / Peer Mentor Training• Early Alert, Academic Success and other
Intervention programs (poor grades, attendance)
• Ask Questions about usage
Prevention• Explore partnerships with Counseling and
Psychological Services• Direct interventions• Programs/activities that only support
productive gaming• Disposal Incentive Programs• Living Learning Communities • IT training
Suggested Readings:
• Cyber Junkie: Escape the Gaming and Internet Trap – Kevin Roberts
• Game Addiction: The Experience and the Effects – Neils Clark & P. Shavaun Scott
• Alone Together: Why We Expect More from Technology and Less from Each Other – Sherry Turkle
• Internet Addiction: A Handbook and Guide to Evaluation and Treatment – Kimberly S. Young
• Life on the Screen: Identity in the Age of the Internet – Sherry Turkle
• I, Avatar: The Culture and Consequences of Having a Second Life – Mark Stephen Meadows
• Coming of Age in Second Life: An Anthropologist Explores the Virtually Human – Tom Boellstorff
• Second Lives: A Journey Through Virtual Worlds – Tim Guest
• The Making of Second Life: Notes from the New World – Wagner James Au
Sources:
• Nisolosi, B. (2002) Video Game Culture: A Harmless Addiction?
http://www.catholicexchange.com/vm/PFarticle.asp?vm_id=2&art_id=13810&sec_id=24907
Tournemille, D. (2002) First-person shooter: The video gamer’s addiction.
http://www.ctv.ca/servlet/ArticleNews/story/CTVNews/1030135158281_3?s_name=&no_ads
Orzack, M. (2005)
http://www.computeraddiction.com/peter.htm
http://www.fcd.org/admin/cgi-bin/file.asp?id=52
Kalning, K. (2007) If Second Life isn’t a Game, what is it?
http://www.msnbc.msn.com/id/17538999/
Bruner, O. (2006) Playstation Nation: Protect Your Child from Video Game Addiction (New York, Center Street)
Entertainment Software Association; www.theesa.com. See “Facts and Research.”
Benedetti, W. (2007) Game Widows Grieve ‘Lost’ Spouses
http://www.msnbc.msn.com/id/20397322/
Smith, K. (2007) Top 5 Most Addictive Video Games
http://www.msnbc.msn.com/id/20398361/?GT1=10252
Glazer, S. (2006, November 10). Video games. CQ Researcher, 16, 937-960. Retrieved from CQ Researcher Online, http://library.cqpress.com/cqresearcher/cqresrre2006111000