video game addiction: mmog’s - fims faculty...

45
Video Game Video Game ADDICTION ADDICTION : : MMOG MMOG S S Wh3n u pwn N00bs, u r r3ally pwning urs3lf…even if u r 1337.

Upload: lamngoc

Post on 06-Mar-2018

217 views

Category:

Documents


0 download

TRANSCRIPT

Video Game Video Game ADDICTIONADDICTION: : MMOGMMOG’’SS

Wh3n u pwn N00bs, u r r3ally pwningurs3lf…even if u r 1337.

Addiction ExplanationAddiction Explanation

Two types of dependencyTwo types of dependencyPhysiologicalPhysiologicalPsychologicalPsychological?Social??Social?

PhysiologicalPhysiologicalDopamineDopamine

Neural transmitterNeural transmitterPleasure chemicalPleasure chemicalGame stimulation of Game stimulation of

dopamine productiondopamine productionother dopamine stimulators: other dopamine stimulators:

food, sex, cocainefood, sex, cocaine

Problems:Problems:-- Dopamine levels produced are negligibleDopamine levels produced are negligible-- Why arenWhy aren’’t we addicted to solving math t we addicted to solving math

problems?problems?

Note:Note:-- OverOver--activity of Dopamine in the brain has activity of Dopamine in the brain has

been associated to Schizophrenia and been associated to Schizophrenia and other psychosisother psychosis

PsychologicalPsychological

MMOG addictions share similar traits with MMOG addictions share similar traits with other psychological addictions (i.e. other psychological addictions (i.e. gambling) gambling)

-- Provides an action Provides an action ‘‘highhigh’’ and escape and escape from realityfrom reality

-- Sunken cost fallacy: spent money or time Sunken cost fallacy: spent money or time on game and stopping means loosing on game and stopping means loosing that cost and would be unacceptablethat cost and would be unacceptable-- Sunken Cost and Second Life?Sunken Cost and Second Life?

Problems:

-What stops us from being addicted to everything?

-Maybe games are just fun?

Recall Mihaly CsikzentmihalyRecall Mihaly Csikzentmihaly’’s 8 Factors of s 8 Factors of Flow:Flow:1.1. Challenging activity that requires skill Challenging activity that requires skill 2.2. Clear goals and feedback Clear goals and feedback 3.3. A merging of action and awareness A merging of action and awareness 4.4. Concentration on the task at hand Concentration on the task at hand 5.5. Loss of selfLoss of self--consciousness consciousness 6.6. The paradox of control The paradox of control 7.7. The transformation of time The transformation of time 8.8. Autotelic experience Autotelic experience

Flow: "The state in which people are so involved in an activity Flow: "The state in which people are so involved in an activity that nothing else seems to that nothing else seems to mattermatter”” (King and Krzywinska 28).(King and Krzywinska 28).

Albert BanduraAlbert Bandura’’s Operant Conditioning s Operant Conditioning

Process:Process:

Videogames progress as a behavioral addiction in 4 stages:Videogames progress as a behavioral addiction in 4 stages:

1.1. Initiation: behaviors are rewarding and pleasurable Initiation: behaviors are rewarding and pleasurable 2.2. Transition: behavior as a mechanism to relieve stress, lonelinesTransition: behavior as a mechanism to relieve stress, loneliness, s,

depression, preoccupation, anxiety etcdepression, preoccupation, anxiety etc……3.3. Addiction: excessive use that creates negative effects such as lAddiction: excessive use that creates negative effects such as loss oss

of sleep, the neglect of relationships and responsibilities, of sleep, the neglect of relationships and responsibilities, withdrawal symptoms etcwithdrawal symptoms etc……

4.4. A change to deviant behavior A change to deviant behavior

*Strong association between flow and behavioral videogame *Strong association between flow and behavioral videogame addiction*addiction*

Concentration on the task at hand, loss of Concentration on the task at hand, loss of selfself--consciousness and the transformation of consciousness and the transformation of time are central to understanding the time are central to understanding the dynamics of video game addictiondynamics of video game addiction..

Does flow simply produce a state of addiction or does flow Does flow simply produce a state of addiction or does flow require addiction?require addiction?

Recall Geoff HowlandRecall Geoff Howland’’s definition of videogame s definition of videogame hooks:hooks:

““Any activity performed by the player for the purpose of Any activity performed by the player for the purpose of furthering their playfurthering their play”” (K&K 23).(K&K 23).

-- Videogames that run out of hooks to keep a player immersed Videogames that run out of hooks to keep a player immersed in its virtual reality can only cause addiction for a determinedin its virtual reality can only cause addiction for a determinedperiod of time.period of time.

-- Once a game has been beaten thoroughly (games are Once a game has been beaten thoroughly (games are becoming increasingly complex and longer) the less likely a becoming increasingly complex and longer) the less likely a person will experience the person will experience the ““flow channelflow channel”” for that game.for that game.

-- ““players spend the majority of their time on a small set of players spend the majority of their time on a small set of actions.actions.””

-- Eric Zimmerman calls this a Eric Zimmerman calls this a ““core mechaniccore mechanic”” of a videogame.of a videogame.(K & K 23)(K & K 23)

Social(?)Social(?)

Is it possible that gamers that donIs it possible that gamers that don’’t have t have a strong social network outside of an a strong social network outside of an MMOG find the game addictive because MMOG find the game addictive because that is where their friends are? The game that is where their friends are? The game becomes the social interaction part of becomes the social interaction part of their lives?their lives?

Note: All of these points are theory, more Note: All of these points are theory, more research needs to be done in the field.research needs to be done in the field.

For ChildrenFor Children

Most of nonMost of non--school hours are spent on the school hours are spent on the computer or playing video games. computer or playing video games. Worsening grades. Worsening grades. Lying about computer or video game use. Lying about computer or video game use. Choosing to use the computer or play video Choosing to use the computer or play video games, rather than see friends. games, rather than see friends. Dropping out of other social groups (clubs or Dropping out of other social groups (clubs or sports). sports). Irritable when not playing a video game or on Irritable when not playing a video game or on the computer.the computer.

For AdultsFor AdultsComputer or video game use is characterized Computer or video game use is characterized by intense feelings of pleasure and guilt. by intense feelings of pleasure and guilt. Obsessing and preObsessing and pre--occupied about being on occupied about being on the computer, even when not connected. the computer, even when not connected. Hours playing video games or on the computer Hours playing video games or on the computer increasing, seriously disrupting family, social or increasing, seriously disrupting family, social or even work life. even work life. Experience feelings of withdrawal, anger, or Experience feelings of withdrawal, anger, or depression when not on the computer or depression when not on the computer or involved with their video game. involved with their video game. Fantasy life onFantasy life on--line replaces emotional life with line replaces emotional life with partner. partner.

There are even physical There are even physical symptoms that may point symptoms that may point to addiction: to addiction:

Carpal tunnel syndrome. Carpal tunnel syndrome. Sleep disturbances Sleep disturbances Back, neck aches Back, neck aches Headaches Headaches Dry eyes Dry eyes Failure to eat regularly or neglect Failure to eat regularly or neglect personal hygiene personal hygiene

Keith Keith BakkerBakker, director of , director of Smith & Jones Addiction Smith & Jones Addiction Consultants, agrees.Consultants, agrees.

““The person is trying to change the way The person is trying to change the way they feel by taking something outside of they feel by taking something outside of themselves. The [cocaine] addict learns, themselves. The [cocaine] addict learns, ‘‘I donI don’’t like the way I feel, I take a line of t like the way I feel, I take a line of cocaine.cocaine.’’ For gamers, itFor gamers, it’’s the fantasy s the fantasy world that makes them feel better.world that makes them feel better.””

Super Mario Bros. Everquest or WOW

Hooks include: action, strategy and time. Very simple hooks.

Hooks include: action, resources, strategy and time. MMOG introduce new social and goal oriented hooks.

Once you run out of lives, the game is over. There is an ending.

Players must continue playing in order to prosper in the virtual world.

No real reward for progressing in the game.

Players often create online friendships and in order to maintain them they must progress at the same speed of their friends.

Offline games less addicting because no one is urging you to continue playing, no one to prove yourself to.

Many goals involve tasks commonly referred to as “camping.” This consists of players waiting hours for a particular enemy to appear.

Gameplay is never altered. Every time you play the game it is the same as before.

Constantly changing environments and added expansions have players coming back for more.

How do MMORGHow do MMORG’’s Differ? s Differ? -- Online virtual world is much more vast in virtual space. Online virtual world is much more vast in virtual space. -- Players and developers build the virtual world together. Players and developers build the virtual world together. -- The cooperation and synergy in building the virtual world The cooperation and synergy in building the virtual world

causes the quantity and quality of game play hooks to causes the quantity and quality of game play hooks to increase.increase.

-- As we have seen, people can make a living by achieving As we have seen, people can make a living by achieving hooks (sword, spell, accessory etc) and selling them for hooks (sword, spell, accessory etc) and selling them for real money.real money.

-- Players have a more intensive connection to their online Players have a more intensive connection to their online identity.identity.

-- Online identities are withheld by online relationships. Online identities are withheld by online relationships.

MMOG MMOG TIMELINE:TIMELINE:

The beginnings of so many wasted lives…

SPACE WAR ONLINE (1969)

FIRST MUD (1975)

HABITAT (1986)

MERIDIAN 59 (1996)

ULTIMA ONLINE (1997)

EVERQUEST(1999)

DARK AGE OF CAMELOT (2001)

STAR WARSGALAXIES

(2002)

THE SIMS ONLINE (2002)

ASHERON’S CALL (1999)

LINEAGE (2001)

(2004)

MEET CLARKE:MEET CLARKE:

World of World of WarcraftWarcraft AddictAddict

Going Straight to the Going Straight to the SourceSource

On average, plays for 20 hours per week (He On average, plays for 20 hours per week (He wishes)wishes)

50% detriment to his studies50% detriment to his studies

4040--50% detriment to his social life50% detriment to his social life

BUT, Is It Addictive?BUT, Is It Addictive?

““Absolutely! How Absolutely! How isnisn’’tt it addictive? I donit addictive? I don’’t t know who in their right mind would say know who in their right mind would say that it isnthat it isn’’t. Is this even a debate? I think t. Is this even a debate? I think itit’’s pretty obvious that it iss pretty obvious that it is…… Anyone who Anyone who says it isnsays it isn’’t obviously hasnt obviously hasn’’t played it. Or t played it. Or theythey’’re just stupid.re just stupid.””

What Makes It Addictive?What Makes It Addictive?

Designed to make you playDesigned to make you playAlways a goal, with Always a goal, with ““some sweet rewardsome sweet reward””Promise of guild makes player want to Promise of guild makes player want to play more early onplay more early onWhen in guild, meeting times, guild When in guild, meeting times, guild requirementsrequirementsSense of community encourages Sense of community encourages participationparticipationTreated like a job Treated like a job –– to be taken seriouslyto be taken seriously

Not Without Its Redeeming Not Without Its Redeeming QualitiesQualities

Large amount of social interaction Large amount of social interaction ––success depends on itsuccess depends on itTransferable Transferable ““Real WorldReal World”” skills (people skills (people skills, problem solving, team skills, problem solving, team management/team building)management/team building)Most of all:Most of all:

““ItIt’’s just so much fun!s just so much fun!””

What Do the Experts What Do the Experts Think?Think?

““They [game designers They [game designers ieie. Blizzard] . Blizzard] design these design these MMORPGsMMORPGs to keep people to keep people in the game. I do think the problem is tied in the game. I do think the problem is tied in with other things like family issues, but in with other things like family issues, but the games themselves are inherently the games themselves are inherently addictive. That's ultimately the cause of addictive. That's ultimately the cause of the problem.the problem.”” –– Dr. Dr. MaressaMaressa OrzackOrzack

How Big is the Problem?How Big is the Problem?

““Let's take World of Let's take World of WarcraftWarcraft as an example. as an example. Let's say there are around 6 million subscribers Let's say there are around 6 million subscribers for the game. I'd say that 40 percent of the for the game. I'd say that 40 percent of the players are addicted.players are addicted.””There are now 7.5 million players (Nov. 9 There are now 7.5 million players (Nov. 9 ‘‘06) 06) Yeah, thatYeah, that’’s potentially 3,000,000 addictss potentially 3,000,000 addictsAddicts to Addicts to WoWWoW possess similar symptoms to possess similar symptoms to gambling addicts (neglecting work, social gambling addicts (neglecting work, social relationships, etc.) relationships, etc.)

Like Rats in a MazeLike Rats in a Maze

Dr. Dr. OrzackOrzack believes on reason for addiction to believes on reason for addiction to the game is the use of the game is the use of ““variable ratio variable ratio reinforcementreinforcement””““If a rat must press a bar to receive food, then it If a rat must press a bar to receive food, then it will press faster and more often if it doesn't will press faster and more often if it doesn't know how many times it needs to press the know how many times it needs to press the bar. An equivalent in World of bar. An equivalent in World of WarcraftWarcraft would would be purple (epic) loot drops: you never know be purple (epic) loot drops: you never know when they are going to happen, but that just when they are going to happen, but that just increases the anticipation of getting them.increases the anticipation of getting them.””

Lung Cancer, Sleep Lung Cancer, Sleep Deprivation, WhatDeprivation, What’’s the Diff?s the Diff?

Dr. Dr. OrzackOrzack suggests, as a solution to the suggests, as a solution to the growing problem of MMORPG players growing problem of MMORPG players becoming addicted to the games, that becoming addicted to the games, that these games come with warningsthese games come with warnings““I think there needs to be warning labels I think there needs to be warning labels on on MMORPGsMMORPGs like World of like World of WarcraftWarcraft, , similar to warning labels on cigarettes. similar to warning labels on cigarettes. People should know that these games People should know that these games are potentially harmful.are potentially harmful.””

The The DaedalusDaedalus Project Project

Started by Stanford grad student Nick Started by Stanford grad student Nick YeeYee

Has studied MMORPG players since Has studied MMORPG players since 19991999DaedulusDaedulus Project used to present his Project used to present his findingsfindings

On average, MMORPG players spend 22 On average, MMORPG players spend 22 hours a week playing in virtual worldshours a week playing in virtual worldsOnly 25% of players are teenagers, 50% Only 25% of players are teenagers, 50% have fullhave full--time jobs, 36% are married, 22% time jobs, 36% are married, 22% have childrenhave childrenHis studies have shown that approx. 50% of His studies have shown that approx. 50% of players would consider themselves players would consider themselves addictedaddictedThat being said, 80% of MMORPG players That being said, 80% of MMORPG players play with someone they know in real life, play with someone they know in real life, treat the games as highly socialtreat the games as highly social

Second Life: The Next Big Problem?

My SexyDance Moves

www.nickyee.comwww.nickyee.comhttp://www.twitchguru.com/2006/08/08/whttp://www.twitchguru.com/2006/08/08/world_of_warcraft_players_addicted/orld_of_warcraft_players_addicted/http://arstechnica.com/news.ars/post/200http://arstechnica.com/news.ars/post/2006080960809--7459.html7459.htmlhttp://arstechnica.com/articles/paedia/gahttp://arstechnica.com/articles/paedia/gamingming--evolution.ars/4evolution.ars/4http://archive.gamespy.com/amdmmog/whttp://archive.gamespy.com/amdmmog/week1/eek1/

R3al C4ses: R3al C4ses:

In South Korea a 28In South Korea a 28--yearyear--old man died of heart failure after old man died of heart failure after playing playing StarcraftStarcraft for 50 hours at an internet caffor 50 hours at an internet caféé..In In ChChina:ina:

A 13A 13--yearyear--old boy committed suicide by throwing himself off a 24old boy committed suicide by throwing himself off a 24--story building "to join the heroes of the game he worshipped" afstory building "to join the heroes of the game he worshipped" after ter playing playing WarcraftWarcrafttt for 36 hours.for 36 hours.A 16A 16--yearyear--old student in old student in ShanxiShanxiii province province murderedmurdered his uncle to get his uncle to get money for online gaming. money for online gaming. A A ShanghaiShanghai man was convicted of stabbing another gamer to death man was convicted of stabbing another gamer to death for selling his virtual sword in the game for selling his virtual sword in the game The Legend of Mir 3The Legend of Mir 3. .

Ten South Koreans died from excessive addictionTen South Koreans died from excessive addiction--driven gaming driven gaming in 2005, compared to only two known cases between 2001 and in 2005, compared to only two known cases between 2001 and 2004. 2004. A New Zealand man fell from his roof after attempting to hang A New Zealand man fell from his roof after attempting to hang himself with his himself with his PlaystationPlaystation controller; the fall killed him; this was controller; the fall killed him; this was after playing after playing God of WarGod of War for 30 hours straightfor 30 hours straight

R34ding:R34ding:

David David ReberReber, ex, ex--Navy serviceman, Best Buy Navy serviceman, Best Buy employee, video game addict.employee, video game addict.

Spent money upgrading his computer and his Spent money upgrading his computer and his ““command command centercenter”” instead of fixing his carinstead of fixing his carAnarchy online player who has several characters, each one Anarchy online player who has several characters, each one

with a separate personality.with a separate personality.““II’’ve been screwed over a lot of times in the world. But I didnve been screwed over a lot of times in the world. But I didn’’t t want it to be like that. I wanted to show the world, or the worlwant it to be like that. I wanted to show the world, or the world d of of RubiRubi--ka at least, that there are good people out there, who ka at least, that there are good people out there, who are not out for blood, for lust, for money, always having to getare not out for blood, for lust, for money, always having to getsomething for something.something for something.”” (SB 160)(SB 160)Majority of his social interactions and Majority of his social interactions and ““friendsfriends”” are online, are online, including romantic relationships.including romantic relationships.Takes the day off work to play Star Wars Galaxies. Reaches Takes the day off work to play Star Wars Galaxies. Reaches the level of Jedi. the level of Jedi.

SO WHAT CAN WE DO??!?SO WHAT CAN WE DO??!?

Treatments:Treatments:

McLean HospitalMcLean Hospital in in BelmontBelmont, , MassachusettsMassachusetts has set has set up up Computer Addiction ServicesComputer Addiction Services under the direction of under the direction of clinical psychologistclinical psychologist Dr. Dr. MaressaMaressa OrzackOrzack. .

She was interviewed She was interviewed August 8August 8, , 20062006, speaking of the game , speaking of the game World of World of WarcraftWarcraft she said, "I'd say that 40 percent of the she said, "I'd say that 40 percent of the players are addicted. players are addicted. Note that the 40 percent figure was not derived from a Note that the 40 percent figure was not derived from a scientific study overseen by Dr. scientific study overseen by Dr. OrzackOrzack, but rather came from , but rather came from "a forum that Nick Yee runs". "a forum that Nick Yee runs". She added that "even if the percentage is 5 to 10 percent She added that "even if the percentage is 5 to 10 percent which is standard for most addictive behaviors, it is a huge which is standard for most addictive behaviors, it is a huge number of people who are out of control."number of people who are out of control."

Treatment: What Treatment: What Happens?Happens?

Treatment is difficultTreatment is difficult"Like an eating disorder, you can't expect people to give it up "Like an eating disorder, you can't expect people to give it up completely," completely," OrzackOrzack says. "Tempting 'food' is all around says. "Tempting 'food' is all around ‹‹ at work, at work, at school, and in their homes. You have to limit the time spent at school, and in their homes. You have to limit the time spent in in front of a machine the way you limit the time spent at the tablefront of a machine the way you limit the time spent at the table. . Moderation is important, especially for the new generation of kiModeration is important, especially for the new generation of kids ds who begin to use computers in the first grade, or even before thwho begin to use computers in the first grade, or even before then." en."

One of the hardest things is to get people to come in and One of the hardest things is to get people to come in and talk facetalk face-- toto--face with a therapist. They want to do it all on face with a therapist. They want to do it all on the Internet. the Internet. The average treatment takes three months of regular The average treatment takes three months of regular sessions and telephone (not esessions and telephone (not e--mail) checkups. mail) checkups.

Some people require a year or more to deal with their bad habitsSome people require a year or more to deal with their bad habits. . "Nobody's ever cured," "Nobody's ever cured," OrzackOrzack says. "You just learn to deal says. "You just learn to deal with the problem."with the problem."