Surviving the Game: Battling Internet and Video Game Addictions - PowerPoint PPT Presentation

1 / 44
About This Presentation
Title:

Surviving the Game: Battling Internet and Video Game Addictions

Description:

Surviving the Game: Battling Internet and Video Game Addictions Research Summary Does it increase violence or negatively impact prosocial behavior? – PowerPoint PPT presentation

Number of Views:374
Avg rating:3.0/5.0
Slides: 45
Provided by: chr4152
Learn more at: http://nwacuho.org
Category:

less

Transcript and Presenter's Notes

Title: Surviving the Game: Battling Internet and Video Game Addictions


1
Surviving the Game Battling Internet and Video
Game Addictions
2
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

3
TOP 5 MOST ADDICTIVE GAMES
4
  • 'World of Warcraft'With over 9 million
    registered players, Blizzards World of
    Warcraft is the big daddy of addictive games.
    And these players dont 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
    games 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, theres 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
5
  • 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.

6
  • '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 theyd 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 games fans formed a real-life
    support group. There is a reason, after all, that
    EverQuest was known by its fans as EverCrack
    and NeverRest.

7
  • '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.

8
  • '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 youd be
    hard pressed to find a gaming system (console,
    handheld or other) that doesnt 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.

9
Is Game Addiction True Addiction?
  • The person needs more and more of a substance or
    behavior to keep him going.
  • If the person does not get more of the substance
    or behavior, they become irritable and miserable.
  • ?????
  • About 40 percent of players of multiplayer online
    games like EverQuest say they consider
    themselves addicted. Some players refer to the
    game as Evercrack.

10
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 OBrien
  • Director of the University of Pennsylvanias
  • Center for Studies in Addiction and chair of
  • the DSM-V committee

11
Is Game Addiction True Addiction?
  • Contingencies and Schedules
  • A contingency in gaming is a
  • rule or set of rules governing
  • when a reward is given out.
  • Ratios and Intervals
  • Variable ratio schedules
  • produce the highest rates of
  • activity.
  • Behavioral Game Design
  • by John Hopson

12
The Biological and Psychological Factors
  • 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.
  • 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
    dont like the way I feel . . .Ill play video
    games. USU student

DOPAMINE
13
Who is at ?
  • Common Threads compulsive playing tends to
    cover psychological problems
  • ___________________________________
  • Depressed
  • Lonely
  • Angry
  • Shy
  • Agoraphobia
  • History of Family Conflicts
  • Low Self-Esteem
  • Social Anxiety

14
Warning Signs
Xbox in control, Enter at own risk!
  • Lost Sense of Time
  • Dependency
  • Escape Mechanism
  • Debt
  • Anger/ Depression
  • Inability to Control
  • Withdrawal
  • Isolation
  • Intense Pleasure/Guilt
  • Obsessing
  • Neglecting
  • Lying

15
  • 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

16
  • WHO PLAYS COMPUTER AND VIDEO GAMES?
  • of American households
  • play computer or video games.

17
  • WHO PLAYS COMPUTER AND VIDEO GAMES?
  • 67
  • of American households
  • play computer or video games.

18
  • The average game player age is

19
  • The average game player age is
  • 34

20
  • The average game player age is
  • 34

Age of Gamers 25 under 18 years 49 18-49
years 26 50 years
21
  • WHO PLAYS COMPUTER AND VIDEO GAMES?
  • GENDER
  • of Game Players

22
  • WHO PLAYS COMPUTER AND VIDEO GAMES?
  • GENDER
  • of Game Players
  • 60 male
  • 40 female
  • In fact, WOMEN age 18 or older represent a
    significantly
  • greater portion of the game-playing population
    (33)
  • than boys age 17 or younger (20).

23
67 of homes in America own either a
console and/or PC used to run entertainment
software.
24
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
  • 83of parents place time limits on video game
    playing
  • 78of parents place time limits on television
    viewing
  • 75of parents place time limits on Internet usage
  • 66of parents place time limits on movie viewing

25
  • U.S. computer and video game software sales
    generated 10.5 billion in 2009.

26
What are they playing?
  • Multiplicity of Games and Hardware

27
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

28
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 ASSASSINS CREED II
  • 15 MADDEN NFL 10
  • 16 LEFT 4 DEAD 2
  • 17 MARIO LUIGI BOWSERS INSIDE STORY
  • 18 UFC 2009 UNDISPUTED
  • 19 EA SPORTS ACTIVE BUNDLE
  • 20 RESIDENT EVIL 5
  • Source The NPD Group/Retail Tracking Service

29
(No Transcript)
30
Why Would I Ever Miss Class?
32
25
24
18
16
15
12
9
9
8
31

VIDEO GAME ADDICTIONS ATTACHMENT TO STUDENT
DEVELOPMENT THEORY AND ISSUES
CHICKERINGS SEVEN VECTORS
  • DEVELOPING COMPETENCE
  • Intellectual competence
  • Physical and manual skills competence
  • Interpersonal competence
  • MANAGING EMOTIONS
  • Awareness of emotions
  • Acknowledge emotions
  • Release of emotions
  • Control of emotions
  • Bonding with others
  • MOVING THROUGH AUTONOMY TOWARD
  • INTERDEPENDENCE
  • 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
    convictions
  • DEVELOPING MATURE INTERPERSONAL
  • RELATIONSHIPS

32
Where does it Hurt?
  • 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

33
Hurting us socially?
  • Given choice, video games over every other
    activity?

34
(No Transcript)
35
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

36
IDENTIFICATION
37
Checklist for Direct Interaction
  • Attitude
  • Physical Appearance
  • Behavior
  • Academic Performance
  • See Handout

38
What does my gut tell me...
39
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. Competitive
  • game play
  • Creative games DO benefit

40
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

41
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

42
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

43
But THANKS!!!! For coming and playing!
44
Sources
  • Nisolosi, B. (2002) Video Game Culture A
    Harmless Addiction?
  • http//www.catholicexchange.com/vm/PFarticle.asp?
    vm_id2art_id13810sec_id24907
  • Tournemille, D. (2002) First-person shooter The
    video gamers addiction.
  • http//www.ctv.ca/servlet/ArticleNews/story/CTVNe
    ws/1030135158281_3?s_nameno_ads
  • Orzack, M. (2005)
  • http//www.computeraddiction.com/peter.htm
  • http//www.fcd.org/admin/cgi-bin/file.asp?id52
  • Kalning, K. (2007) If Second Life isnt 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/
Write a Comment
User Comments (0)
About PowerShow.com