Title: Surviving the Game: Battling Internet and Video Game Addictions
1Surviving the Game Battling Internet and Video
Game Addictions
2Gaming 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
3TOP 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.
9Is 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.
10True 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
11Is 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
12The 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
14Warning 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).
2367 of homes in America own either a
console and/or PC used to run entertainment
software.
24DO 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.
26What are they playing?
- Multiplicity of Games and Hardware
-
27TOP 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
28TOP 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)
30Why 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
32Where 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
33Hurting us socially?
- Given choice, video games over every other
activity?
34(No Transcript)
35Research 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
36IDENTIFICATION
37Checklist for Direct Interaction
- Attitude
- Physical Appearance
- Behavior
- Academic Performance
- See Handout
38What does my gut tell me...
39Gaming 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
40Prevention
- 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
41Prevention
- Explore partnerships with Counseling and
Psychological Services - Direct interventions
- Programs/activities that only support productive
gaming - Disposal Incentive Programs
- Living Learning Communities
- IT training
42Suggested 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
43But THANKS!!!! For coming and playing!
44Sources
- 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/