Battling Internet and Video Game Addictions

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Surviving the Game: Battling
Internet and Video Game
Addictions
Gaming Internet Shorthand
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MUSH - Multi-User Shared Habitat
MUD – Multi-User Dungeon
FPS – First Person Shooter
RTS – Real Time Strategy
PvP – Player vs. Player
MMORPG – Mass MultiPlayer Online Role
Playing Game
• RL – Real Life
TOP 5 MOST
“ADDICTIVE”
GAMES
• 'World of Warcraft'
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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'
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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'
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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'
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“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.
2.
3.
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”.
True Addiction?
Diagnostic and Statistical Manual of Mental Disorders - IV
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“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 Intervals
Variable ratio schedules
produce the highest rates of
activity.
*Behavioral Game Design
by John Hopson
The Biological and Psychological
Factors
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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
• 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
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
Xbox in control,
Enter at own risk!
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Warning Signs
Withdrawal
Isolation
Intense Pleasure/Guilt
Obsessing
Neglecting
Lying
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Lost Sense of Time
Dependency
Escape Mechanism
Debt
Anger/ Depression
Inability to Control
• 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?
of American households
play computer or video games.
WHO PLAYS COMPUTER AND VIDEO
GAMES?
67%
of American households
play computer or video games.
The average game player age is:
The average game player age is:
34
The average game player age is:
34
Age of Gamers:
25% under 18 years
49% 18-49 years
26% 50+ years
WHO PLAYS COMPUTER AND VIDEO
GAMES?
GENDER
of Game Players :
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%).
67%
of homes in America
own either a console
and/or PC used to run
entertainment software.
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
U.S. computer and video game software
sales generated $10.5 billion in 2009.
What are they playing?
• Multiplicity of Games and Hardware:
TOP 20 SELLING COMPUTER GAMES OF 2009
BY UNITS SOLD
Rank
1
2
3
4
5
6
7
8
9
10
Title
CALL OF DUTY: MODERN WARFARE 2
NEW SUPER MARIO BROS.
WII SPORTS RESORT W/ WII MOTION PLUS
WII FIT W/ BALANCE BOARD
MARIO KART W/ WHEEL
WII PLAY W/ REMOTE
CALL OF DUTY: MODERN WARFARE 2
WII FIT PLUS W/BALANCE BOARD
HALO 3: ODST
POKEMON PLATINUM VERSION
TOP 20 SELLING COMPUTER GAMES OF 2009
BY UNITS SOLD
Rank
Title
11
12
13
14
15
16
17
18
19
20
MADDEN NFL 10
NEW SUPER MARIO BROS
MARIO KART DS
ASSASSIN’S CREED II
MADDEN NFL 10
LEFT 4 DEAD 2
MARIO & LUIGI: BOWSER’S INSIDE STORY
UFC 2009 UNDISPUTED
EA SPORTS ACTIVE BUNDLE
RESIDENT EVIL 5
Source: The NPD Group/Retail Tracking Service
Why Would I Ever Miss Class?
35
Stress
Cold/Sore Throat
30
32
Sleeping Difficulties
25
Concern re fam/ friend
20
15
25
Relationship diff.
24
Depression / anxiety
18
16
10
Internet use / games
15
Sinus infection
12
9
5
9
8
Death friend/family
Alcohol use
0
Percent
VIDEO GAME ADDICTION’S
ATTACHMENT TO STUDENT DEVELOPMENT THEORY AND ISSUES
CHICKERING’S SEVEN VECTORS
DEVELOPING COMPETENCE
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Intellectual competence
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Physical and manual skills competence
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Interpersonal competence
MANAGING EMOTIONS
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Awareness of emotions
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Acknowledge emotions
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Release of emotions
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Control of emotions
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Bonding with others
MOVING THROUGH AUTONOMY TOWARD
INTERDEPENDENCE
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Function with self-sufficiency
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Free from continual and pressing need for
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reassurance/approval
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Organize activities or solve problems in a self-directed way
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Willingness to pursue strong interest or stand on convictions
DEVELOPING MATURE INTERPERSONAL
RELATIONSHIPS
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Tolerance and appreciation of differences
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Capacity for intimacy which is enduring and nurturing
ESTABLISHING IDENTITY
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Comfort with self: physical, social, spiritual
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Clarification of roles and lifestyle
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Strong sense of self in response to feedback from
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valued others
DEVELOPING PURPOSE
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Clear vocational goals
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Formulating plans for action with set priorities
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Strong interpersonal and family commitments
DEVELOPING INTEGRITY
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Humanizing values – balancing self-interest with interests
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of others
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Personalizing values – affirming core beliefs while respecting
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other points of view
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Develop congruence – matching personal values with socially
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responsible behavior
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
Hurting us socially?
» Given choice, video games over every other activity?
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
IDENTIFICATION
Checklist for Direct
Interaction
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Attitude
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Physical Appearance
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Behavior
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Academic Performance
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See Handout
What does my gut tell me...
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
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:
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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
But THANKS!!!! For coming and playing!
Sources:
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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
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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
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Orzack, M. (2005)
http://www.computeraddiction.com/peter.htm
http://www.fcd.org/admin/cgi-bin/file.asp?id=52
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Kalning, K. (2007) If Second Life isn’t a Game, what is it?
http://www.msnbc.msn.com/id/17538999/
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Bruner, O. (2006) Playstation Nation: Protect Your Child from Video Game Addiction (New York, Center Street)
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Entertainment Software Association; www.theesa.com. See “Facts and Research.”
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Benedetti, W. (2007) Game Widows Grieve ‘Lost’ Spouses
http://www.msnbc.msn.com/id/20397322/
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Smith, K. (2007) Top 5 Most Addictive Video Games
http://www.msnbc.msn.com/id/20398361/?GT1=10252
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Glazer, S. (2006, November 10). Video games. CQ Researcher, 16, 937-960. Retrieved from CQ Researcher Online,
http://library.cqpress.com/cqresearcher/cqresrre2006111000
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