COM 125 GAMING Presentation

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COM 125 GAMING
Presentation
Presented by:
Cheon Ee Lin
Lim Yen-Yi Andrea
Liyana Zainal
Ng Yi-Xin Sabrina
Rosalyn Wee
Tan Cai Ying, Jasmine
Class B
Evolution of games
• Video from:
http://www.youtube.com/watch?v=Y6db6yQEw0
Game genres
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Action
Fighting
Role-playing
Massively multi-player online games
Platform game
Simulations game
(flight, military, space, city-building)
Sports (racing)
Strategy
Educational
Music
Online Games
• Online Games
– Online role-playing games
– Online shooters
– Online Third-person
shooters/Third-person action
– Online browser-based
Current Generation of MMORPGs
• World of Warcraft
(WoW)
One of the most played
games in North America
Most played MMORPG
worldwide
Over 8 million players
Current Generation of MMORPGs
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Development of raid group quest (“raid”)
Use of instant dungeons
“Player-driven” gameplay
Production of movie “tie-in” games
Competition leads to potential profits among
free-to-play MMORPGs
Mobile gaming
• Take advantage of unique strengths of mobiles
rather than simply relying on basic idea or
porting popular franchises
• Javier Ferreira, Boss of EA Mobile
 Phone is essential to uniting
communities of players
and the home consoles
they currently play
http://www.gamesindustry.biz/content_page.php?aid=23501
Mobile gaming
• Types
 Multi-player
 Content-based
 High-impact visual games
• Categories
 Embedded games
 SMS games
 Browser games
http://www.developer.com/java/j2me/article.php/3502741
In-game advertising
• In-game advertising (IGA)
use of computer and video games as a medium to
deliver advertising
• 2005 in-game advertising spending USD$56 million
(estimated to grow to $1.8 billion by 2010)
• In-game advertising offers new and promising revenue
stream, allowing developers to offset growing
development costs and take more risks in gameplay
• Bring extra $1 to $2 of profit per game unit sold towards
publishers (significant increase over the current $5 to $6
profit per unit.)
http://en.wikipedia.org/wiki/In-game_advertising
Future of Gaming:
Characteristics of the
Game Platform of the Future
(1) Arouse all 5 senses
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Game developers will eventually capitalize on
hear, taste and smell
pain, sight,
For example:
 Instead of hearing the sound of an explosion and seeing its
effects, a future gamer will feel the shock waves as well

Digiscents
developed iSmell device:
utilize the sense of smell in future games
Future of Gaming:
Characteristics of the
Game Platform of the Future
(2) Educational
• Noel Falstein,
- gaming industry veteran
 When educational support is integrated with gaming, the
didactic power of games will be realized
 Yield far-reaching social and educational benefits
Educational (Con’t)
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Serious games: medical know-how,
current affairs, national history
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For example:
Doom, Remission educate players on types of
treatments available for a disease and importance of
adhering to the prescribed therapy
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U.S. A Force More Powerful – teach players nonviolent ways of resolving conflicts
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Chicago using computer graphics and gaming to
help promote education and physical activity in youth.
Educational (Con’t)
• Dr. Michael Nelson, IBM’s director of Internet Technology
and Strategy
 Video gaming offers a unique opportunity to reinforce
importance of math and science education
 Kids love gaming, and math and science make games
possible
http://www-03.ibm.com/press/us/en/pressrelease/20674.wss
Educational (Con’t)
• Robin Willner, vice president of IBM Global Community
Initiatives
 Gaming is opening many new and exciting options
 Gaming technology is fun and helps us demonstrate that
science and technology careers are fun and full of
opportunities
 Taking gaming technology to students is the perfect next
step in IBM’s work to encourage students to stick with
their math and science studies
http://www-03.ibm.com/press/us/en/pressrelease/20674.wss
Educational (Con’t)
Singapore
• In 2007, at least 2 schools are expected to
introduce students, teachers, principals to
the world of online gaming as part of the
curriculum
• First country in the world planning to use
Granado Espada (a fantasy role-playing
game allowing players to explore countries
as they solve puzzles and hunt for
treasure) as a learning tool
Educational (Con’t)
Singapore
• Prof Muhammad Faishal,
Assistant Professor
sees gaming as a new and broadened
platform for learning
making it interesting to students will help
motivate them to learn new skills like
decision making and problem-solving
Gaming prospect
• For example:
 Graduates of DigiPen Institute of Technology,
recruited by Electronic Arts, Microsoft, Nintendo
and Sony, earned up to US$50,000 (S$76,000)
developing games
 The computer animation and programming school
is setting up its Asian campus in Singapore – its
first and only campus outside U.S.

First institution in Singapore to offer specialized
degree-level courses for game development
http://www.rsi.sg/english/singaporescene/view/2005120817388/1/.html
Gaming prospect (Con’t)
• Institute opening for Fall 2007
in an area in Singapore called
“Fusionpolis”, an ambitious
live-work project that connects
information technology,
communication, and media industries.
• Courses:
 * Bachelor of Science in Real-Time Interactive
Simulation (154 credits) - Fall 2007
 * Bachelor of Fine Arts in Production Animation
(144 credits) - Fall 2008
http://singapore.digipen.edu/
Virtual Worlds
Definition:
Computer moderated, persistent environments through
and with which multiple individuals may interact
simultaneously
• Often an illusion that encourages the acceptance of
familiar concepts such as place, inhabitant and object
• Allow characters within virtual worls to buy and sell
virtual goods
• More people accept an illusion, the more real it becomes
Pitfalls of Virtual Property
Virtual Property
• Major Categories
– Objects
• Weapons, armour, jewelry
– Characters
– Currency
• gold pieces, platinum pieces,
pyreals
• Minor Categories
– Real estate
• Houses, shops, building plots
– Accounts
– Other
• Permissions, memberships,
maps
The Virtual Gaming Economy
• Definition:
Emergent economy existing in a virtual
persistent world, usually in the context of an
Internet game (Wikipedia, 2007)
• Usually found in MMORPGS:
Everquest, Ultima Online, WOW,
• Simulation:
The Sims Online, Second Life
• Browser Based Internet Games:
Neopets, Tokenzone
• Via Gold Farming, Power Leveling
The Virtual Gaming Economy
• Why Does this Economy Exist?
– Persistence
– Scarcity
– Specialization
– Trade
– Property Rights
– “Supply & Demand” Rule
Wikipedia
The Virtual Gaming Economy
• Largest Virtual Economy Presently
– Lineage (South Korea)
• 17 million users out of Korea’s population of 48 million
• In-game Currency
– Wow (Gold)
– Second Life (Linden Dollars)
– Maplestory (Mesos)
– Eg. One million mesos = S$2
– Everquest (PP: Platinum Piece)
– Eg. 1PP = US 1 cent
• Trading:
- People trade items with real currency
– Auction Sites
• Ebay, PlayerAuctions, ItemBay
The Virtual Gaming Economy
• Virtual Companies
– Tropical in Second Life
• Create buildings and designs spaces for other
Residents
– Swimming pool, shopping malls, nightclubs
– Crayon, Adidas, Toyota Motor, Pontiac,
Reuters Group, General Motors, Dell, Cisco
Systems, Sun Microsystems
The Virtual Gaming Economy
• Mudflation
– A portmanteau of mud and inflation
– In MMORPGs
– Occurs when a more recently acquired or introduced
item makes an existing item lose significant value
• Implications to our real economy
- Exchange rate between real and virtual currencies
based on purchasing power parity
Hall of Fame:
Top 5 Most Addictive Games
• 5: Mildly Addictive
Grand Theft Auto: San Andreas
• 4: Highly Addictive
Sims
• 3: Scarily Addictive
Championship Manager 2006
• 2: Seriously Addictive
Counter Strike
• 1: Life-Threateningly Addictive
World of Warcraft
(Source: http://www.fyrne.com/Article_pages/Give_up_your_day_job.html)
10 Most Important
Video Games of all time
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Spacewar! (1962)
Star Raiders (1979)
Zork (1980)
Tetris (1985)
SimCity (1989)
Super Mario Brothers 3 (1990)
Civilization I/II (1991)
Doom (1993)
Warcraft series (From 1994)
Sensible World of Soccer (1994)
•(Source: http://www.nytimes.com/2007/03/12/arts/design/12vide.html?_r=1&oref=slogin)
US Top 5 Game Sales
PC
1. The Sims 2 Console
2. WoW: The Burning
Crusade
3. WoW
4. The Sims 2
5. The Sims 2: Pets
Console
1. Wii Play
2. Tom Clancy’s Ghost
Recon Advanced
Warfighter 2
3. Major League
Baseball 2K7
4. Resistance: Fall of
Man
5. Madden NFL 07
(Source: http://www.gamespot.com/news/index.html)
Extremes that Gamers Go To:
The Common Ones
• Guilds
• Online Auctions
– Ebay
– IGE.com
• Earning through gaming
– By selling their virtual game assets
• Characters
• Magical swords and shields
– E.g. Maplestory
• Websites/blogs/fan art sites
• Online game forums
• Purchasing Game Books
• Researching game tips/hacks
• Gold Farming
The Very Extreme Ones
• World of Warcraft
– Funeral
– In game Protest march
• Naked gnomes
• Sky diving while playing Super Mario
• Gold Farmers as a Job
– 12 hour shifts
– Play computer games by killing onscreen monsters
and winning battles, harvesting artificial gold coins
and other virtual goods for real cash
– Have quotas to reach
Gaming Events
• EA Play 07 at SIM
• Games Convention Asia 2007 (September 2007)
• Versus League (Fighting to Survive, Digital Life)
– At Virtualand arcade, Bugis Junction
– 80 gamers “fighting” to score league points in their respective
games
– Tekken 5: Dark Resurrection, Guilty Gear XX Slash, The King of
Fighters XI, Capcom vs SNK2, Soul Calibur III
– Bring in more business for the arcades, due to competition from
MMORPGs
– www.tkaworld.com
Usefulness of Gaming
• According to Janet H. Murray of M.I.T. , “Games, like
active learning and education, teach.”
– E.g Using Second Life to conduct classes.
• People learn more and retain that knowledge longer over
time
• Makes lessons interesting
• Build a bigger social network
– E.g. Using the ‘chat’ function that is available in
Second Life to know new friends
Source: http://www.elearnmag.org/subpage.cfm?section=opinion&article=49-1
Usefulness of Gaming
• Use of simulations to help us model activities
and interactions
– E.g. Using SimCity to teach children about the factors
that can impact on the success or failure a city and
how these factors interact
Source: http://www.fi.edu/fellows/fellow3/apr99/simcity2000/why.htm
Usefulness of Gaming
- E.g. Using SOCOM 3: U.S. Navy SEALS to
teach the U.S. Military the following:
proper use of sensitive and expensive
equipment
military doctrine
art of strategy
teamwork and team training
master complex process of military logistics
how not to fight when helping maintain peace
(A. Karrer, et al.)
Source: http://www.elearnmag.org/subpage.cfm?section=opinion&article=49-1
Usefulness of Gaming
• Help people lose weight
– E.g. Use of equipments, such as threadmills,
that are hooked up to a screen to play game
Source: http://www.americaninventorspot.com/video_games_that_help_you_lose_weight
Usefulness of Gaming
• Help stroke patients improve their condition
• Help surgeons perform better in keyhole and
laparoscopic surgery
• Help educate kids about cancer
– E.g. Use of Re-Mission to reinforce the importance of
keeping up with the treatment
– http://www.youtube.com/watch?v=Of9ooFdXyus
Source: http://www.cbsnews.com/stories/2005/05/13/health/main695065.shtml
http://www.usnews.com/usnews/health/articles/060806/14video.htm
http://www.eurogamer.net/article.php?article_id=73220
Usefulness of Gaming
• Help children with acute burn injuries
control the pain they are experiencing
– In a research conducted by Das D. A., et al.
(2005); they concluded that there are “strong
evidence supporting Virtual Reality based
games in providing analgesia (painkiller) with
minimal side effects and little impact on the
physical hospital environment, as well as its
reusability and versatility, suggesting another
option in the management of children's acute
pain.”
Source: http://www.biomedcentral.com/1471-2431/5/1
What is Sandbox Game?
• It is open-ended
– Does not have a specific, predefined ending, or set of
endings
• It is a mode of gameplay within a game that is
more often played in a goal-directed manner
• Users are free to explore
• Users can play in whichever way they like
Source: http://en.wikipedia.org/wiki/Sandbox_(video_games)
The Level Design of Sandbox Game
• Major sections of the game are locked at
the beginning of the game
• Different sections of the map are
controlled differently
• A great deal of hidden items
Source: http://www.xbox.com/en-US/games/tips/noviceguides/sandbox.htm
Features of sandbox games
• Never-ending gameplay
• Freedom to experiment
• Non-linear or nonexistent plot
Source: http://en.wikipedia.org/wiki/Sandbox_%28video_games%29#Common_features_of_sandbox-style_video_gaming
Some Examples of Sandbox games
• The Sims
• SimCity
• Second Life
• Civilization series
• Grand Theft Auto series
Source: http://en.wikipedia.org/wiki/Sandbox_%28video_games%29#Notable_sandbox_style_video_games
Media Violence and Video Games :
Are Video Games Teaching Kids to Kill?
• With copycat phenomenon, the media have
caused some children to imitate the actions of
the characters in the game
• Through desensitization, the media have
taught children to associate violence and killing
with pleasure
– E.g. In a first-person shooter game, the player is
equipped with a gun to kill their enemy/opponent
Source: Glenn G. Sparks. (2006) Media Effects Research A Basic Overview: Effects of Media Violence. Pp. 81, 95-96
Are Video Games Teaching Kids to Kill?
• With Albert Bandura’s Social Learning
Theory, a child will view violence as
acceptable if the character receives
rewards for being aggressive and hence
imitate those actions
• Game developers make use of improved
graphic technology to create realisticlooking scenarios
Source: Glenn G. Sparks. (2006) Media Effects Research A Basic Overview: Effects of Media Violence. Pp. 81, 94-96
Are Video Games Teaching Kids to Kill?
• Games seems to be teaching the kids
more than virtual killing
– E.g. Killings at Columbine High School in
Littleton, Colorado, in 1999
• Classmates and teachers of Eric Harris and
Dylan Klebold were attacked
• They were apparently rather into Doom
• However, one can say that there is no direct
linkage between Doom and the Columbine incident
since there are no other mass killing that is related
to playing Doom.
Source: Glenn G. Sparks. (2006) Media Effects Research A Basic Overview: Effects of Media Violence. Pp. 95-96
Why people game: Achievement
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Progress/advancement
Seduction of achievement
Goal-driven
Power brings recognition
Competition
Self-sufficiency
Optimization
http://www.nickyee.com/deadalus/motivations.pdf
Why people game: Socialize
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Ultimate chatroom
Forming Relationships
A Helping Hand
Playing with Friends/Family
the Guild
Teamwork
http://www.nickyee.com/deadalus/motivations.pdf
Immersion
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Quests
Role-playing / character building
Identity Exploration
Exploration
Discovery
Knowledge
Fantasy
Escapism
http://www.nickyee.com/deadalus/motivations.pdf
Why people game?
• Enjoyable, stimulating and provides decent
entertainment
• Games are powerful with their stories, action,
graphical features, sound effects and
originality
• Escape from stress and gruesome reality
• Do the impossible
• Do things beyond their imagination
• New level of excitement when people
compete with each other
Positive Effects of Gaming
• Gaming for ADHD
http://www.youtube.com/watch?v=9LaCX0oz
_G4
• Game helps Iraq vets
http://www.youtube.com/watch?v=yh8C_Ulig
qs
Positive Effects of Gaming
• Videogame therapy
- training and rehabilitation aid
- people with attentional difficulties
- traumatic brain injury
- physiotherapy for arm injuries
- occupational therapy
- train movements
- respiratory muscles training
…
Positive Effects of Gaming
• Educate Players
- role-playing
- teach humanities
- calculation
• Social activities
• As a fun hobby
- enjoyment
- play to relax and have a good time
• Stimulate imagination
• Cheap entertainment
http://everything2.com/index.pl?node_id=1232666
Positive Effects of Gaming
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Sharpen mental faculties
Improves hand-eye co-ordination
Improve skills
Mimic social structure
Other areas
http://onlyagame.typepad.com/only_a_game/2005/07/the_positive_ef.html
http://www.units.muohio.edu/psybersite/cyberspace/onlinegames/video.shtml#positive
How many of you played
computer games in schools?
Were they for educational purposes?
But parents are afraid that their
children might get game addiction
when playing these games in school
Negative Effect of Gaming :
Game Addiction Video
• World of Warcraft Addict
• http://www.youtube.com/watch?v=K8hfK3
RQs2g
Online Gaming Addiction
Research by Brian D. Ng & Peter WiemerHastings
• MMORPGs (eg. Everquest, Ultima Online)
- “heroinware”
- run continuously in real time
- endless because of system of goals &
achievments
- social interaction highly essential
Ng, B.D., & Weimer-Hastings, P., (2005). Addiction to the Internet and online gaming. Cyberpsychology & Behavior 8:110-113
Eg: Everquest
- Received most press & most blame for
MMORPG addiction
- Recovering player: “The game almost
ruined my life, it was my life. I ceased being
me; I became Madrid, the Great Shaman of
the North…” (News.com, 2002)
- Another player: “…the most addictive part
for me was definitely the gain of power and
status…” (News.com, 2002)
Ng, B.D., & Weimer-Hastings, P., (2005). Addiction to the Internet and online gaming. Cyberpsychology & Behavior 8:110-113
Specific Applications
• Fantasy role-playing games (MUDS)
• Anonymity – users create own social
identities => raise self-esteem (Griffiths,
M.D., 1998)
• Substitute for real-life interaction =>
escape from reality (Young, K., 1996)
Ng, B.D., & Weimer-Hastings, P., (2005). Addiction to the Internet and online gaming. Cyberpsychology & Behavior 8:110-113
Research Findings
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91 respondents
Playing for 8 hours continuously
Sleep loss
Been told they spent too much time playing
Would rather spend time in game than with
friends
More fun with in-game friends
Easier to converse with people while in-game
Social relationships not as important
Happier while in-game
Ng, B.D., & Weimer-Hastings, P., (2005). Addiction to the Internet and online gaming. Cyberpsychology & Behavior 8:110-113
Research Findings (cont’)
• Games not a diversion from loneliness
• Not to gain self-confidence
• No monetary issues associated with
gaming
• Biggest draw: Social aspects of games
Ng, B.D., & Weimer-Hastings, P., (2005). Addiction to the Internet and online gaming. Cyberpsychology & Behavior 8:110-113
Why are games addictive?
• Games are not addictive, it’s the gamers
who gets addicted (just like drugs)
• People play too much, therefore they get
addicted
• People cannot get out of the need to play
• People cannot control themselves,
incontrollable craving
Closer to home…
• 2001: Institute of Mental Health (IMH)
admitted 1 patient under age of 19
• 2006: IMH admitted 12 young patients
• 2004 report by research firm IDC: more than
1 million gamers in Singapore
Tan, H.Y. & Chua H.H., 17 Jan 2007, Is there a gaming addict in your home?. The Straits Times. Singapore Press Holdings Limited.
Symptoms of Addiction
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Depression
Nervousness
Fear
Panic
Agitation
Unwillingness to
interact
Real case scenario 1:
• Secondary school boy turned to
gaming to get to know people
• Eventually got hooked; >12 hrs/day
playing “MapleStory”
• Once an extrovert, the boy turned
moody, grades slipped, played
truant.
Tan, H.Y. & Chua H.H., 17 Jan 2007, Is there a gaming addict in your home?. The Straits Times. Singapore Press Holdings Limited.
Real Case Scenario 2:
• Benjamin Toh – active in school until
addiction to “Maple Story”.
• Spent hours playing, neglected studies, had
to stay back in Sec 3.
• Rushed home from school to lock himself in
room to play until midnight.
• Over 10 hrs a day, taking only toilet or food
breaks
11 Feb 2007. Confessions of an ex-gaming junkie. The Straits Times. Singapore Press Holdings Limited
Real Case Scenario 2 (cont’):
• During school holidays: played up to 24
hrs straight.
• >$600 on Maple Story prepaid cards
• Skipped meals to save up
• Lost social life – turned down hanging out
with friends to play
11 Feb 2007. Confessions of an ex-gaming junkie. The Straits Times. Singapore Press Holdings Limited
Real Case Scenario 3:
• Tan Yeow Sien’s post-gaming symptoms:
- gaming into wee hours
- nauseous & grouchy the next morning
- constantly preoccupied with wanting to
move to next level
• Damage done to his students:
- Pale faces, ghoulish red eyes, disdainful
lack of attention in class
Tan, Y.S., 3 February 2007. Gaming addiction: it’s real, trust me. Today. MediaCorp Press Ltd.
Real Case Scenario 4:
• Kelly Ong: 17-year-old games addict quits school
• >16 hrs a day playing
• Started as soon as she reached home till it was
time for school; falling asleep in class
• Continued playing during O-level exam period
• Failed to turn up for an O-level paper because sick
from lack of sleep
Lim, J., 28 January 2007. School can wait, I’d rather play PC games. The New Paper. Singapore Press Holdings Limited.
Real Case Scenario 4 (cont’):
• Goal: to claim a place in top 5 in international
gaming competitions
• Came in 3rd in the Electronic Sport World Cup
competition (national qualifiers category)
• Kelly: “Sometimes I can still hear the loading of
guns in my mind even though I am not playing. I
am constantly thinking of which weapons to use
for my next attack”.
Lim, J., 28 January 2007. School can wait, I’d rather play PC games. The New Paper. Singapore Press Holdings Limited.
Real Case Scenario 5:
• Garyl Tan Jia Luo, 17: found guilty of
tapping into someone else’s unsecured
wireless network to play
• Sentenced to 9 months at Bukit Batok
Hostel, 80 hrs community service, banned
from using the Internet for 18 months
Lim, J., 28 January 2007. School can wait, I’d rather play PC games. The New Paper. Singapore Press Holdings Limited.
Warning Signs:
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Withdrawal from social activity
Not doing homework / worsening grades
Restlessness when away from computer
Irritability & annoyance when unable to
play
- Errant behavior (eg. Lying, truancy)
- Playing longer than intended (>30
hours/week)
Source 1:
Tan, H.Y. & Chua H.H., 17 Jan 2007, Is there a gaming addict in your home?. The Straits Times. Singapore Press Holdings Limited.
Source 2:
Gambling & Gaming Addictions in Adolescence, (2002)
Health Consequences:
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Auditory hallucinations
Wrist pain
Neck pain
Elbow pain
Obesity (due to lack of exercise)
Photo-sensitive epilepsy
Increased risk of acute
lymphoblastic leukaemia
Enuresis
Encopresis
Tenosynovitis
Peripheral neuropathy
Source 1: Gambling & Gaming Addictions in Adolescence, (2002)
Checklist:
1. Do you play almost everyday?
2. Do you often play for long periods (over 3 hours
at a time?)
3. Do you play for excitement?
4. Do you get restless and irritable if unable to
play?
5. Do you sacrifice social and sporting activities to
play?
6. Do you play instead of doing assignments /
studying?
7. Do you try to cut down but can’t?
Source: Gambling & Gaming Addictions in Adolescence, (2002)
Prevention from Harmful effects of
Gaming Addiction:
MDA
• MDA’s outreach programme
• Protect and Empower young users against the
undesirable effects of new media
• Cyber Wellness
• Understand the risks of harmful online
behavior
• Awareness of how to protect oneself and other
Internet users from such behavior
MDA Supports Industry and Community Initiatives In Promoting Online Safety
Policy Makers/ Educators
• National Internet Advisory Council (NIAC)
• “Education-system-wide cyber wellness
initiative” in 2006
Chua H. H. (2007, February 6). Schools to teach Net safety lessons. Straits Times, Copyright 2007 Singapore Press Holdings Limited.
Volunteer Welfare Organizations
(VWOs)
• Hired by schools to conduct cyber-wellness
programs
• In August 2006 to help youngsters limit their gaming
habits. It also conducts workshops, seminars, and
counseling sessions for children, and their parents
Lim, J. (2007, January 28). School can wait, I'd rather play PC games.
The New Paper, Copyright 2007, Singapore Press Holding Limited.
Chua H. H. (2007, February 6). Schools to teach Net safety lessons. Straits Times, Copyright 2007 Singapore Press Holdings Limited.
Action taken by Schools
• Curriculum to Teach children to reduce their
total amount gaming time/ screen time and
games
• “Navigate cyberspace safely and watch out
for dangers like cyber-predators this year
– “Cyber-wellness and Internet Safety”
program is part of their Civics and Moral
Education during Primary 1, 2, and Sec 1, 2
Chua H. H. (2007, February 6). Schools to teach Net safety lessons. Straits Times, Copyright 2007 Singapore Press Holdings Limited.
Video Games. (2004, June 8). Violent Video Games - Psychologists Help Protect Children from Harmful Effects.
American Psychological Association Online. Retrieved February 13, 2007, from http://psychologymatters.org/videogames.html
Therapy for Online Gaming:
Ministry of Education (MOE)
• Training counselors.
• Plan to have counselors in every school
• To help students with internet-related
problems and online addiction
Chua H. H. (2007, February 6). Schools to teach Net safety lessons.
Straits Times, Copyright 2007 Singapore Press Holdings Limited.
Internet Addiction Clinics
• China saw growing problem - 20 million online
gamers in 2005
• China saw growing problem
• Opened clinic for “internet addiction” in 2005
• Treat teens and young adults for depression,
nervousness, fear, unwillingness to interact with
others, panic, agitation, sleep disorders, shakes,
numbness in their hands, weight loss
• Therapy sessions include medication, acupuncture,
athletic activities, and electrical shocks to pressure
points.
“China imposes online gaming curbs”. (2005, August). BBC News International.
Retrieved on March 20, 2007, from http://news.bbc.co.uk/2/hi/technology/4183340.stm
Thorsen, T. (2005, July 07). China opens game addiction clinic. Copyright 2007, CNET Networks, Inc.
Retrieved on March 20, 2007, from http://www.cnet.com.au/games/0.239029232.240055783.00.htm
Online Therapy:
Online Gamers Anonymous
• People share their experience, and give
support to others.
• Added Benefit of not revealing who they
really are.
• Past addicts, current addicts, or
professionals
Dealing with Addiction:
Guidance and Supervision
• “Research studies suggested that active
parental involvement in children’s media usage
can reduce the impact of media violence on
children and youth.”
Video Games. (2004, June 8). Violent Video Games - Psychologists Help Protect Children from Harmful Effects.
American Psychological Association Online. Retrieved February 13, 2007, from http://psychologymatters.org/videogames.html
Identifying a Gaming Addict
1.
2.
3.
4.
5.
6.
Neglects usual activities
Spends a whole lot of time on playing games
No social life
Thinking about gaming 24/7
Lying to friends/ family to conceal gaming
Feel irritable when not gaming
http://www.cbsnews.com/stories/2006/06/09/health/main1696705.shtml
http://www.cbsnews.com/stories/2006/07/03/health/webmd/main1773956.shtml
Friends/ Parents should NOT
CONDEMN but should:
• Engage them
• Set limits and boundaries e.g. technical
prevention
• Take a firm stand
• Encourage them/ Motivate
Griffiths, M. D. (2002). Gambling and Gaming Addictions in Adolescence. Nottingham: Blackwell Publishing.
Preventing play from turning into pain. (2007, January 26). Straits Times. Copyright 2007, Singapore Press Holdings Limited.
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