Behavioral Addictions:Gaming Developed by: Cora Burke, MA
The Quest • What are “gaming addictions”? • What do people love about gaming? • What are the problems that develop from too much online gaming? • Introduce ways to disrupt problematic gaming
DW DPS DK w/ 10.5K GS LFG H FL:The gaming vocabulary • Some terms you need to know: • MMORPG • Guild • Raid • Loot • Main • An overview of gaming
Breaking out of the basement: The Gamer Stereotype • Who plays? • Doctors, Lawyers, Therapists, Professors, Actors, Athletes • Chuck Norris • Average age: 26 • Nearly 50% of gamers are between 18 and 49. • The 50/50 mark. • Why should you care? • It is estimated that 22% of gamers are full time college students • That number may be closer to 50% for console gamers • Average time played? 22 hours per week.
Gaming is Fun • MMO’s are socially driven! • Goals! • Make friends • Can be yourself! • Challenge • Power
Why play? • AchievementPlayersbetween 18 and 22 are the most likely to exhibit problematic usage! • Males > Females • Research suggests two different groups • Escapists • Depression? Relationship Issues? • Achievers • Goal-driven • Obtainable rewards
Keep em coming back for more • Extrinsic Rewards • Praise from others • Money • Gifts • Intrinsic Rewards • Curiosity & exploration • Sense of belonging • Autonomy • Competence • Goals & Plans
Just one more daily…. • Excessive use: • Time loss • Lack of attention to hygiene • Withdrawal: • Anger, Tension • Tolerance • I need a better graphics card! • Longer play time • Negative repercussions • Lying about play time • Loss of job • Social isolation • Lack of sleep
Breaking the Cycle • Depression • Anxiety • Relationship Difficulties • OCD
Help me! • People don’t seek help! • Scared • Stigma attached • Don’t want to be seen as a loser • Don’t want to lose friends • Other reasons
Ch-Ch-Changes • Monitor your schedule • How many hours are you spending online • How many hours responsibilities do you have • Determine what needs are being met online and find ways to get them in the social world. • Where in the real world can you find challenge, curiosity, control, fantasy, competition, cooperation, and recognition? • Set attainable goals in the real world • Make gaming a reward for reaching goals on the social world • Take responsibility for lack of satisfaction in your life • Don’t expect instant gratification • Change takes time • Happiness is a journey not an end point • Understand the role of gaming in your life • Do you game to avoid stress? • Are your relationships satisfying?
Can’t stop or know someone? • UWF Counseling and Wellness Services • 8a-5p Monday through Friday • 850.474.2420 • Free and confidential • Main Campus • Building 960, between Tennis Courts and Fine Arts • Emerald Coast Campus? • Call the main number
Loot received Questions?
References • Blizzard Entertainment. (2008). World of Warcraft subscriber base reaches 11.5 million worldwide. Retrieved from http://us.blizzard.com/en-us/company/press/pressreleases.html?081121Cole, H., & Griffiths, M.D. (2007). Social interactions in massively multiplayer online role-playing gamers. Cyberpsychology & Behavior, 10(4), 575-583.Ducheneaut, N., Yee, N., Nickell, E., & Moore, R.J. (2006) Building an MMO with mass appeal: A look at gameplay in World of Warcraft. Games and Culture, 1, 281-317.Griffiths, M.D., Davies, N.O., & Chappell, D. (2004). Online computer gaming: A comparison of adolescent and adult gamers. Journal of Adolescence, 27, 87-96.Griffiths, M.D., & Meredith, A. (2009) Videogame addiction and its treatment. Journal of Contemporary Psychology, 39, 247-253.Lemmens, J.S., Valkenburg, P.M., & Peter, J. (2009). Development and validation of a game addiction scale for adolescents. Media Psychology, 12, 77-95.Leon, D., & Rotunda, R. (2000) Contrasting case studies of frequent internet use: Is it pathological or adaptive? Journal of College Student Psychotherapy, 14, 9-17.Longman, H., Sci, B.B., O’Conner, E., & Obst, P. (2009) The effect of social support derived from World of Warcraft on negative psychological symptoms. Cyberpsychology & Behavior, 12(5), 563-566.Peters, C.S. Malesky, L.A. (2008). Problematic usage among highly-engaged players of massively multiplayer online role-playing games. Cyberpsychology & Behavior, 11(4), 481-484.Smyth, J.M. (2007) Beyond self-selection in video game play: An experimental examination of the consequences of massively multiplayer online role-playing game play. Cyberpsychology & Behavior, 10(5), 717-721.Widyanto, L., & Griffiths, M. (2006) Internet addiction: A critical review. Internation Journal of Mental Health Addiction, 4, 31-51.Williams, D., Ducheneaut, N., Xiong, L., Zhang, Y., Yee, N., & Nickell, E. (2006) From tree house to barracks: The social life of guilds in World of Warcraft. Games and Culture, 1(4), 339-361.Young, K.S. (2009a). Understanding online gaming addiction and treatment issues for adolescents. The American Journal of Family Therapy, 37, 355-372.Young, K.S. (2009b). Online gaming addiction: Symptoms, risk factors, and treatment. The Praeger International Collection on Addictions, 4, 321-337.Young, K.S. (2009c). Internet Addiction: Diagnoses and treatment considerations. Journal of Contemporary Psychotherapy, 39, 241-246.