Behavioral Addictions: Gaming Developed by: Cora Burke, MA.

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Presentation transcript:

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?Who plays? –Doctors, Lawyers, Therapists, Professors, Actors, Athletes –Chuck Norris Chuck NorrisChuck Norris Average age: 26Average age: 26 –Nearly 50% of gamers are between 18 and 49. –The 50/50 mark. Why should you care?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 gamersThat number may be closer to 50% for console gamers –Average time played? 22 hours per week. Who plays?Who plays? –Doctors, Lawyers, Therapists, Professors, Actors, Athletes –Chuck Norris Chuck NorrisChuck Norris Average age: 26Average age: 26 –Nearly 50% of gamers are between 18 and 49. –The 50/50 mark. Why should you care?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 gamersThat 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? AchievementPlayers between 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

Attraction and Motivation

The Attraction Motivational FactorMMORPG OutletAttraction Factor Low self esteemBeing Competent and Powerful Achievement Poor Self ImageBeing Beautiful and Attractive Immersion Lack of control over own life Being in controlAchievement Trapped by Circumstances Making a differenceRelationship + Achievement UndervaluedValued and NeededRelationship Making and Sustaining Relationships Simplifies Communication Relationship Stress and RL Problems Evasion and AvoidanceImmersion

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 1)Monitor your schedule How many hours are you spending online How many hours responsibilities do you have 2)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? 3)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 4)Don’t expect instant gratification Change takes time Happiness is a journey not an end point 5)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 – –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 us/company/press/pressreleases.html? Cole, H., & Griffiths, M.D. (2007). Social interactions in massively multiplayer online role-playing gamers. Cyberpsychology & Behavior, 10(4), 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, Griffiths, M.D., Davies, N.O., & Chappell, D. (2004). Online computer gaming: A comparison of adolescent and adult gamers. Journal of Adolescence, 27, Griffiths, M.D., & Meredith, A. (2009) Videogame addiction and its treatment. Journal of Contemporary Psychology, 39, Lemmens, J.S., Valkenburg, P.M., & Peter, J. (2009). Development and validation of a game addiction scale for adolescents. Media Psychology, 12, Leon, D., & Rotunda, R. (2000) Contrasting case studies of frequent internet use: Is it pathological or adaptive? Journal of College Student Psychotherapy, 14, 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), Peters, C.S. Malesky, L.A. (2008). Problematic usage among highly-engaged players of massively multiplayer online role-playing games. Cyberpsychology & Behavior, 11(4), 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), Widyanto, L., & Griffiths, M. (2006) Internet addiction: A critical review. Internation Journal of Mental Health Addiction, 4, 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), Young, K.S. (2009a). Understanding online gaming addiction and treatment issues for adolescents. The American Journal of Family Therapy, 37, Young, K.S. (2009b). Online gaming addiction: Symptoms, risk factors, and treatment. The Praeger International Collection on Addictions, 4, Young, K.S. (2009c). Internet Addiction: Diagnoses and treatment considerations. Journal of Contemporary Psychotherapy, 39, us/company/press/pressreleases.html?081121