VideoGames 8-12-09
Transcript of VideoGames 8-12-09
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Violent video games &Violent video games &
videogame addictionvideogame addiction
Jeffrey GoldsteinJeffrey Goldstein
University College UtrechtUniversity College Utrecht
[email protected]@uu.nl8 December 20098 December 2009
mailto:[email protected]:[email protected]:[email protected] -
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PlayingPlaying VIOLENTVIOLENT videovideo
games?games?In violent video games, aggressionIn violent video games, aggression
is often the main goal, and killingis often the main goal, and killing
adversaries means winning the gameadversaries means winning the game
and reaping the benefits. While inand reaping the benefits. While in
real life, murder is a crime, in areal life, murder is a crime, in a
violent video game, murder is theviolent video game, murder is the
most reinforced behavior. Themost reinforced behavior. The
violent video game player is anviolent video game player is an
active aggressorand the playersactive aggressorand the players
[learn] new and varied aggressive[learn] new and varied aggressive
alternatives.alternatives.-- K. Dill & J. Dill. Video gameK. Dill & J. Dill. Video gameviolence. 1998violence. 1998
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Playing violent video games andPlaying violent video games and
AGGRESSIVE BEHAVIOR?AGGRESSIVE BEHAVIOR?
Measures of aggressionMeasures of aggression Aggressive play (Cooper & Mackie, 1986)Aggressive play (Cooper & Mackie, 1986)
Hitting a bobo doll (Schutte et al., 1988)Hitting a bobo doll (Schutte et al., 1988)
Childrens interpretations of ambiguous storiesChildrens interpretations of ambiguous stories
(Kirsh, 1998)(Kirsh, 1998) Listing aggressive thoughts and feelings (Calvert &Listing aggressive thoughts and feelings (Calvert &
Tan, 1994)Tan, 1994)
Withholding money from another (Winkel et al., 1987)Withholding money from another (Winkel et al., 1987)
Killing characters in a video game (Anderson &Killing characters in a video game (Anderson &
Morrow (1995)Morrow (1995) Word recognition (Anderson & Dill, 2000)Word recognition (Anderson & Dill, 2000)
Punishing another with white noise (Bushman &Punishing another with white noise (Bushman &
Anderson 2007)Anderson 2007)
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Whats missing from research?Whats missing from research?
Missing from research is any acknowledgmentMissing from research is any acknowledgment
that video game players freely engage in playthat video game players freely engage in play
Playing video games is largely socialPlaying video games is largely social
Video games as entertainmentVideo games as entertainment
Attractions of violent entertainmentAttractions of violent entertainment
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Video games are socialVideo games are social Violent entertainment appeals primarily to malesViolent entertainment appeals primarily to males
in groups. These are social occasions, suitablein groups. These are social occasions, suitablefor male bonding and communicating afor male bonding and communicating amasculine identity. Boys may play violent videomasculine identity. Boys may play violent videogames alone in their rooms, but they are certaingames alone in their rooms, but they are certainto talk about them with their friends.to talk about them with their friends.
Young people bring entertainment to bear onYoung people bring entertainment to bear ontheir concerns with identity, belonging andtheir concerns with identity, belonging and
independence. Nearly all their public behavior independence. Nearly all their public behavior the clothes they wear, the music they listen to,the clothes they wear, the music they listen to,and the games they play has a social purpose.and the games they play has a social purpose.
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The stereotype of the average gamerThe stereotype of the average gamer asas
anan
inactive, overweight, socially isolatedinactive, overweight, socially isolated
adolescent adolescent
http://images.google.com/imgres?imgurl=http://episteme.arstechnica.com/eve/forums/a/ga/ul/622006811041/inlineimg/Y/super-computer-nerd.jpg&imgrefurl=http://episteme.arstechnica.com/eve/forums/a/tpc/f/34709834/m/314003811041&usg=__8TiOyMB0rN0PQVRH0I5IvM5cKQs=&h=402&w=530&sz=44&hl=en&start=22&tbnid=Zu-OPzWVyeYVoM:&tbnh=100&tbnw=132&prev=/images%3Fq%3Dcomputer%2Bnerd%26gbv%3D2%26ndsp%3D20%26hl%3Den%26safe%3Doff%26sa%3DN%26start%3D20http://images.google.com/imgres?imgurl=http://episteme.arstechnica.com/eve/forums/a/ga/ul/622006811041/inlineimg/Y/super-computer-nerd.jpg&imgrefurl=http://episteme.arstechnica.com/eve/forums/a/tpc/f/34709834/m/314003811041&usg=__8TiOyMB0rN0PQVRH0I5IvM5cKQs=&h=402&w=530&sz=44&hl=en&start=22&tbnid=Zu-OPzWVyeYVoM:&tbnh=100&tbnw=132&prev=/images%3Fq%3Dcomputer%2Bnerd%26gbv%3D2%26ndsp%3D20%26hl%3Den%26safe%3Doff%26sa%3DN%26start%3D20http://images.google.com/imgres?imgurl=http://episteme.arstechnica.com/eve/forums/a/ga/ul/622006811041/inlineimg/Y/super-computer-nerd.jpg&imgrefurl=http://episteme.arstechnica.com/eve/forums/a/tpc/f/34709834/m/314003811041&usg=__8TiOyMB0rN0PQVRH0I5IvM5cKQs=&h=402&w=530&sz=44&hl=en&start=22&tbnid=Zu-OPzWVyeYVoM:&tbnh=100&tbnw=132&prev=/images%3Fq%3Dcomputer%2Bnerd%26gbv%3D2%26ndsp%3D20%26hl%3Den%26safe%3Doff%26sa%3DN%26start%3D20 -
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is false on all counts.is false on all counts.
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Video game addiction?Video game addiction?
No official medical diagnosisNo official medical diagnosisof video game addictionof video game addictionfrom the AMA, APA, or WHOfrom the AMA, APA, or WHO
Estimates of how manyEstimates of how manyplayers might be addicted toplayers might be addicted to
video games vary from 1%video games vary from 1%of players up to 30%of players up to 30% VG addiction is usuallyVG addiction is usually
measured with a modifiedmeasured with a modifiedscale from DSM-IVscale from DSM-IV
World of WarcraftWorld of Warcraftis playedis played
by more people than theby more people than thepopulation of Denmark andpopulation of Denmark andNorway combinedNorway combined
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addictionaddiction
Core symptoms:Core symptoms: withdrawal (negative effects after cessation)withdrawal (negative effects after cessation) relapse and reinstatement (resumption afterrelapse and reinstatement (resumption after
abstinence)abstinence) conflict (with others or self)conflict (with others or self)
behavioral sallience (dominant activity)behavioral sallience (dominant activity)
Peripheral symptoms: (engagement)Peripheral symptoms: (engagement) tolerance ( increase in activity over time)tolerance ( increase in activity over time) euphoria (emotional, physiological consequences)euphoria (emotional, physiological consequences)
cognitive salience (think often about the activity)cognitive salience (think often about the activity)
-- Charlton & Danforth. 2007.Charlton & Danforth. 2007. Computers in Human BehaviorComputers in Human Behavior
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The Game Addiction ScaleThe Game Addiction Scale(Lemmens 2009)(Lemmens 2009)
How often during the last six months:How often during the last six months:
did you think about playing a game all day long? (did you think about playing a game all day long? (SalienceSalience)) did you spend increasing amounts of time on games? (did you spend increasing amounts of time on games? (ToleranceTolerance)) did you play games to forget about real life?did you play games to forget about real life? ((Mood ModificationMood Modification)) have others unsuccessfully tried to reduce your game use?have others unsuccessfully tried to reduce your game use? (Relapse)(Relapse) have you felt bad when you were unable to play?have you felt bad when you were unable to play? ((((Withdrawal )Withdrawal ) did you have fights with others (e.g., family, friends) over your time spentdid you have fights with others (e.g., family, friends) over your time spent
on games? (on games? (Conflict)Conflict) have you neglected other important activities (e.g., school, work, sports) tohave you neglected other important activities (e.g., school, work, sports) to
play games? (play games? (Problems)Problems)
Response options were: (1) never, (2) rarely, (3) sometimes, (4) often, (5) very often.Response options were: (1) never, (2) rarely, (3) sometimes, (4) often, (5) very often.
from Lemmens, Jeroen S., Patti M. Valkenburg, & Jochem Peter.from Lemmens, Jeroen S., Patti M. Valkenburg, & Jochem Peter. (2009). Development and validation of a(2009). Development and validation of agame addiction scale for adolescents.game addiction scale for adolescents. Media Psychology, 12,Media Psychology, 12, 77-9577-95
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7,000 online players of7,000 online players ofEverQuest2EverQuest2 were found to bewere found to be
physically more healthy, but to suffer from morephysically more healthy, but to suffer from more
depression than the general populationdepression than the general population
The main motives for play were achievement,The main motives for play were achievement,immersion in the game, and socialimmersion in the game, and social
Playing video games may be a coping strategyPlaying video games may be a coping strategy
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Making the connectionMaking the connection
What behavior is reinforced when playing a violent videoWhat behavior is reinforced when playing a violent video
game? Media effects researchers say it is aggressivegame? Media effects researchers say it is aggressive
behavior. (Although players are not actually aggressive.)behavior. (Although players are not actually aggressive.)
The behavior that is reinforced is PLAY, andThe behavior that is reinforced is PLAY, and
therefore the tendency to play grows stronger withtherefore the tendency to play grows stronger with
play experience. This results in engagement, a prerequisiteplay experience. This results in engagement, a prerequisite
for addiction.for addiction.
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Further information:Further information:
L. Kutner & C. Olson.L. Kutner & C. Olson.
2008.2008.Grand Theft ChildhoodGrand Theft Childhood..
Simon &Simon &
Schuster.Schuster.