Slideshow transcript
Slide 1: Beyond Game Addiction Neils Clark Games for Health 2008 Baltimore, MD
Slide 2: 1. Thirteen years and counting Hoax Sub-Criteria: Obsessive thinking about what is happening on the Internet IAD Question: Are you preoccupied with gaming (thinking about it when offline, anticipating your next online session)? Hoax Criteria: There is a persistent desire or unsuccessful efforts to cut down or control Internet use IAD Question: Have you made repeated unsuccessful efforts to control, cut back, or stop online gaming?
Slide 3: 1. Thirteen years and counting
Slide 4: 2. Games aren’t without problems, but we’re in an ‘interim’
Slide 5: 3. Immersion is the first key to understanding excessive use
Slide 6: 4. You get to the second key by looking at how the game works Tolkien Primary and Secondary Worlds Looking at Culture and Structure in Both Kinds of Worlds
Slide 7: 4. You get to the second key by looking at how the game works Culture Primary (Wang Tta in Korea) Secondary (Binge cultures in raid guilds) Structure Primary (Work, school, the kids, etc.) Secondary (Raiding, farming, exploring, traveling)
Slide 10: 5. The third and final key: how we interact Is gaming pathological, or regular interaction?
Slide 13: 6. What IAD defines as addiction isn’t necessarily pathological excess
Slide 14: 6. What IAD defines as addiction isn’t necessarily pathological excess Remember that one IAD question, ‘Are you preoccupied with what’s happening in a game?’ In a robust secondary world like World of Warcraft, is it really pathologic to be thinking, anticipating or even preoccupied with game events? In the other question presented earlier - there are non- pathological reasons that somebody might be unsuccessful in plans to cut back gaming. Some might be in-game friendships with living people, real-world cultural pressure and relationships with potentially healthy online activities.
Slide 16: Functional Squeeze
Slide 18: Functional Shrink/Replacement
Slide 19: 7. Physical and physiological addiction takes time
Slide 20: 8. Game devs could provide functional tools right now
Slide 21: 9. The long term game dev solution is a critical design discussion
Slide 22: 10. Researchers need to connect
Slide 23: Questions/Closing neilsclark@gmail.com ` Selected Reading: Secondary worlds: J.R.R. Tolkien's 'On Faerie Stories,' located in the Tolkien Reader. Published by Del Ray. The texture of game worlds: Dr. Thomas Malaby's 'Beyond Play,' published in Games and Culture but freely downloadable from ssrn.com. Physical immersion: Anne Marie Barry's chapter from the Handbook of Visual Communication. Published by Routledge. Game-influenced pathologies: Dr. Jerald Block's Pathological Computer Game Use, available at jeraldjblock.medem.com. Note: Pathologic Computer Gaming is a similarly titled but different piece of research on that website. Real-world culture: Florence Chee’s “The Games We Play Online and Offline: Making Wang-tta in Korea.” Published in Popular Communication 4 (3), 225-239, 2006.




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