Plan for the evening
- Jump back to Chapter 3 “Health Effects” in The Video Game Debate
- Chapter 4 & 5 in The Video Game Debate
- Multimodal Project Due 12/01
Chapter 3 “Are Electronic Games Health Hazards or Health Promoters?”
We can talk about eye strain and nintendoitis, but I’d like us to try to connect this chapter to Ch. 5 on addiction. We’ll try to go in this order tonight: Ch. 3, Ch. 5, and then to Ch. 4. Let’s focus on the following from Ch. 3:
What’s the conclusion on video games and health?
- p. 39: “Commercially available games may have risks and benefits, which vary for different types of players.”
- p. 39-40: “[M]any children use video games for emotional regulation: as an antidote to boredom and loneliness.”
- The modernist condition of ennui. What to do with a bored population?
- “In modern use, boredom is understood as a loss of personal meaning, occasioned either by the withdrawal or absence of the meaningful or by the imposition of the meaningless….recent scholarship has explained the English expression of boredom as a particularly modern articulation of experience dating from the late eighteenth century.”
- While we’re on the subject of modernism, you might want to review positivism.
- p. 40: Video games and competition
- p. 41: Delayed gratification
- p. 42: ADHD and instant gratification
Chapter 5 “Gaming Addiction and Internet Gaming Disorder”
What’s the definition of addiction? Why is that previous link a good or not good source to define “addiction”? The chapter refers to the DSM, which associates gaming “addiction” with “gambling disorder.” IGD doesn’t appear to rise to the same level of gambling disorder…yet
She never mentions the word “addiction” / In certain company
—Black Crowes “She Talks to Angels”
- p. 75–1980s: Shorton’s study’s “main problem…was that no standardized measure of addiction was actually used.”
- p. 75–1990s: “[A]ssessing video game preoccupation rather than video game addiction.”
- pp. 76-77: Features of Gaming Addiction
- Mood modification
- Conflict (Harm)
- p. 78: “MMORPGs are the most researched games.”
- p. 78 “[A]dolescent males and young adults appear to be at greater risk of experiencing problematic video game play.”
- p. 83: “[G]aming addiction…associated with a variety of comorbid disorders.”
- Why is that important to note these simultaneously presenting conditions?
- p. 85: Addicted to the content not the channel (the medium).
- p. 86: “Addicts” don’t seem to seek treatment for video game addiction.
- p. 87: More data being collected for online games since 2000.
- p. 88: “[T]he gaming addiction field must unite and start using the same assessment measures so that comparisons can be made across different demographic groups and different cultures.”
- p. 89: Conclusion points out the “very few studies have been used to examine links between video games and other risk behaviors.”
- What does such a concluding statement imply?
How might we come up with a more appropriate study to determine whether or not video games are addictive?
Chapter 4 “Influence on Aggression and Violent Crime”
We’ve talked a bit about this subject, so it’s not new. Let’s try to consider how the authors present their arguments.
- p. 55: “All this time spent gaming has largely been at the expense of time previously spent consuming other kinds of media, in particular TV and movies.”
- p. 57: “Frederickson argues that when we play, we are actually experimenting with new ways of solving problems, in a safe environment which permits creative experimentation and does not penalise failure.”
- Furthermore, “play lies at the heart of learning, and those individuals who play stand a greater chance of survival.”
- p.57: SELF-DETERMINATION THEORY “suggests that video game can help us to meet basic psychological needs that are not always met through real-life activities.”
- “contrast the drudgery of many people’s work lives…with the fictional universe of a video game in which…one can seem to have a real and meaningful impact on the game.”
- p. 58: “[A]gression is a drive,…which helps organisms get what they need.”
- p. 58: Two theories on aggression: Desensitizing and Catharsis.
- p. 59: “No single factor determines whether someone will aggress or not in a given situation….aggression itself is a complex idea.”
- p. 62: Aggression boosts from other competitive acts?
- p. 64: “While it may be that playing a particular game makes people more likely to express aggressive thoughts, that does not mean they are bound to act more aggressively.”
- p. 64: “Citation bias is when study authors don’t cite any studies that conflict with their personal beliefs.”
- How’s this for bias: Craig Anderson (2003) debunks 11 myths…cites himself 9 times
- p. 65: “We don’t doubt that there are potential dangers in any new media…but we think it is sensible to adopt a neutral stance on new technologies.”
Notice the conclusions the tell us to “dispense with the myth of a universal consensus among scholars” (p. 70) and “favor…open inquiry” (p. 71). Finally, we can’t get too far away from gender analysis in this class, so, if this doesn’t come up, we’ll just force it into the conversation: Playstation 3 vs. Wii.