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6 Criteria of a MMORPG Hussain & Griffiths (2009) Persistence always online Physicality a virtually real place Social Interaction engaging with others

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Video Game Use and Addiction Michael S. Lewis, MA, LPCC-S

Ohio Dominican University • MMORPGs

Massively Multiplayer Online Role-Playing Game

– Roots are formed in 1970’s tabletop game Dungeons and Dragons – Common games include World of Warcraft, Everquest I & II, Star Wars

The Old Republic, Ultima Online, Runescape, Lord of the Rings Online, though hundreds exist.

– http://www.mmorpg.com

– 11% of the gaming market but 80% of gamers – Different than other games like:

• First-Person Shooters (Call of Duty, Halo) • Open World (Skyrim, Grand Theft Auto IV) • Social Network (Farmville, Words with Friends) • Characteristics of MMORPGs

– Subscription-Based vs. Free-to-Play

– Designed to allow hundreds of thousands of users to play the same game at the same (over the Internet)

– Typically themed to a genre

– Players create avatars to represent them in-game and to interact with the game environment

– Open world • Role-Playing

– Avatars take on some type of role that helps inform and prompt how the player plays

– Typically a fighter, wizard, healer, or hybrid

– For example, Everquest has ‘classes’ of warrior, mage, wizard, monk, ranger, druid, bard, shaman, and rogue among others

– Additionally, players choose their avatar’s race, gender, and cosmetic characteristics

– As players progress they can change other factors such as skill sets, spells, weapons, and armor

– These factors may or may not have an impact on gameplay but can change how they are viewed by other players

• 6 Criteria of a MMORPG

– Hussain & Griffiths (2009)

• Persistence – always online • Physicality – a virtually real place

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• Player Representation – avatars

• Vertical Gameplay – characters develop and change • Perpetuity – no end point

• Who Plays MMORPGs

– Accurate measures can be difficult due to anonymity

– Popular misconception of the gamer geek is no longer applicable – Approximate measures suggest:

• 60-80% of users are male depending on the study • Average age is 31 years old (range 12-65)

• 19% are 18-22

• 36% are married or engaged

• 74% are college educated – mean household income of 84,000 • >50% work full-time / 12% work part-time

• Average play = 25.86 hours per week –females more than males

• Mental and physical health differ • MMORPG Population

– As a country, World of Warcraft would rank as the 75th largest country in the world between Zimbabwe and Greece

– In 1999 paid MMO players would compare to the population of Barbados – in 2012 they are comparable to Australia

– All players (paid and free-to-play) is equal to the size of Germany • Addictions

– Chemical Additions

• Alcohol, heroin, crack, etc. – Process Addictions

• Gambling, sex, shopping, Internet, etc. – Chemical vs. Process Addictions

– Addiction is a common catchall for compensatory behaviors with consequences – easy to define or ‘know it when we see it’

– Chemical vs. process/behavioral/psychological addictions • Tolerance & withdrawal

• Process Addictions

– In 2011, the American Society of Addiction Medicine formally added process addiction in their definition

– A chronic disease involving brain reward and motivation – Characteristics of addiction include:

• Negative consequences related to use • A pattern of use, remission, and relapse • Inability to control use or abstain • Cravings for use

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• Online Addictions

– Defined as compulsive overuse of the Internet (in its many forms) despite consequences – characterized by building and release of tension

– Related heavy Internet use to Problematic Gambling

– First large scale studies estimated prevalence of heavy Internet use at about 6% of users

• Additional studies suggest as high as 15%

• College students appear to be in highest risk group at 13%-18%

• Online Gaming Addiction

– Fastest growing process addiction

– Prevalence estimated to be 7-12% of gamers – What defines online gaming addiction

• The Playing Time Myth – Relationship to consequences

– Preliminary tests show on several measures that compulsive online gamers follow similar patterns as those who have other more familiar addictions.

– Jellinek chart – gamers see similar patterns

– Brain activity and reactions suggest there is withdrawal syndrome present

– Physiological and psychological reactions – irritability, anger, post-play depression

– Research is sparse and often contradictory – Mostly qualitative until the past three years

– Quantitative research has surfaced - shed light on some of the issues such as demographics, relationship to addiction, diagnosis, treatment, and comorbidity

– Real world negative consequences linked to excessive online gaming – Divorce, failure in school, neglect, hygiene, loss of job, etc.

• Similarities

– Compulsive (ingestion vs. behavior) – Domain specific

– Cravings

– Tolerance & withdrawal – Ego-syntonic to ego dystonic – Consequences

• Differences

– Motivation to persist

• Chemical euphoria produces a reinforcement • Connection to identity and self-worth

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• Etiology

– Cognitive- Behavioral Model

• Features core components of addiction • Salience • Mood modification • Tolerance • Withdrawal • Conflict • Relapse

– Davis (2001) went a step further suggesting maladaptive thinking/coping patterns were part of the core issue (overgeneralizing, catastrophizing, minimizing, etc) – Neuropsychological Model

• Not fully substantiated but appears that dopamine levels rise in behavioral addicts much the same as physiological use • Brain neuropathways of reward and motivation

• Primitive drive to pleasure/away from pain • Internet use

• Euphoric experience • Numb experience • Repeated use/tolerance • Maladaptive coping styles – Compensation Theory

• Internet used as a way to cope with deficits in self-esteem, identity, relationships, other perceived or real weaknesses • Loneliness scales, Social intimacy

• Anonymity protects/frees the user • Escapism

– Situational Factors

• Increased reliance on Internet use during times of life change or development – usually associated with increased stress

• Divorce, change in job, going to college, etc. • Viewed as a stress response – adaptation – No one model exactly fits

– Continued effort to create a catchall but appears that differing theories may be better attributed to more specific uses (gaming, gambling, sex, etc.)

– Further research needed to better understand motivational factors, family history and dynamics, personality, and comorbidity play roles • Motivation to Play

– What draws people to play these games?

– What perpetuates continued play despite consequences? – Motivations to Play

– 3 Primary Motivations for Play – Yee’s Typology • Achievement

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• Advancement, Mechanics, Competition

• Working to progress avatar to be optimized • Top level

• Best armor and weapons • Accomplish hard to reach feats

• Virtual Skinner Box – always a reward around the corner

• Social

• Socializing, Teamwork, Relationships

• Team up with other players to quest together • Join guilds for many reasons

• Meet new people

• Become intimate with others

• Create and maintain a vast social network • Correlated with extended play time but not

necessarily dependency • Immersion

• Discovery, Role-Playing, Escapism, Customization • Exploration of the huge game world

• Role-play the player’s avatar to others • Closely identifying with the personification

created online

• More closely correlated with dependency – particularly escapism sub-component • Dualistic Model of Passion

– Posited by Vallerand, et al (2003) – derived from Self-Determination Theory (Deci & Ryan, 2000)

– Attempt to understand why some become addicted to behaviors while others do not

– People self-select activities that feel comfortable and fulfill psychological needs (autonomy, relatedness, & relatedness) – Behaviors become part of one’s identity (a runner vs. running) – Two types of passion

• Harmonious Passion

– Freely chosen and willingly engaged in behavior – Can be desired but also let go

– Behavior does not persist in unreasonable circumstances or despite consequences

• Obsessive Passion

– Behavior is controlled

– Driven by values, needs, self-esteem, desire, and connection to identity

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– Behavior persists despite consequences or circumstances that are unfavorable or even dangerous

• Current Study • Diagnosis

– Disagreement amongst professionals as to if this may qualify as an addiction

– Currently not on the list to be added to the DSM-5 but was under consideration

– Gaming Addiction is being viewed as a subset of general Internet Addiction or Problematic Internet Use – no clear definition yet – Current best diagnosis – Impulse Control Disorder NOS

– Conceptually, it will fall into the compulsive-impulsive spectrum of the DSM-5

– 3 subtypes: excessive gaming, sexual preoccupation, email/text messaging

– All share 4 components • Excessive use • Withdrawal • Tolerance

• Negative consequences • Comorbidity

– Online Gaming Addiction is highly correlated with: • ADHD

• Substance abuse issues • Bipolar disorder

• Obsessive-compulsive disorder

– Additionally have lower than average self-esteem and social skills – Denotes the need for holistic and comprehensive treatment plans • Assessment

– Young (2009) – developed the Internet Addiction Diagnostic Questionnaire for online/Internet addiction that relates specific to DSM-IV chemical addiction criteria

– Kim & Kim (2010) - developed the Problematic Online Game Use Scale - a specific assessment for online gaming addiction

– Vallerand (2010) developed a scale for dualistic model of passion which has been linked to addiction

• Treatment Models

– Cognitive Behavioral Therapy

• Teach clients to monitor thoughts and identify triggers • Teach alternative coping skills

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• Computer and non-computer behavior observation • Specific or generalized use

• Treatment Models – 12 step program

• Online Gamers Anonymous

• Dedicated inpatient and outpatient facilities are beginning to be built devoted specifically to Internet and technology based addictions

• If no therapist that specializes in this discipline is available and no treatment groups are near some general 12 step treatment facilities are willing to take online/technological addiction clients

• Several concerns and considerations – Other types of therapy or techniques recommended

• Social Cognitive Theory – learned self-regulation • Cognitive Behavioral Therapy

• Systems Therapy

• Diagnosis and treatment of comorbid disorders • Support groups • Psychopharmaceutical • Skills training • Holistic wellness • Emotional regulation • Stress management

References

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