Videogame Use & Abuse
Today’s Culture of Gaming and its Impact on Youth
November-20-18
Videogame Use & Abuse November-20-18 Objectives Provide an - - PowerPoint PPT Presentation
Todays Culture of Gaming and its Impact on Youth Videogame Use & Abuse November-20-18 Objectives Provide an overview of videogame types and design Examine context of videogames and addiction Outline resources, strategies and
Today’s Culture of Gaming and its Impact on Youth
November-20-18
November-20-18
Provide an overview of videogame types and design Examine context of videogames and addiction Outline resources, strategies and available services
Setting the Scene
November-20-18
Canadian video game industry
November-20-18
development
people
across Canada
Canada’s GDP
Setting the Scene – Canada 2018
November-20-18
61% define self as gamers 64% are actually gamers
Average age – 39 years Average 10 hours per week
50/50 split between male and female gamers Over 23 million Canadians are gamers
Single player games
November-20-18
computer only
Candy Crush
average addictive potential
Real time strategy games
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gathering/resource building game
acquisition and expenditure
potential
Massively multiplayer online games – MMOGs
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simultaneously
(collaborative)
time
potential
Role playing games
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with 1000s/millions of players
characters in terms of experience, abilities, wealth
exploring how your character interacts and furthers the game narrative
addictive potential
First person shooter games – FPS or Shooter
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(build empire, win war)
member(s) are still in the game
Life simulators
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context – create characters, places, activities, etc.
details of appearance and behaviour
Social and casual games
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spontaneously/infrequently
addiction
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Royale
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November-20-18
Operant conditioning
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likelihood of a specific behavior is increased or decreased through positive or negative reinforcement each time the behavior is exhibited, so that the subject comes to associate the pleasure or displeasure of the reinforcement with the behavior.
Behavioral psychology
November-20-18
Investment of :
Rewards that are:
punishment
Motives for gaming
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Escape Fantasy Coping Social Competition Skill development Recreation
Potential for problem behavior
What makes games addictive?
November-20-18
superficial relationships are still rewarding and reinforcing
companions contributes to self-worth
within videogaming populations social world
flow state
November-20-18
are much more likely to experience a problem if you are already experiencing mental health stressors – at work, at school, or at home.
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Social/Peers Relationships Legal Mental/Emotional Health
School/Work Home/Family Finances Physical Health
Distinguishing between two different issues
November-20-18
Attachment Content
excessive? Late into the night? Impeding school or other MLAs?
play despite being bored?
violate household values, norms, or rules?
content may impair emotional and social development
Interactive factors for risk of gaming addiction
November-20-18
violent
Gaming seems to solve these problems in the short term…. But it may exacerbate them over time
Interactive factors for risk of gaming addiction
November-20-18
spheres
parents/adults
Harmful involvement/excessive play might look like:
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skills
Time away from: Family Work Study Other interests Aggressive: Thoughts Behaviors
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homework
8% met criteria for pathological use (6 or more)
Benefits of play
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collaboration, strategy, team play
Benefits of play
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trust their instincts
reasons, but still worthy of attention
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Core Issue Examples of a Problem What Games Provide CONTROL Environment is
Shelter SELF-ESTEEM and COMMUNITY Lack feeling valued, not contributing Achievement and online community IDENTITY No direction, no sense of self Growth MASTERY Difficulty succeeding, difficulty practicing Skills
Adapted from K. Dini, “Video Game Play and Addiction: A Guide for Parents” (2008)
Effective interventions
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type/duration
is done
skills
activity
activity
friends
Effective interventions
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timer (ie. Ends at 10pm)
questions/start conversations
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Media Smarts/American Academy of Pediatrics
dessert/reward
stick to it
than 1 – 2 hours per day
programs/games and discuss values
good interpersonal skills
content
gaming console in public area
media diet: www.healthychildren.org
How to start the conversation
November-20-18
game?
game?
How to start the conversation
November-20-18
much?
can use offline?
CAGE – the videogame edition
November-20-18
Cut down: Have you ever felt you should cut down on your playing? Annoyed: Have people annoyed you by criticizing your playing? Guilty: Have you ever felt bad or guilty about your playing time? Eye opener: Have you ever started playing first thing in the morning? Do you think about playing when you’re not playing?
Techaddiction.ca
November-20-18
Mediasmarts.ca
November-20-18
Healthychildren.org
November-20-18
November-20-18
Youth Addiction Services- Calgary
– Mon, Wed, Fri 8:30-10am
Foothills Addiction Centre
Access Mental Health – 403-943-1500
November-20-18