Tuesday, December 19, 2006
Monday, December 04, 2006
Online Gaming Addiction
Many friends of mine have asked me before why people get addicted to online games. Some of these questions are ubiquitous in nature and spring upon many girlfriends caught in the predicament of their boyfriends spending too much time and attention on some “stupid” game and not diverting enough attention to them.
Some of the common complaints I hear are:
“How come
“If only there was no stupid Warcraft around”
In extreme cases some relationships even borders on the rocky end or end abruptly because of the presence of these online games. To me, playing online games is alright. I mean you can’t expect your boyfriends to be playing Barbie dolls right? It’s all a matter of control and setting the right priorities.
Since these questions have popped up with increasing frequency during recent periods and with the renaissance and proliferation of online gaming, I have taken a short time to compile the evidence on why online games are so addictive, using science as the basis of explanation.
Before I begin, I would like to declare that I was once a compulsive and addicted online gamer, ever since the release of Starcraft in year 1998. I’ve followed up with BroodWars, the Starcraft expansion pack, Diablo 2 and its subsequent expansion pack, Warcraft ROC (Reign of Chaos) and TFT (The Frozen Throne), and finally settled on Final Fantasy 11 (FF11) Online. Up to now, I can safely say that I am no longer hooked to online gaming and this article will cover the topics how this addiction starts off, its consequences and the methods employable to curb the paroxysm of gaming addiction and assuage the temptation of logging on into your online gaming account.
Why I started playing
It all began in the year 1998 on Starcraft when I was facing my secondary 2 years. For those of you don’t know Starcraft is a real time strategy (RTS) game in which it is designed such that you oversee your colony’s economy, defense and offence and the objective is to secure your victory by destroying your opponent’s base. Initially, when the game was released it was the hot topic my class. Even if you are not interested in online gaming, you would simply buy the game to play for social reasons- to not be left out when people are talking about it. As I played on, I realized that I was pretty good at the game. Who doesn’t like winning right?
It extended to 8 years back and personally, I think that the addiction did not start off at this point since Starcraft’s game design does not call for addiction as much as other Mass Online Role Playing Games (MMORPGs). One typical game ends in around 10-15mins average and once it ends, it ends there. The only thing that can keep you going is for better stats ratio. The real addiction begun with the release of Diablo 2, where you can create a character and get stronger and stronger with the passage of time. Also because, there is never an end for the game, so what construed as beginners interest and the curiosity to go on to find what happens next, becomes an activity which is carried out for the banal sake of carrying it out.
Consequences of playing
It was around JC1 when I started out with Diablo 2. I would categorize it into a semi online RPG unlike the major (MMORPGs) such as FF11 or the current hit World of Warcraft (WOW) since it operates on a much less scale with fewer quests and lesser interactions (up to a maximum of 7 other players at once) as compared to MMORPGs which interact you up to thousands of players at once on a much larger emotional scale.
Now, although the potential for this game to addiction is much less, being hooked into this game has caused me dire consequences on my school grades mainly because of the huge amount of time I spent on it, the lack of sleep, and the psychological distractions I faced in school pertaining to it which resulted in me skipping school a lot to head home or to the lanshop to play the game, heading home to sleep, or sleeping in class because of fatigue both contributed to the lack of sleep and from my CCA involvements.
I’ve read articles in the papers and other sources of addicted gamers who actually skip crucial examinations and other important events because of irrational behavior resultant from gaming addiction, suicide cases because of spurned romantic advances or murders because of online fraud. In
Although I’ve mentioned that I managed to quit Diablo 2 effectively by JC2, the thing about online addiction is that once you’ve actually painstakingly, managed to quit a game, it leaves and empty void in your habitual schedule which leaves you seeking to other forms of online addiction. In my case, I simply moved on to Warcraft 3 ROC in which the game design is very similar to Starcraft. Amazingly and also unfortunately, with the release of Warcraft during the middle of my JC2 semester near my preliminary examinations, I played a total of over 2000 games in 3-4 months, in which it timing crossed over to my A levels preparation timetable. That’s about 20 games a day, with an average of 10-15mins a game. Multiply that by 20 and that’s the time I spent on Warcraft 3 a day.
For some Southpark WOW addiction humor, visit, http://www.youtube.com/watch?v=pvy5FJX4z1g
Why Online Games are so addictive
Genetic Makeup
I read in an article in Reader’s Digest that online addictions can be a result of a person’s genetic makeup, which means to say, that person A can be more susceptible to addiction than a person B because they suffer different levels of disturbances naturally occurring brain chemicals called neurotransmitters.
The article states this: “These chemicals influence impulsive feelings and behaviors. The main neurotransmitter involved in all addictions is dopamine”, says Winslow. People with low levels of dopamine are more prone to anxiety and cravings. Advancing to the next stage of an online game gives them a buzz that causes an increase in dopamine and makes them feel better and more motivated. This winning feeling is so reward that its memory takes great intensity and becomes more desirable every time it is recalled.”
Classical Conditioning
Also, the rapid gratification of winning not only helps a player forget their problems but also becomes a powerful trigger, creating an urge to play in the 1st place. Psychologists describe this trigger response mechanism as classical conditioning which I learnt in school last semester. Basically, an association between the pleasant feeling of winning and the respective game is created. When an individual is not playing online and is experiencing negative feelings such as anxiety and stress, one’s mind will naturally seek more pleasant thoughts and will recall the positive feeling associated with playing the online game. I opine that this is the contributing reason to why people shift from addiction of one online game to another which I mentioned earlier. This is to fill the empty void of negative feelings by a substitute online game.
We know now that online addiction is contributed by 2 factors namely:
- Personal Genetic Makeup
- Classical Conditioning
Game Design
The 3rd factor that contributes to online addiction is a topic that game designers upon interview decline to comment upon. Upon contacted for interview by Reader’s Digest, none of the online game developers would talk about whether or not they are using behavioral psychology to strengthen the emotional appeal of their games, thus making it addictive. However, Liz Wolley, founder of On-line Gamers Anonymous, an organization dedicated to helping people addicted to online games, strongly believes developers use complex psychology to make games addictive, for the sole purpose of increasing profit, since a lot of these MMORPGs like WOW, main income stream is from the continual subscription to the service on a monthly service. The online game market is worth around $1.4 billion in
Other games like Water Margin Online, which a personal friend of mine plays, has certain items that is only attainable through online purchases and my friend has spent several hundreds of dollars for the purchasing these online pixels.
Liz Wolley commented that “Game designers have said that they were hired simply because they have psychology degrees.” If this is truly the case, certainly the ethical considerations and moral obligations have been bypassed when designing the game. Personally I feel that when designing the game so as to give the player the greatest amount of pleasure is a good thing. However, designing the game, to get a player addicted to it, as the underlying purpose, is abysmal and should be greeted with opprobrium.
Random Reinforcement
One of these methods designed in online games in which I have experienced and influenced into addiction involves a complicated conditioning response as what psychologists refer to as “Variable Ratio of Reinforcement”, in effect random reinforcement. This is very different from Vicarious learning/modeling which involves rewarding or punishment directly to induce or reduce a behavior such as the rewarding of a dog with a biscuit for performing a trick well, or punishing a child for bad behavior. With random reinforcement, the rewards are just that- random and unpredictable. This is how the best games are programmed: to keep the player interested by promising predictable outcomes. For example, in FF11, to get certain rare weaponry, one has to take part Notorious Monsters (NMs) hunt and each time you kill the NM, there will be a chance of the weapon dropping as loot reward. The probability of some of these weapons dropping can be as low as 1%! The thing about random reinforcement is that since this uses a probability chance of obtaining the item, the more and longer you camp an item, the greater your chances of getting it.
Regret Aversion
Random Reinforcement when combined with another psychological behavioral response known as regret aversion which I have studied in the book “The Paradox of Choice”, once you have spent say for example, 3 days of your time camping for a certain weapon, and you did not get your weapon, you are faced with 2 choices. The first choice is to continue camping for the weapon, and the second choice, to stop camping for the weapon.
To avoid feelings of regret, most people will opt to choose to continue camping for the weapon, because to stop would mean to say that you have wasted a whole 3 good days of your time camping the NM for nothing and the possibility of regret. Also you would be susceptible in facing the possibilities of the “What If” and “If Only” scenarios. You say to yourself, “If only I had not started to camp the stupid NM at all” or “What if the NM drops the weapon on the next try but I decide not to stop camping it?”
Flow Theory
This theory was explored and discovered by Mihaly Csikszentmihalyi in the 1990s. He coined the now famous idea of “the zone” – the special place between ability and challenge where an activity is not too hard that it causes anxiety and stress but not too easy that it causes people to feel bored. Game developers now use the flow theory in developing games that pull players in and keep them there.
For some games, the artificial intelligence (AI) in-built the game senses the players difficulty in overcoming certain obstacles and automatically reduces the game difficulty without letting the player know of the changes. This is a now known fact in famous games such as Pac-man, in which ability and challenge are balanced to keep a person inside “the-zone”.
Now we know the three psychological behavioral sciences taken into consideration by game designers which keep gamers addicted.
- Regret aversion
- Random reinforcements
- Flow Theory
I don’t study psychology but there are probably a lot more known psychology behaviors which are designed into online games by game designers to keep gamers addicted. Although what I have just covered- biological makeup, classical conditioning and game design by producers which are all external influences and factors influencing addiction, this does not exonerate the gamer of his addiction and leave him defenseless and continually hooked to online gaming. These simply show the correlation between gaming and addiction, which differs significantly from cause and effect.
Social Factors
Social Circle
The social side of multiplayer online games keeps many people playing for long periods of time. They are the type of games that completely engross the player and some of them are not the type of games you can play for 20 minutes and simply decide to stop. To be serious in the game would mean that you have to spend time playing it. Also there exist social handcuffs, because in certain situations, your existence in a gaming event may be paramount for the team’s survivor and because you are dependent upon. For example, in a simple game of Dota, where each team consist of 5 players max, your convenient exit from the game would make the game imbalanced, leaving a 4v5 match up. By leaving the game you would be considered as a “noob” (newbie in short) and also a pariah in which case, you are likely to be blacklisted and banned from participating from future games.
Learned helplessness
Goh Chee Leong, dean of Department of Psychology at
In the 1960s, psychologist Martin Seligman and his collaborators performed an experiment that involved teaching three difference groups of animals to jump over a little hurdle from one side of a box to the other to escape or avoid an electric shock.
Group 1: No prior exposure to such experiments.
Group 2: Had already learned to make a different response, in a different setting, to escape from the shock. Seligman expected and found that this second group would learn a bit more quickly than the first, reasoning that some of what they had learned in the first experiment might transfer to the second.
Group 3: Also in a different setting, had been given a series of shocks that could not be escaped by any response.
Remarkably, this third group failed to learn at all. Indeed many of them essentially had no chance to learn because they did not even try to escape from the shocks. These animals became quite passive, lying down to taking the shocks until the researchers mercifully ended the experiment.
Seligman and his colleagues suggested that the animals in this third group had learned from being exposed to inescapable shocks that nothing they did made a difference; that they were essentially helpless when it came to controlling their fate. Like the second group, they had also transferred to the hurdle-jumping situation lessons they had learned before- in this case, learned helplessness.
My point here is that, many people desire to be in control of their situation and also for success. However circumstances often rob people of the necessary choices to meet their need for control and success. The consequences can be dire and consequently, these people may seek alternative forms of control and success, in which exists in a virtual world. You can build your own guild and organize your own raids etc. Also the feeling of “pwning” a “noob” can be an exhilarating experience. Try playing Dota if you don’t believe me.
How to curb and/or prevent the addiction
Choice and Freewill
Ultimately, the main cause of gaming addiction is contributed by the power of choice and freewill.
If you choose NOT to play in the first place, knowing the consequences of playing is online addiction, you are unlikely to get addicted. Even if you did not know that it is possible to get hooked to online gaming, and inevitably get addicted, with freewill, you can “unhook” yourself anytime you want by simply choosing and dedicating yourself to the choice. I can say that confidently because I am a living example of a person who managed to purge myself of this craving.
Awareness
To stop the addiction, one must first be aware that he is addicted to it. Also, he needs to know the severity of the addiction and the consequences that he faces. Low dopamine combined with another brain chemical, serotonin, that normally causes calm and controlled behavior, can give irrational urges even greater free rein. This is why people continue to play online games without regard for future consequences in school grades or social relationships.
Visit http://www.rdasia.com to take an online gaming addiction test.
Seek Help
You can also seek help internally from friends, family or loved ones and also try to build up your social circle. Asking people out more frequently may also help. There’s a known 2 week rule of breaking a habit, in which for most people once you stop a habitual activity for 2 weeks, you have a very high chance of breaking that habit. However, this varies from individual to individual and the 2 week duration may need to be extended. Also, since you are likely to curb one gaming addiction by moving on to a different game, make sure you do not start playing another game!
Personally, when I want to stop using the computer for example during the examination period, I ask my sister to hide my keyboard or if I want to stop playing a game, I ask my sister to hide the CD and instruct her not to return it to me at any circumstances! It works!
If internal help is not sufficient or perhaps you are too shy to ask for help from your internal circle, you can try to seek external help. There are a lot of online addiction help services online such as On-line Gamers Anonymous (http://www.Olganon.org).
Friends or girlfriends, whom you know or feel that a person you care about is addicted to the online gaming predicament, should also be encouraged to help out by asking him/her out more. But please remember to be tactful. I hope this article proves useful!
Friday, November 10, 2006
Seven Types of Ambiguity
I’ve just finished reading Seven Types of Ambiguity by Elliot Perlman. It was really beautifully written, having a surreal verisimilitude. The characters in the story each has a distinct personality and Elliot Perlman takes you through each of these character in 1st person view, through the same events. I can’t believe I actually teared twice on different occasions as I read the story. No other book has ever had that effect on me. Trust me on this- it is not because I am lachrymose. It has to do with empathy and Elliot Perlman did a fantastic job in defining empathy and being alone which subsequently leads to loneliness.
To empathize is to connect with the individual both intellectually and emotionally. He further suggests that to not be alone, somebody has to really connect with you and you have to connect with them and come with you as you ride the relentless waves of fear and hope, of pain and pleasure, doubt and certainty that inhabit the sea of human experience. Besides receiving, you have to reciprocate the compliment and project yourself into someone else’s pain and, by absorbing, lessen it.
Given such a detailed account of what empathy is, and the pain the characters experienced in the story, the prostitute Angela, the love-sick Simon and his esoteric obsession for Anna, and once you’ve actually begin to empathize with the characters in the story, how can it not be possible for anyone to feel the way I that felt? On reflection, the way Simon carried his obsession and love for Anna, for all those 10 years after his relationship with Anna ended abruptly, and the action of kidnapping Anna’s son to assuage his loneliness, personally, I felt that no wrong had been committed. Even if rationally, a wrong had been committed, it is paradoxically contradicted emotionally by feelings of injustice. In fact, this relentless persistence in the pursuit for the ideal love, shouldn’t it be instead encouraged? However, society views such actions with contempt, as an aberration, a mental illness. For these minorities, as Seligman describes, a state of learned helplessness is experienced. I suspect that this is the cause of many cases of depression- To be absolutely helpless in a given situation, and under the scrutiny of society. Finally, after mustering the courage to take action against this helplessness, as it was for Simon’s case, Simon was placed on trial for a flatulent crime preceded an ambiguous question mark.
I simply love the way Simon was eventually exonerated from all his charges, and not because he did not commit the crime. Simon was acquitted and found not guilty because of 2 beguiling women, who perjured in court for his sake. In a sense, it has a kind of a classic “love conquers all” theme, filled with a melodramatic and an intense quixotic struggle in the pursuit for the idealized love within the conundrums of our quotidian life.
Since I’m dwelling on the topic of love and empathy right now, let me finish with a poem by Shakespeare to ponder on:
Let me not to the marriage of true minds (Sonnet CXVI)
Let me not to the marriage of true minds
Admit impediments. Love is not love
Which alters when it alteration finds,
Or bends with the remover to remove:
O no! it is an ever-fixed mark
That looks on tempests and is never shaken;
It is the star to every wandering bark,
Whose worth's unknown, although his height be taken.
Love's not Time's fool, though rosy lips and cheeks
Within his bending sickle's compass come:
Love alters not with his brief hours and weeks,
But bears it out even to the edge of doom.
If this be error and upon me proved,
I never writ, nor no man ever loved.
Tuesday, October 24, 2006
Ruptured
Images of you become increasingly distant,
memories are strange when you are a stranger.
Everything I was, I am now and will be,
is visited on me and threaded together,
ubiquitously from a different vantage point.
You were to me a ludicrous picture and desire,
but for those few precious fleeting moments I had it.
Hopes to live an idyll life was it an unrealistic ideal,
a dichotomy of separation from dreams and reality?
O God, give me back the day that was stolen from me.
I was confronted by something unutterable;
Your impassive nonchalance and idea of euphemism,
your perfunctory ridicule, it was all epiphany to me.
You ruptured a passage and through this imbroglio,
abandoned and left me stranded inside a no man's land.
All fear, uncertainty and despair dissolved;
This feeling embraces me, comforts me and opposes me.
It is determined to keep myself from existentialism,
from spending the remaining years of my life on life-support,
transfused against loneliness and only pretending to be alive.
-Mok
Saturday, October 14, 2006
Flashback
We decided to have a little adventure and trespassed past the gates to take a look at what was inside. When we almost reached the main door of the house, the house was lighted and there were people inside. There was also a blacked-furred watch dog which noticed us. We tried to sneak out quietly but that overgrown hell-hound of a dog decided to chase the living-shit out of us. That must be the fastest 100m sprint I ever made. When we were out safely and out of hot pursuit we had a good laugh at how retarded we were. Ghost house!? What were we thinking?
I remember the time when it was past midnight, how you snuck over to my place and gave me a call. You said you wanted the both of us to go on some ghost hunting expedition. We went over to the haunted mansion at the top of the hill, climbed over the gates and after that realized we could not see any donkey crap cause we forgot to bring our torch lights. We climbed up to the Level 3 balcony through the stairs that is now broken and and spent the night trying to scare each other with half-assed ghost stories.
Those were good old the days.
Tuesday, October 10, 2006
Cerulean
The grass rustles as the breeze flows by.
The flowers dances and the cicadas sing,
Heaven smiles at the merriment you bring.
You were standing all alone by the silent sea,
Gazing past the endless horizon, what did you see-
You saw nothing but a vast vacuum of emptiness,
Void of love, you lived a detached life of loneliness.
Winter forces its way in without warning,
The wind-up bird winds up the blissful spring.
My feelings lay dormant, things I wanted to say-
My heart yearns for you, I wish you would stay.
Everything idyll becomes alien when you are gone,
The cicadas weep for you, the withering flowers forlorn.
You were so much more beautiful than you ever knew,
If only you could believe in yourself as I believed in you.
-Mok