Virtual Reality & the Bogeyman. Introduction: The Evolution of Electronic Media 1. TV 2. Video...

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Virtual Reality & the Bogeyman

Introduction: The Evolution of Electronic Media

1. TV 2. Video Games 3. Massively Multiplayer Online Role-

Playing4. Internet Gambling5. Cyber Sex Addiction

Start the Argument

Good

Bad

Indifferent

The Psychology of Gaming

Primary Task for Adolescents – form coherent sense of self

Possibility of cyber space to create persona’s that substitute for face to face interaction

Thus “some” people suffer aftershock of failure to develop genuine closeness

AND MAYBE THESE EFFECT A PERSON”S PRIMARY NEED FOR LOVE AND BELONGING

The Games are Addictive Because of there very NatureTelevision Passive Observation

Video games require full attention and interaction

However, the majority of people who play video games use them for enjoyment and relaxation without any problems, compulsion and loss of control.

Video Games Monies

Exceeding motion picture in terms of dollars spent 2006

The NPD Group, U.S. retail sales of video games, which includes portable and console hardware, software and accessories, generated revenues of close to $19.66 billion in 2009, an 8 percent decline over the $21.4 billion generated in 2008. 

In 2000 the industry earned 7.9billion

(NPD, 2010).

Top Selling

Maybe the best seller ever!

Call of Duty: Black Ops

Addictive Nature of the Games

• Control every aspect of the character – create as if world

• Variable timed positive outcomes

• Successful maneuvers reward visual stimuli or are rewarding in themselves

• Offer as an escape

• Fantasy

• Release of dopamine

Are you Addicted to the Internet?

Previous reports suggest that 8 to 13% of undergraduates are addicted to the internet (Yen, 2009).

Terms to describe this compulsion:

The newly behavioral problems manifesting from heavyInternet use have been termed “Internet addiction” ,“problematic Internet use”, or “pathological Internet use (Yen, 2009).

Internet Addiction for College Students DC-IC-A

5 of the following have to be present over the past 3 monthsA)

1) Preoccupation with internet activities

2) Recurrent failure to resist the impulse to use internet

3) Tolerance: a market increase in the duration internet use needed to achieve satisfaction

4) Withdrawal, as manifested by either of the following

A) Dysphoric mood, anxiety, irritability, and boredom after several days without internet use

B) Use of Internet to relieve or avoid

5) Use of internet longer for a period longer than desired

6) Persistent Desire and/or unsuccessful attempts to cut down or reduce internet use

7) Excessive time spent on internet activities

8) Excessive effort spent on activities necessary to obtain access to the internet

9) Continued heavy internet use despite knowing having a recurrent physical / psychological problem exacerbated by internet use

B. Functional Impairment

One of more of the symptoms have to be present

Recurrent internet use resulting in failure to fulfill major obligations at work, school, home

Important social recreational activities are given up or reduced because of internet use

Recurrent legal problems because of internet behavior (disorderly conduct in game)

Psychotic disorder

Bipolar I disorder or other disorder which is classified as an:

Impulse control disorder in the DSM-IV-TR

C. Internet Behavior not better accounted for by:

On-Line Games

Players are both the youth, adults, and older adults

Player may act as themselves as use avatars to express ideal self or aspects thereof

Virtual world gamers (second life / WOW) tend to find emotional satisfaction be being able to select environments and life events compatible with how I would like to be.

World of War Craft

Second Life

CYBER GAMBLING

Current Internet Gambling: 2093 Online Sites http://online.casinocity.com/

Current Internet Gambling: Providers

48 jurisdictions

Major providers are:

• Gibraltar (208 sites)• United Kingdom (98 sites)• Malta (314 sites)• Alderney (62 sites)• Isle of Man (14 sites)• Netherland Antilles (257 sites)• Austria (9 sites)• Costa Rica (218 sites)• Antigua (76 sites)

World’s 3rd Largest Provider

Canada!

Kahnawake Mohawk Territory in Quebec hosts the worlds second highest number of online gambling sites (n = 256)

http://www.canadian-casinos-online.com/kahnawake-gaming-commission.html

http://www.allslotscasino.com/ca/

Current Internet Gambling: Market Share

$15-20 billion in 2008, with sports/race books, casinos and poker accounting for large majority

4-5% of worldwide gambling market

Patronage uncertain: North America (30-35%) Asia (11 – 49%); Europe (23-44%)

U.S., China, U.K. largest single markets within these continents

Concerns with Internet Gambling

Internet gambling by prohibited groups (underage, site employees)

50% of N.A. high school and college/university students have played on free play online gambling site (Derevensky et al., 2006)

2% - 9% of North American youth report having gambled online for money

Problems with Internet Gambling

Nature of Internet Gambling makes it conducive to producing Problem Gambling

24 hr immediate accessSolitary playImmersive interface‘electronic cash’Ability to play under influence of drugs or alcohol

In general, evidence suggests the prevalence of problem gambling is 3 to 4 times higher in Internet gamblers

Structural Addictive Factors and Online Gambling

Bet Sizes and Bill Acceptors

Conflicting evidence regarding bet sizes

Meanwhile bill acceptors may cause:

Un-interrupted play De-value moneyIsolated play

Playability Characteristics (Structural)

Bonus Game, the game within the game

The idea behind the bonus game is to increase playability and ultimately give the gambler an illusion of control.

As such, the gambler believes that they have more ability to bring about a win, manipulated through...

Stop Buttons Gamble Buttons

Essentially, the bonus games along with the latter features brings us to the

Near Miss

The Near Miss

The near miss or near win, is any non-winning outcome that is perceived by the gambler to be almost successful.

Hence, the bonus games, stop buttons, nearly hitting three symbols, or three lines, visually entice the gambler to continue to play.

The Near Miss (cont.)

• According to Kahneman and Tversky , nearly winning produces a frustration and cognitive regret...

• Whereby, if we continue to play we can eliminate the cognitive regret by actually getting the win, picking the larger bonus prize, ect.

Psychology of Familiarity

Other technological advances in EGM machines have also played into the hands of the structural marketing technique known as “psychology of familiarity.”

This speaks to playing on one machine more than the other.

Beyond the obvious attraction to the common, novel, (socially and culturally) Parke and Griffiths (2007) hold that gamblers may fall victim the psychology of familiarity because...

Psychology of Familiarity

EGM gamers trust in an international symbol (celebrity) – thus jackpots maybe be higher, “I won’t be ripped off.”

Experience , gamblers believe they have an added advantage because they have knowledge of the game (i.e., price is right, wheel of fortune), which directly affect the EGM game.

Fun – the newer games are more interactive, music is hip, humorous, ect.

Ultimately, in addition to the newer games being played more, gamblers supposedly may not be affected by their losses as usual, and continue to play despite mounting losses.

Psychology of Familiarity

1. Fear Factor 2. Price is Right 3. Monopoly 4. Wheel of Fortune 5. Simpsons 6. Spider Man 7. King Kong

Cyber Sex Addiction

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