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