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Computer Game Addiction

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Title: Computer Game Addiction


1
Computer Game Addiction
By Brandon Bennett
2
Table of Contents
  • A brief introduction into Online Computer Games
  • How online computer games can be addictive
  • Explanation on the factors of online gaming which
    facilitate addictions
  • Why Addiction is a Problem
  • Ethical Analysis
  • Concluding thoughts

3
Introduction to Online Games
  • 3 Primary Online Games
  • World of Warcraft
  • Final Fantasy XI Online
  • EverQuest
  • These are called MMORPGs Massive Multiplayer
    Online Role Playing Games
  • MMORPGs never end, there isnt a final goal state
    which you can achieve. You ultimately strive to
    be the best of the best within the game.

4
Player Demographics
  • Many people believe that online games are played
    by teenagers alone, yet a survey on MMORPGs has
    shown the average player to be about 26 years old
    (Nick Yee, Player Demographics)
  • It has also been common to stereotype gamers as
    loners or socially anorexic, yet the same study
    showed that 80 of gamers would play with someone
    they knew in real life (Nick Yee, Player
    Demographics)

5
Personal Bias
  • I currently play Final Fantasy XI Online, and
    also own World of Warcraft.
  • My opinion of online games is that they are a
    great way to spend free time, and playing with
    people I know is more enjoyable than playing
    alone.

6
How can a game be addictive?
  • Addictive Game A game which hooks players into
    playing.
  • Addiction to a game varies from person to person.
    Usually involves repetitive game-play, and an
    increase in time spent playing
  • Playing for extended periods of time doesnt
    express an addiction problem, much like gambling,
    yet abusing the privilege is a cause for concern

7
An Overview of the facilitators of Game Addiction
  • Services which act as a convenience to players
  • Online Subscriptions
  • Websites which provide help and strategies to
    players
  • Guilds or Online Communities

8
Services of Convenience
  • Description in-game features which reduce a
    players need to leave their chairs
  • A good example is the /pizza command in
    EverQuest
  • Each game has some sort of chat privileges, and
    also allows for players to send other players
    in-game messages or mail
  • Farming allows players to receive money by
    selling in-game items/currency. Usually is bad
    for the economies within a game, because these
    people develop monopolies on items which players
    may need.
  • If making a profit off of a game you play is your
    desire, then you should look to playing Project
    Entropia - allows players to put in and take out
    real-life currency. Ex. One person bought a
    virtual space station for 26,500.00 (BBC News,
    2005).

9
Online Subscriptions
  • World of Warcraft costs 14.99/month1
  • While Final Fantasy XI and EverQuest cost
    12.95/month each1
  • These prices are on top of the 50.00 of base
    software cost (Taken from price at the time of
    software release)
  • On average a player can spend anywhere from 15
    21 hours a week playing an online game1
  • Because you are paying for time to play, a player
    may feel an obligation to get their moneys
    worth.

1. (Project Massive, p.2)
10
Strategy Websites
  • Definition A website which gives detailed help
    to players of a specific game in order for them
    to gain knowledge about where to find in-game
    items, defeat certain monsters, or complete
    missions or tasks within the game
  • Ex. www.thottbot.com, www.allakhazam.com
  • Allows players to get past in-game barriers,
    instead of giving up and trying again at a later
    time. Makes repetitive play easy, and encourages
    players to continue playing.

11
Online Communities and Guilds
  • Great way to create friendships within the game
  • However, problems within guilds and online
    communities can create tension and drama which
    can create real-life problems because players
    become too involved with the game and their
    communities
  • Also, players may form more of a preference to
    their online friends

12
Why addiction is a problem
  • All of the previously mentioned facilitators can
    lead a player to become addicted because they
    develop a preference to the game compared to
    reality.
  • Shawn Woolley A 21 year old man from Hudson, WI
    who committed suicide from stress caused by a
    personal friend within the game EverQuest.2
  • A Korean couple left their 4 month old child
    alone to suffocate and die, because they were
    playing World of Warcraft at a local internet
    café for too long. We were thinking of just
    playing for an hour or two like usual, but the
    game took longer that day3
  • (Death of a Game Addict, para. 2)
  • (Gamespot, 2005)

13
A disclaimer from Final Fantasy XI(Displayed
every time before logging into the game)
14
Possible methods of Prevention
  • World of Warcraft allows players (entitled
    Parental Controls) to limit the time in which the
    game can be played
  • Removing in-game features which arent needed in
    order to play the game, but are just a
    convenience to have (I.e. /pizza)
  • Monitoring or removing guilds and online
    communities since they arent necessarily needed
    to play the game, to prevent online problems
    which could hurt a persons physical being.

15
Ethical Analysis
  • Discuss the Morality of the services which
    provide a convenience to players
  • Discuss the Morality of the proposed methods of
    prevention
  • Discuss my Final Thoughts

16
Kantian Analysis of Convenience features
  • Is it moral to provide in-game features because
    they are convenient?
  • Kants Second Categorical Imperative Act only
    so that you always treat yourself and other
    people as ends in themselves, and never only as a
    means to an end (Quinn, p.70)
  • Players use features like online website guides
    and the Pizza command for their own personal
    benefit. Providing these services indirectly
    increases profits for the game company. With
    online guides, players can easily continue their
    adventures in a never-ending game.
  • Both players and providers are using these
    services as a means of personal gain, and can be
    rationalized to being immoral in Kantianism.

17
Act Utilitarian analysis
  • Benefits They are convenient and easy to use.
    Online strategy guides reduce frustration with
    games by showing players how to get past areas
    they get stuck in.
  • Harms There is a potential for players to feel
    the need not to leave their games, resulting in
    forgetting to eat or sleep. Having the pizza
    command doesnt remedy this, because a player may
    not be able to afford it.
  • Since the harms of online convenience services is
    undeterminable, we cannot find the morality in
    this viewpoint.

18
Rule Utilitarian analysis
  • In order to find the greatest increase of
    happiness, we state that it is moral to use these
    features for personal convenience when playing
    online games.
  • In a Rule Utilitarian analysis, we are to believe
    that everyone is to follow this rule. Because of
    this, it can be assumed that everyone will take
    advantage of using these features, including the
    online strategy guides. This means that everyone
    will know where to get rare in-game items, and
    therefore everyone will try to get one. However,
    its impossible for everyone to get one
    specifically rare item, due to the rate at which
    they drop.
  • Thus, these features of convenience only help a
    few people, and because they cant help everyone
    it isnt moral to use them in Rule Utilitarianism.

19
Social Contract Theory analysis
  • Morality consists in the set of rules, governing
    how people are to treat one another, on the basis
    that rational people will agree to accept these
    rules for their mutual benefit. (Quinn, p.83)
  • This argument follows similarly to the Rule
    Utilitarian analysis. These features are meant
    as a convenience for everyone, and not everyone
    is able to quickly and conveniently make use of
    these services. In general rational people
    wouldnt agree to using these convenient services
    if they understood that their purpose of helping
    everyone, is unattainable.
  • Therefore from a Social Contract Theory viewpoint
    these online features are immoral.

20
The Morality of my proposed methods of prevention
  • Well mainly look at the method of prevention
    which involves having programmers change the
    original code so players can complete in-game
    tasks, like obtaining items and defeating
    opponents, more quickly.

21
Kantian view on my prevention methods
  • Through use of the Second Categorical imperative
    again, we can see that this method of prevention
    uses the game programmers as a means to prevent
    or end game addiction.
  • Therefore this method of prevention is immoral in
    Kantianism

22
Act Utilitarian view on my prevention methods
  • Benefits can lead to decreased addiction to
    games, because players spend less time playing
    the game to receive the in-game items they want
  • Harms Could result in people looking to
    programmers the fix the problems with society
    because they occur within their games. In short,
    programmers could get blamed for acts of online
    violence (this goes beyond the scope of my paper
    however)
  • Even with the consequences of these actions,
    blame lies solely on the gamers themselves in the
    end, and because this method of prevention can
    decrease addiction I deem it moral within Act
    Utilitarianism.

23
Rule Utilitarian view on my prevention methods
  • Here we observe the overall happiness of a set of
    moral rules.
  • Its important to realize that there are more
    players compared to programmers, this makes more
    sense when observing the overall happiness of an
    action.
  • Because the actions of the few (programmers) are
    far more beneficial than the inactions, we can
    rationalize that removing in-game features from
    games is moral in an attempt to decrease game
    addiction within a Rule Utilitarian analysis.

24
A Social Contract Theory stance on my proposed
methods
  • For this analysis it is important to look at how
    people are to treat one another.
  • By using the same method of prevention, we can
    argue that by doing this a programmer is helping
    players become less addicted to their games. In
    return for this, it might be expected that a
    player stay fair to the company by continuing
    their patronage, and also not committing acts
    that may be deemed unethical by the community
    such as farming.
  • With this it can be rationalized that this method
    of prevention is moral because players and
    programmers are treating each other fairly.
    Rational people would also agree that changing
    the game to decrease addiction is a good idea.

25
Brandons Final Thoughts
  • Online Game addiction is a relatively new
    concept, it also extends to console gaming as
    well. Without the latest advances in technology,
    the ideas of MMORPGs would be non-existant. It
    is then due to computers that talks of ethicality
    behind problems with these games is necessary.
  • In my personal opinion I agree that online game
    addiction is a problem, but like alcoholism it is
    only harmful if abused4. This requires
    players to take act responsibly in-game, and take
    care not to become addicted.

4 (Death of a Game Addict, para. 6)
26
Citations
  • 1.) Project Massive A study of Online Gaming
    Communities
  • By A. Fleming Seay, William J. Jerome, Kevin
    Sang Lee, Robert E. Kraut
  • Conference on Human Factors in Computing
    Systems, 2004
  • http//doi.acm.org/10.1145/985921.986080
  • 2.) Online Computer Gaming A comparison of
    adolescent and adult gamers
  • Journal of Adolescence 0140-1971 Griffiths,
    2004 vol 27, issue 1 pg 87
  • 3.) World of Warcraft Community Site
    www.worldofwarcraft.com
  • 4.) Anonymity is not Enough Escapist Magazine
  • By Mark Wallace, 2006
  • http//www.escapistmagazine.com/issue/34/10
  • 5.) Ethics for the Information Age
  • By Michael Quinn, 2006, p. 122
  • 6.) Death of a Game Addict
  • Milwaukee Journal Sentinel, March 30th, 2002.
  • Accessed on March 27th, 2006 from the Academic
    Search Premier database.
  • 7.) Couples online gaming causes infant's death
  • Gamespot Online Article, posted on June 20th,
    2005
  • www.gamespot.com/news/2005/06/20/news_6127866.htm
    l

27
Citations cont.
  • 8.) Sony builds pizza-order function into
    'Everquest II'
  • Peter Svensson, USA Today, 2/24/2005
  • www.usatoday.com/tech/products/services/2005-02-2
    4-sony-pizza_x.html
  • 9.) Project Entropia - Online game involving
    real currency
  • www.project-entropia.com
  • 10.) Final Fantasy XI - Official online site
    (also used Disclaimer Note in game)
  • www.playonline.com/ff11us/welcome/
  • 11.) Allakhazam - About the Site
  • By Jeffrey Moyer, a.k.a. Allakhazam
  • www.allakhazam.com/Staff_Bios.html
  • 12.) Thottbot - World of Warcraft Search
  • www.thottbot.com (Cosmos add-on found at
    www.thottbot.com/?pdownload)
  • 13.) Gamer buys virtual Space Station
  • BBC News Online Article, October 25th, 2005
  • http//news.bbc.co.uk/2/hi/technology/4374610.s
    tm
  • 14.) The Daedulus Project
  • By Nick Yee, 1999-2004
  • http//www.nickyee.com/daedalus/gateway_demogra
    phics.html

28
Questions?
  • Please feel free to read through my paper, and
    give feedback! It can be found through the links
    http//www.d.umn.edu/cprince/courses/cs3111spring
    06/Projects/
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