Title: Computer Game Addiction
1Computer Game Addiction
By Brandon Bennett
2Table 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
3Introduction 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.
4Player 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)
5Personal 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.
6How 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
7An 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
8Services 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).
9Online 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)
10Strategy 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.
11Online 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
12Why 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)
13A disclaimer from Final Fantasy XI(Displayed
every time before logging into the game)
14Possible 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.
15Ethical 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
16Kantian 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.
17Act 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.
18Rule 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.
19Social 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.
20The 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.
21Kantian 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
22Act 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.
23Rule 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.
24A 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.
25Brandons 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)
26Citations
- 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
27Citations 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
28Questions?
- 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/