Game.Addiction
My presentation about gaming addiction will focus on the socializing aspect of video games. I theorize that one of the major contributing reasons for gaming addiction is the facet of interactions whether it is in-game with characters or other real life players or the story and tip sharing when players are not placed in the game. To provide such a miniscule form of evidence I interviewed five of my friends to share their experiences with games that have provoked them to stay up late trying to finish off a level or kept them intensely involved enough to make playing the game a habit. Though the games played were different amongst all participants, as well as the socializing methods which contributed to keep them hooked, it seemed (for the most part) that interactions with characters or fellow players from the games was part of the contribution, whether it be an emotional connection to a specific character or it was by means of progression. The second half of the socializing factor was the fact that these participants maybe had some interactions with the social world or on-line world (forums, gamefaqs) to discuss the video game or learn new tips and tricks to achieve progress.
Here are the questions the interviewees were asked (Some questions were tweaked to accommodate certain games or language barriers)
Name?
How long have you been gaming?
Do you consider yourself a gamer?
What video game were you most addicted to?
What aspects of the video game drew you in or rather, how was it introduced to you?
What aspects of the video game kept you hooked?
Do you believe that socializing in the game contributed to the addiction?
Give examples of your experiences and explain.
Do you believe that socializing outside the game contributed to the addiction?
Give examples of your experiences and explain.
Here are the five interviews:
Eric - http://rollandcastro.googlepages.com/Eric.mp3
Game of Choice: Everquest
Classification: “I wanna make friends” - The socializing factor included meeting friends through the game to progress.
Current Status:Not Addicted
Jason - http://rollandcastro.googlepages.com/Jason.mp3
Game of Choice: Call of Duty 4
Classification: “Join me in” - Usually observant, but when a friend picks up a controller he will usually join the session. Cannot resist the proximity of players.
Current Status:Addicted
Jessica - http://rollandcastro.googlepages.com/Jessica.mp3
Game of Choice: Tomb Raider Series
Classification: “In the Family only” - Not usually keen on games, will play games introduced to her by close friends, family, or lovers. Requires a strong in game bond with characters and and out game socializing factor to help progression.
Current Status:Not Addicted
Berker - http://rollandcastro.googlepages.com/Berker.mp3
Game of Choice: Oblivion
Classification: “Help me out” - The player who wants to beat a game badly, loves it death but cannot comprehend certain aspects of the game which hinder progress, will seek outside socializing (off and online) to complete objectives.
Current Status:Not Addicted
Thomas - http://rollandcastro.googlepages.com/Thomas.mp3
Game of Choice: Final Fantasy Series
Classification: “I feel for the characters” - Creates emotional ties to the character which, in turn, makes progression an obligation.
Current Status:Addicted
All games by the subjects maintain some sort of story, whether it’s the players making a name for themselves competing or players seeing the progression of the characters. All games played by the participants also involved interactions with other real life members of society, offline and online. It seems game could potentially be very addicting if there are both in game and out game socializing.
So here is a question to pick your brain:
Would MMORPG’s be as addicting as they are without the implementation of chat or communication structures
Here are the questions the interviewees were asked (Some questions were tweaked to accommodate certain games or language barriers)
Name?
How long have you been gaming?
Do you consider yourself a gamer?
What video game were you most addicted to?
What aspects of the video game drew you in or rather, how was it introduced to you?
What aspects of the video game kept you hooked?
Do you believe that socializing in the game contributed to the addiction?
Give examples of your experiences and explain.
Do you believe that socializing outside the game contributed to the addiction?
Give examples of your experiences and explain.
Here are the five interviews:
Eric - http://rollandcastro.googlepages.com/Eric.mp3
Game of Choice: Everquest
Classification: “I wanna make friends” - The socializing factor included meeting friends through the game to progress.
Current Status:Not Addicted
Jason - http://rollandcastro.googlepages.com/Jason.mp3
Game of Choice: Call of Duty 4
Classification: “Join me in” - Usually observant, but when a friend picks up a controller he will usually join the session. Cannot resist the proximity of players.
Current Status:Addicted
Jessica - http://rollandcastro.googlepages.com/Jessica.mp3
Game of Choice: Tomb Raider Series
Classification: “In the Family only” - Not usually keen on games, will play games introduced to her by close friends, family, or lovers. Requires a strong in game bond with characters and and out game socializing factor to help progression.
Current Status:Not Addicted
Berker - http://rollandcastro.googlepages.com/Berker.mp3
Game of Choice: Oblivion
Classification: “Help me out” - The player who wants to beat a game badly, loves it death but cannot comprehend certain aspects of the game which hinder progress, will seek outside socializing (off and online) to complete objectives.
Current Status:Not Addicted
Thomas - http://rollandcastro.googlepages.com/Thomas.mp3
Game of Choice: Final Fantasy Series
Classification: “I feel for the characters” - Creates emotional ties to the character which, in turn, makes progression an obligation.
Current Status:Addicted
All games by the subjects maintain some sort of story, whether it’s the players making a name for themselves competing or players seeing the progression of the characters. All games played by the participants also involved interactions with other real life members of society, offline and online. It seems game could potentially be very addicting if there are both in game and out game socializing.
So here is a question to pick your brain:
Would MMORPG’s be as addicting as they are without the implementation of chat or communication structures
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