4. “A system in which players
engage in an artificial conflict,
defined by rules, that results in a
quantifiable outcome.”
Salen & Zimmerman
What is a Game?
5. “A system in which players
engage in an artificial conflict,
defined by rules, that results in a
quantifiable outcome.”
Salen & Zimmerman
What is a Game?
34. 38
29
9
4
40
53
44
26
21
18
47
70
0 25 50 75 100 125
A lot A little No
% Teens Who Play Video Games
with Others and Feel…
More connected
to friends
Relaxed / Happy
Connected to
non-friends
Angry / Frustrated
Pew Research Center, 2015
43. Internet Gaming Disorder
DSM-V, Section III
Repetitive use of Internet-based games,
often with other players, that leads to
significant issues with functioning.
Five of the following criteria must be met
within one year:
44. • Continued overuse of
Internet games even with
the knowledge of how much
they impact a person’s life.
• Lied to others about his or
her Internet game usage.
• Uses Internet games to
relieve anxiety or guilt.
• The person has lost or put at
risk and opportunity or
relationship because of
Internet games.
• Preoccupation or obsession
with Internet games.
• Withdrawal symptoms when
not playing
• Tolerance–more time needs
to be spent playing the
games.
• The person has tried to stop
or curb playing Internet
games, but has failed
• The person has had a loss
of interest in other life
activities, such as hobbies.
55. “… the impact of exposure
to violent video game use on
aggressive outcomes is
robust.”
Technical Report on the
Review of the Violent
Video Game Literature
64. Ferguson, 2015
Meta-analytic Results for Video Game Exposure on Outcome
Variables for All Studies with Controlled ES and Bivariate ES
Multivariate Effect Sizes
Bivariate Effect Sizes
89. Thank You
Kelli N. Dunlap, PsyD
MA Game Design Fellow
American University
@KelliNDunlap
dunlappsyd@gmail.com
Hinweis der Redaktion
Easy question, what comes to mind?
Hard question - the core of video games is “games”, so what are games?
Why am I asking? To understand why people play games it’s helpful to know what it is they’re playing.
What is the system? (How are things connected, related?)
What is the conflict? (Unnecessary obstacle)
Rules? (What can you and can’t you do?)
How do you know how you did? (Score, level, etc)
What is the system? (How are things connected, related?)
What is the conflict? (Unnecessary obstacle)
Rules? (What can you and can’t you do?)
How do you know how you did? (Score, level, etc)
Games serious? Deep? Art?
Games are complicated. Understanding what’s going on under the hood of a game can generate a different perspective and appreciation for games themselves and understanding for those who play them.
in 2015 - 155mill americans play video games.
That’s over half the US population
42% play at least 3 hours or more a week - meaning a quarter of the entire US population is playing 3 hours per week minimum
Of all gamers, 26% are under 18
Of all gamers, 26% are under 18
Pew, teens 12-17
- Went through academic / industry lit and extracted proposed motivations to create pilot is of survey items for gamer motivation.
Started with panel of 600 gamers to create a good enough model and then made a 5 min survey and compared the new responses to the initial model.
Using a bootstrap approach, Yee continually updated the motivational model replaced items that loaded poorly until robust model emerged
This is what it looked like to people taking the survey.
To date, > 222K unique data points / ISPs
Using factor analysis, Yee took all this data and identified 12 unique motivations and broke them into 6 pairs. Pairs are highly correlated, columns not so much.
It’s a lot of information to take in, so he mapped out the data.
Motivations which are highly correlated are placed closer, more loosely correlated are further apart. Found 3 main groupings appeared based on proximity.
discovery = bridge between immersion and strats
power is a bride between action and starts
This model appears consistent across the world
Yee took it one step further and mapped player motivation to the Big 5 Personalities.
The 3 groupings identified on the motivation correlated to extraversion, conscientiousness, and openness from the Big 5.
For example, players found in the action / social cluster scored high on Extraversion. Players who enjoyed games in the immersion / creativity cluster scored high on openness.
These are the correlates. Relatively small, but enough to connect personality to game types. Why is this important to clinicians?
one typical framing of gaming is that they’re escape, they play to be something they’re not. But the opposite seems to be true… People play games that align with their core personality traits.
Knowing the kind of games your client likes to play can give insight into personality.
Let’s say your client’s favorite game is Minecraft. Based on Yee’s research, what kind of insight does that offer you as a clinician?
First, you need to know kind of game Minecraft is. (Ask) What do you do in Minecraft?
Players who enjoy Minecraft likely fall in the immersion / creativity cluster which is correlated with the Openness personality trait.
So, if you have a client who plays Minecraft, there’s a good chance they’re curious individuals who like to explore and experiment. They probably like to create or customize experiences, enjoy abstract thinking and interesting stories.
This information can help a clinician decide on activities and interventions. For example, this particular client would probably be open to interventions which are framed as experiments or explorations of ideas. They might want to help design and customize their treatment plan or determine how therapy proceeds. Because they’re high in openness, they also are more likely to be comfortable with abstract though, so therapeutic activities using insight, like asking the client to explain the feelings of a character and how it is like or dislike their experience could be enticing.
Compare this to someone who enjoys games in the action / social cluster (games like Halo, Call of Duty, etc) which are more closely aligned with high levels of extraversion.
This person would be motivated more by social validation, interventions framed as challenges or competition. As Action / Social players can be thrill-seeking, impulse control and other self-regulations would probably be helpful.
I want to emphasize that video games are not a magic wand, they’re the answer to all of life’s problems and they certainly are no replacement for empirical measures, assessment, and therapies.
But, they can give us a peek at what’s going on internally and a pretty reliable reference point for understanding what values and motivations are important to the kid.
Video games play a critical role in the development and maintenance of adolescent friendships
Pew, teens 12-17
The research behind different benefits of gaming is a presentation unto itself, so the following is just a brief over view.
distracting from nausea, pain, and anxiety
improved adherence to physical therapy
improved adherence to treatment plans
decreases in depression / anxiety related to illness
https://www.apa.org/pubs/journals/releases/gpr-14-2-113.pdf
Parietal (orienting attention)
Prefrontal (maintaining attention)
AC (Regulating attention and resolving conflict)
https://www.youtube.com/watch?v=448naPYDVpA
depends on who you ask
predicated on model of addiction, focus on tolerance, withdrawal, preoccupation,
not all games are played online, and some of the games that are expansive and you can easily sink hundreds of hours into are not online.
- all game people laughed at the name
addiction vs behavioral
lack of standardization
- model off of substance abuse criteria (questions about tolerance, withdrawal, etc), impulse control disorder (more like gambling), or more like OCD
Regardless of what it’s called, some struggle with balancing their recreation and their responsibilities. Keep in mind, games are not different from other recreations in this sense - anything done to excess can be negative consequences.
There’s so much disagreement in the public and literature, people are actually studying why there’s such disagreement.
- Game experience is one factor
Age also seems to play a role
Looking at the data in 2 very different ways / perspectives.
Based upon social learning theories, excitation transfer, and cognitive neoassociation.
Based on genetics and proximal social factors; harder to study / control for
control variable could be parenting style, SES, intelligence, gender, etc.
k = # of studies, r+ = pooled effect size of studies
when controls are used, relationship drops to near-zero
Using techniques like setting timers, monitoring play time, minding ratings was inverse to delinquency -
Journal of adolescent health - co-playing video games with parents was associated with decreased levels of internalizing and aggressive behaviors, and heightened prosocial behavior for girls only.
pro tips for addressing problematic gaming
Keep gaming equipment in a shared room, (can be tough due to smartphones) - teens with consoles in their room play more frequently and with less supervision
Talk with teens about internet safety/expectations. Relates back to dark triad of aggression
family cohesion and relationship between teen and parent(s), guardian Liau, Choo, Dongdong, Douglas (2013)