Monday, November 5, 2007

#9 - Online Gaming

An online activity that can lead to or is often associated with Problematic Internet Use (PIU) is online gaming. It involves many different types of realms such as MUDs, First Person Shooter (FPS such as Halo and Counterstrike “CS”), Simulation such as the SIMS, or Real Time Strategy (RTS) such as World of Warcraft and Starcraft. The following is an example of an online gamer from PurePwnage: a mockumentary series about the life of a heavy FPS player Doug who suffers from PIU.



In the video, “Doug” talks about his father having little faith in him because of his tendency to bring online gaming rules and actions to real life. He is also unable to keep a job. This perceived social competence is low which leads to his ultimate preference for online gaming. This spiraling effect ultimately leads Doug to exercise excessive, compulsive use of the internet.

Caplan states that PIU involves "maladaptive cognitions and behaviors involving Internet use that result in negative academic, professional, and social consequences" which often involve compulsive and excessive use. Online gamers with PIU spend so much time playing online games that they have troubles maintaining jobs or grades. Excessive gaming can escalate to often spending whole days playing games. Compulsive use often results from problematic internet users because gaming becomes their life and it takes a greater precedent than other responsibilities. They usually recognize their lack of control but see it as their only passion or skill.

The following are some attritubes of online gaming that contribute to the development of PIU. Online games are easily accessible and affordable; easy to get and easy to use. Gaming offers social comfort because it often allows users to join a team, creating sense of social belonging and unity. Gamers also experience operant conditioning where games can start and any moment and your status can change at any moment. Online games have high levels of interactivity; the realm is simulated and meant to be a second reality. This realm is global; a game is going on with people wherever and whenever.

Caplan also states in his theory of PIU that psychosocial problems such as loneliness and depression lead to low perceived social competence. This in turn leads to a preference toward internet interaction where this space is less threatening and more efficacious. As users become more efficacious online and less competent on real life, some users head to excessive, compulsive levels of usage of the internet. The cycle escalates until some severe cases of PIU evolves.

In relation to online gaming, online gamers often feel they are less competent at “life” and more able to succeed in gaming realms. They often feel lonely or depressed because they feel isolated. They feel they are more able to succeed in this online gaming world. Their social competence maybe be attacked frequently in non-online communities and feel more at ease and secure in an online gaming network. This contrast of failure and success leads gamers to spend more time playing games increasing their skill level while their situation in school, home and work regress due to their focus on online gaming.

Most online gamers with PIU will exhibit many aspects of Caplan’s Generalized Problematic Internet Use Scale. Gamers with PIU often experience mood alteration based on whether they are currently playing a game or are winning or not. Many will experience negative outcomes as mentioned before along with lying to employers or family about activities, carpel tunnel syndrome, dry eyes, failure to attend to personal hygiene, or even sleep disturbances or changes in sleep patterns.

The unique properties of online gaming deal mostly with the realistic, visual presentation of the online game. No other online realm offers such a high level of interactivity. Online gaming also has an extreme level of operant conditioning. The environment acts like the real world, and users are forced to stay alert to react to any changes or actions.

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