Tag: compulsive gaming

  • "Pokemon Go" CEO Pushes For Safety Over Profits To Fight Gaming Addiction

    "Pokemon Go" CEO Pushes For Safety Over Profits To Fight Gaming Addiction

    “If you’re being led by profit and the dollar sign, and you don’t have other goals, the outcome may not be great.”

    The chief executive officer of Niantic, the software development company behind the popular mobile games “Pokemon Go” and “Harry Potter: Wizards Unite,” told CNBC that gaming manufacturers need to focus as much attention on safeguarding users against compulsive or addictive game play as they do on their profit margins.

    Integrating Reality Into Gaming

    Speaking in London at One Young World, a UK-based global solution forum, John Hanke said that his company’s games require players to interact with the real world during game play, and encouraged other manufacturers to adopt similar measures.

    “I think it’s a great example of how you can design technology that leads into positive impacts,” he said.

    Both “Harry Potter: Wizards Unite” and “Pokemon Go”—which, as of September, was the second highest-earning mobile game in the world—use augmented reality and location data based on the player’s actual geographical location as part of game play. As players move around the real world, their game avatars follow a similar path on the game’s map.

    But as CNBC noted, the games’ rise in popularity also raised issues of “gaming disorder,” which was identified as a health condition by the World Health Organization in 2016. Exactly how many people can be diagnosed as exhibiting the signs of gaming disorder is a subject for debate, with some sources claiming that 10% to 15% of gamers currently qualify as suffering from gaming disorders, while others urge caution and further research.

    Playing In Small Doses

    Hanke told CNBC that Niantic’s games actually discourage compulsive game play through the company’s core tenets: promoting community exploration, incorporating exercise into game play and encouraging interaction with the real world.

    “I would really look at our games as an alternative to traditional video games, because they’re designed to be played in small doses as you’re moving around outside, and they’re meant to be played together with people in real life,” he said.

    Hanke also urged other companies to consider similar measures for their product in addition to the monetary rewards. “Technology is not inherently evil, but if you’re being led by profit and the dollar sign, and you don’t have other goals, the outcome may not be great,” he noted.

    Finding The Balance

    Niantic’s gaming principles have not only determined how their games are played, but which games the company releases.

    “In a game like ‘Pokemon Go,’ there are hundreds of features you could build, and many would not fulfill one of those three objectives,” said Hanke. “It’s about finding that balance between purpose and profit and pursuing both in the context of a private company.”

    “It’s not easy—it’s a constant challenge—but I do think it’s possible to combine those things.”

    View the original article at thefix.com

  • Is "Pathological Gaming" A Disease Or Symptom?

    Is "Pathological Gaming" A Disease Or Symptom?

    For a new study, researchers wanted to find out if pathological gaming was a “red flag” for deeper mental issues.

    A study recently published in the Journal of Youth and Adolescence could suggest that what has come to be known as “pathological gaming” may simply be a symptom of a larger problem with social pressures and stress.

    The study, conducted in Seoul, South Korea, surveyed 477 boys and 491 girls about their gaming behaviors along with their communications with parents, social support systems, academic stress, and self control.

    Something Deeper?

    The researchers wanted to find out if gaming was really the problem, or if something deeper was to blame, according to PsyPost.

    “One of the questions we’ve been asking is whether games are really the problem, or if other factors such as family environment or social environment led to problems and overdoing games was merely a symptom of those problems,” said Stetson University professor of psychology and study author, Christopher J. Ferguson. “Should we be thinking of pathological gaming as its own diagnosis or more of a red flag that the person is experiencing other mental health issues?”

    The results showed that a lack of self control was better correlated with pathological gaming than the actual number of hours spent playing games. At the same time, academic stress was a predictor for lower levels of self-control, and overprotective parents mixed with lower levels of parental communication tended to predict academic stress.

    Getting Classified

    The World Health Organization named gaming disorder as a mental illness in its 11th version of the International Classification of Diseases (ICD-11) in mid-2018. Symptoms include “impaired control over gaming, increasing priority given to gaming over other activities to the extent that gaming takes precedence over other interests and daily activities, and continuation or escalation of gaming despite the occurrence of negative consequences.”

    This kind of compulsive gaming is a particular problem in South Korea, which is described by Ferguson as a culture with a “particular pressure socially to succeed academically.” If this pressure results in pathological gaming, it would make sense that South Korea would therefore have a larger problem than others with gaming disorder.

    Ferguson readily admits that the results of the study are limited on a global scale by the fact that it was only conducted in Seoul. However, this is not the first bit of research that the professor has done on the subject of video games. He also co-authored a book titled Moral Combat: Why the War on Violent Video Games Is Wrong, released in March 2017.

    “For instance, within U.S. samples I’ve worked with, evidence suggests pathological gaming results from other mental disorders such as ADHD, but does not cause them in return,” Ferguson said. “Our data suggests we have to be cautious in blaming technology for behavior problems—often the picture is much more complicated than that.”

    View the original article at thefix.com