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THE ROLE OF CONTEXT IN ONLINE
      GAMING PLAYING:
   IMPLICATIONS FOR EDUCATION, THERAPEUTIC
         INTERVENTION, AND ADDICTION


           Dr Mark Griffiths
    Professor of Gambling Studies
 International Gaming Research Unit
     Nottingham Trent University

       mark.griffiths@ntu.ac.uk
BACKGROUND TO ISSUES
            • Long history of using VGs
              in a therapeutic capacity


            • However, VGs are often
              demonized              and
              pathologized by the mass
              media    in   relation  to
              excessive usage


            • The role of context in VG
              playing    is   critical   in
              distinguishing     excessive
              gaming     from     addictive
              gaming.
• Argued that excessive gaming
  does not necessarily mean
  that a person is addicted


• The reinforcing properties of
  potentially addictive gaming
  can be harnessed in both
  educational and therapeutic
  contexts


• (e.g., skill development and
  learning, physiotherapy and
  occupational therapy, pain
  management,            cognitive
  rehabilitation, etc.).
KEY QUESTIONS
                      (Griffiths, 1998)


•What is addiction?


•Does video game
 addiction exist?


•If it exists what are
 people actually
 addicted to?
TECHNOLOGICAL ADDICTIONS
                     (Griffiths, 1995; 2008)


• Technological    addictions   are
  operationally defined as non-
  chemical (behavioural) addictions
  that involve excessive human-
  machine interaction


• Usually contain inducing and
  reinforcing features which may
  contribute to the promotion of
  addictive tendencies


• Feature all the core components
  of addiction
ADDICTION COMPONENTS
              (Griffiths, 1995; 1996; 2005; 2009)



• Salience


• Mood modification


• Tolerance


• Withdrawal


• Conflict


•Relapse
GENERIC FACTORS THAT MAKE VIDEO GAMES
           ATTRACTIVE TO PLAYERS
• Fun and exciting
• Motivating and
  stimulating
• Interactive
• Challenging and
  engaging
• Rewarding and
  reinforcing
• Mood modifying
• Provide novelty
• Skill enhancing
GENERIC FACTORS THAT MAKE INTERNET
           ATTRACTIVE TO USERS
                 (Griffiths, 2003)


•Access
•Affordability
•Anonymity
•Convenience
•Disinhibition
•Escape
VIDEOGAMES: POSITIVE BENEFITS
            (DeFreitas & Griffiths, 2008; Griffiths, 2005; 2010)


• Educational benefits
• Simulation/practice benefits
• Perceptual-motor skills/hand-
  eye co-ordination
• Social benefits
• Pain management,
  physiotherapy, mental
  distraction
• Cognitive rehabilitation
  (strokes and attention
  difficulties)
• Psychotherapy/behaviour
  management in children
THERAPEUTIC, MEDICAL AND HEALTH
             USES OF VIDEOGAMES
                       (Griffiths, 2004; 2005; 2009)

• VGs as painkillers
• VGs in      psychotherapeutic
  settings
• VGs          in       cognitive
  rehabilitation
• VGs in educative health care
• VGs for the learning disabled
• VGs for ‘exergaming’
• VG       therapy             for
  ADD/impulsivity
• VG therapy for anxiety (VRET)
• VG therapy for the elderly
VIDEOGAMES AS DISTRACTORS
• Studies show cognitive distraction
  may block the perception of pain.


• Distractor tasks consume some
  degree of the attentional capacity
  otherwise    devoted    to   pain
  perception.


• VGs likely to engage a person’s
  active attention because of the
  cognitive   and   motor  activity
  required.


• VGs allow possibility of sustained
  achievement due to level of difficulty
  (challenge) during extended play.
ANALGESIC EFFECT OF VIDEOGAMES
                  (Griffiths, Kuss & Ortiz de Gortari, 2012)

• VGs have been used as a form of
  physiotherapy/occupational therapy
  in many different groups:
• Increase strength in arm, hand and finger
   injuries/rheumatology
• Respiratory muscle training aid for young
  patients    with   Duchenne      Muscular
  Dystrophy
• Movement aid for cerebral palsy
• Postural stability and balance
• Increase strength for wheelchair users
• Upper-limb    physiotherapy      for    burns
  victims
• Sitting tolerance for lower back pain
• Scratch prevention for neurodermatitis
CONCLUSIONS
• Video    game      addiction
  appears to exist (depending
  upon    addiction    criteria
  used)
• ‘Addictive’ components of
  VG      playing   can     be
  harnessed for educational
  and therapeutic potential
• There has been considerable
  success when games are
  specifically   designed      to
  address a specific problem
  or to teach a certain skill.
• An    activity     cannot be
  described as an addiction if
  there are few (or no)
  negative consequences in
  the player’s life.


• Gaming addiction should be
  characterized by the extent
  to which excessive gaming
  impacts negatively on other
  areas of the gamers’ lives
  rather than the amount of
  time spent playing.

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Keynote speaker – Dr Mark Griffiths: The role of context in online gaming playing: Implications for education, therapeutic intervention, and addiction

  • 1. THE ROLE OF CONTEXT IN ONLINE GAMING PLAYING: IMPLICATIONS FOR EDUCATION, THERAPEUTIC INTERVENTION, AND ADDICTION Dr Mark Griffiths Professor of Gambling Studies International Gaming Research Unit Nottingham Trent University mark.griffiths@ntu.ac.uk
  • 2. BACKGROUND TO ISSUES • Long history of using VGs in a therapeutic capacity • However, VGs are often demonized and pathologized by the mass media in relation to excessive usage • The role of context in VG playing is critical in distinguishing excessive gaming from addictive gaming.
  • 3. • Argued that excessive gaming does not necessarily mean that a person is addicted • The reinforcing properties of potentially addictive gaming can be harnessed in both educational and therapeutic contexts • (e.g., skill development and learning, physiotherapy and occupational therapy, pain management, cognitive rehabilitation, etc.).
  • 4. KEY QUESTIONS (Griffiths, 1998) •What is addiction? •Does video game addiction exist? •If it exists what are people actually addicted to?
  • 5. TECHNOLOGICAL ADDICTIONS (Griffiths, 1995; 2008) • Technological addictions are operationally defined as non- chemical (behavioural) addictions that involve excessive human- machine interaction • Usually contain inducing and reinforcing features which may contribute to the promotion of addictive tendencies • Feature all the core components of addiction
  • 6. ADDICTION COMPONENTS (Griffiths, 1995; 1996; 2005; 2009) • Salience • Mood modification • Tolerance • Withdrawal • Conflict •Relapse
  • 7. GENERIC FACTORS THAT MAKE VIDEO GAMES ATTRACTIVE TO PLAYERS • Fun and exciting • Motivating and stimulating • Interactive • Challenging and engaging • Rewarding and reinforcing • Mood modifying • Provide novelty • Skill enhancing
  • 8. GENERIC FACTORS THAT MAKE INTERNET ATTRACTIVE TO USERS (Griffiths, 2003) •Access •Affordability •Anonymity •Convenience •Disinhibition •Escape
  • 9. VIDEOGAMES: POSITIVE BENEFITS (DeFreitas & Griffiths, 2008; Griffiths, 2005; 2010) • Educational benefits • Simulation/practice benefits • Perceptual-motor skills/hand- eye co-ordination • Social benefits • Pain management, physiotherapy, mental distraction • Cognitive rehabilitation (strokes and attention difficulties) • Psychotherapy/behaviour management in children
  • 10. THERAPEUTIC, MEDICAL AND HEALTH USES OF VIDEOGAMES (Griffiths, 2004; 2005; 2009) • VGs as painkillers • VGs in psychotherapeutic settings • VGs in cognitive rehabilitation • VGs in educative health care • VGs for the learning disabled • VGs for ‘exergaming’ • VG therapy for ADD/impulsivity • VG therapy for anxiety (VRET) • VG therapy for the elderly
  • 11. VIDEOGAMES AS DISTRACTORS • Studies show cognitive distraction may block the perception of pain. • Distractor tasks consume some degree of the attentional capacity otherwise devoted to pain perception. • VGs likely to engage a person’s active attention because of the cognitive and motor activity required. • VGs allow possibility of sustained achievement due to level of difficulty (challenge) during extended play.
  • 12. ANALGESIC EFFECT OF VIDEOGAMES (Griffiths, Kuss & Ortiz de Gortari, 2012) • VGs have been used as a form of physiotherapy/occupational therapy in many different groups: • Increase strength in arm, hand and finger injuries/rheumatology • Respiratory muscle training aid for young patients with Duchenne Muscular Dystrophy • Movement aid for cerebral palsy • Postural stability and balance • Increase strength for wheelchair users • Upper-limb physiotherapy for burns victims • Sitting tolerance for lower back pain • Scratch prevention for neurodermatitis
  • 13. CONCLUSIONS • Video game addiction appears to exist (depending upon addiction criteria used) • ‘Addictive’ components of VG playing can be harnessed for educational and therapeutic potential • There has been considerable success when games are specifically designed to address a specific problem or to teach a certain skill.
  • 14. • An activity cannot be described as an addiction if there are few (or no) negative consequences in the player’s life. • Gaming addiction should be characterized by the extent to which excessive gaming impacts negatively on other areas of the gamers’ lives rather than the amount of time spent playing.