Current Issue: Vol. 7-1 (03/09/2009)
 
 

 

 

Subscribe to the mailing list to receive notification of new surveys and articles.


[more info / unsubscribe]
 

DRAVEN: HOSTILE ARSENAL`Crusade GUARDIANS PierceTheVeins Fenris Mastermind Vengeance LEGION ELITE Imperial SUPERIOR Descendants REVENGE AllStars CONQUEROR CONQUEST Renegades Celestial Beings Enrage ... [go]

Ashraf Ahmed : real-world context can be inserted into a virtual world, effectively turning the virtual world into a forum for real-world contexts. ... [go]

Roflmaodoodoodadoodoo: I didn't get it from the generator, but I saw it in Arathi Basin and thought it was the best ... [go]

Keesha: In awe of that aneswr! Really cool! ... [go]

Bobbo: This does look promising. I'll keep cmoing back for more. ... [go]

 

 


L10 Web Stats Reporter 3.15 LevelTen Hit Counter - Free Web Counters
LevelTen Web Design Company - Website, Flash & Graphic Designers
 
 

The Trouble with "Addiction"


Getting Past "Either-Or" (Part Two)

The recommended treatment plan emphasized how complicated the case was in that the online game provided both therapeutic and destructive roles in Mr. A's case. The authors presented an incredibly nuanced view of how the online game can both help and hurt the situation.

The evaluation team recognized that there are both positive and negative aspects to role-playing games on the Internet. The authors made the point to the family that total abstention from games would rob Mr. A of his most meaningful form of peer group interaction as well as the opportunity to develop a more consolidated sense of who he is. At the same time, excessive gaming interfered with face-to-face interactions that teach social skills and time needed to study and work. The authors also had to emphasize that "obsession" with role-playing fantasy games did not mean that it stemmed from clinical OCD nor did it fit a simple addiction model. These games allow for a playful expansion of the self.

The evaluation team stressed to the family that pursuing relationships online was both adaptive and maladaptive. The games were adaptive in the sense that they provided an arena within Mr. A's comfort zone to engage in the developmentally appropriate task of group formation outside of the nuclear family On the other hand, spending 1216 hours a day on the Internet served as a way of avoiding intimacy with peers and the expansion of his identity in the outside world. He was allowed contact and a sense of community without the expectation of genuine intimacy within these relationships.

In summary, then, role-playing games may offer beneficial outlets to adolescents and young adults but also present substantial risks.

As with other activities in life, it starts to become clear that moderation is key. Online games can be therapeutic and enabling when engaged with in moderation, but can become disabling when someone plays too much. While seemingly obvious once laid out, this sensibility is oftentimes missing when the issue is presented by the media or anti-game proponents. A complicated "both-and" issue becomes mangled into a far more simplistic "either-or" / "good vs. evil" issue.

Note: The full article reference is: Allison, A., Wahlde, L., Shockley, T., & Gabbard, G. (2006). The Development of the Self in the Era of the Internet and Role-Playing Fantasy Games. American Journal of Psychiatry, 163, 381 - 385. This is an important article not only for its complex and nuanced perspective on online games, but it shows that there are clinical psychiatrists who also feel that "online gaming addiction" is an overly simplistic diagnostic label.

 
>> [Next Page]

Posted on November 30, 2006 | Comments (60) | TrackBack (0)


To speed up load-times on multi-page articles, comments are now only loaded on the last page of an article.
 

Tribal design by snoopydoo. Crusader graphic by Gravity. All other materials available at The Daedalus Project are copyright 2003-2006 by Nick Yee.