V Vi ir rt tu ua al l R Re ea al li it ty y & & t th he e B Bo og ge ey ym ma an n

creepytreatmentΤεχνίτη Νοημοσύνη και Ρομποτική

14 Νοε 2013 (πριν από 3 χρόνια και 11 μήνες)

63 εμφανίσεις

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Introduction: The Evolution of Electronic Media

TV

Video Games

Massively Multiplayer Online Role
-
Playing

Internet Gambling

Cyber Sex Addiction

Start the Argument

Good

Bad

Indifferent

The Psychology of Gaming

Primary
Task for Adolescents


form coherent sense of self


Possibility of cyber space to create persona’s that substitute for face to face interaction

Thus “some” people suffer aftershock of failure to develop genuine closeness


AND MAYBE THESE EFFECT A PERS
ON”S PRIMARY



NEED FOR LOVE AND BELONGING

The Games are Addictive Because of there very Nature

Television Passive Observation

Video games require full attention and interaction

However, the majority of people who play video games use them for enjoyment

and
relaxation without any problems, compulsion and loss of control.

Video Games Monies


Exceeding motion picture in terms of dollars spent 2006


The NPD Group, U.S. retail sales of video games, which includes portable and console
hardware, software

and accessories, generated revenues of close to $19.66 billion in 2009, an
8 percent decline over the $21.4 billion generated in 2008.




In 2000 the industry earned 7.9billion

Maybe the best seller ever!

Call of Duty: Black Ops

Addictive Nature of the
Games

Control every aspect of the character


create as if world

Variable timed positive outcomes

Successful maneuvers reward visual stimuli or are rewarding in themselves

Offer as an escape

Fantasy

Release of dopamine

Are you Addicted to the Interne
t?

Previous reports suggest that 8 to 13% of undergraduates are addicted to the internet (Yen, 2009).



Terms to describe this compulsion
:

The newly behavioral problems manifesting from heavy

Internet use have been termed “Internet addiction” ,

“problema
tic Internet use”, or “pathological Internet use (Yen, 2009).

Internet Addiction for College Students DC
-
IC
-
A

5 of the following have to be present over the past 3 months

A)


1)
Preoccupation with internet activities

2) Recurrent failure to resist the im
pulse to use internet

3) Tolerance: a market increase in the duration internet use needed to achieve satisfaction

4) Withdrawal, as manifested by either of the following

Dysphoric mood, anxiety, irritability, and boredom after several days without inter
net
use

Use of Internet to relieve or avoid

5) Use of internet longer for a period longer than desired

6) Persistent Desire and/or unsuccessful attempts to cut down or reduce internet use

7) Excessive time spent on internet activities

8) Excessive ef
fort spent on activities necessary to obtain access to the internet

9) Continued heavy internet use despite knowing having a recurrent physical /
psychological problem exacerbated by internet use

B. Functional Impairment

One

of more of the symptoms hav
e to be present

Recurrent internet use resulting in failure to fulfill major obligations at work, school, home

Important social recreational activities are given up or reduced because of internet use

Recurrent legal problems because of internet behavio
r (disorderly conduct in game)

C. Internet Behavior not better accounted for by:

Psychotic disorder

Bipolar I disorder or other disorder which is classified as an:

Impulse control disorder
in the DSM
-
IV
-
TR

On
-
Line Games

Players are both the youth, adul
ts, and older adults

Player may act as themselves as use avatars to express ideal self or aspects thereof

Virtual world gamers (second life / WOW) tend to find emotional satisfaction be being able
to select environments and life events compatible with ho
w I would like to be.

World of War Craft

Second Life

C
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G
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Current Internet Gambling:

2093 Online Sites

http://online.casinocity.com/


Current Internet Gambling: Providers


48 jurisdictions


Major providers are:

Gibraltar (208 sites)

United

Kingdom (98 sites)

Malta (314 sites)

Alderney (62 sites)

Isle of Man (14 sites)

Netherland Antilles (257 sites)

Austria (9 sites)

Costa Rica (218 sites)

Antigua (76 sites)

World’s 3r
d

Largest Provider


Canada!


Kahnawake Mohawk Territory in Quebec hosts

the worlds second highest number of online
gambling sites (n = 256)

http://www.canadian
-
casinos
-
online.com/kahnawake
-
gaming
-
commission.html

http://www.allslotscasino.com/ca/

Current Internet Gambling: Market Share


$15
-
20 billion in 2008, with sports/rac
e books, casinos and poker accounting for large
majority


4
-
5% of worldwide gambling market

Patronage uncertain: North America (30
-
35%) Asia (11


49%); Europe (23
-
44%)

U.S., China, U.K. largest single markets within these continents

Concerns with Interne
t Gambling

Internet gambling by prohibited groups (underage, site employees)

50% of N.A. high school and college/university students have played on free play
online gambling site (Derevensky et al., 2006)

2%
-

9% of North American youth report having gambl
ed online for money

Problems with Internet Gambling

Nature of Internet Gambling makes it conducive to producing Problem Gambling

24 hr immediate access

Solitary play

Immersive interface

‘electronic cash’

Ability to play under influence of drugs or alcohol

In general, evidence suggests the prevalence of problem gambling is
3 to 4 times higher
in
Internet gamblers

Structural Addictive Factors and Online Gambling


Bet Sizes and Bill Acceptors


Conflicting evidence regarding bet sizes


Meanwhile bill accepto
rs may cause:


Un
-
interrupted play

De
-
value money

Isolated play

Playability Characteristics (Structural)


Bonus Game, the game within the game


The idea behind the bonus game is to increase playability and ultimately give the
gambler an illusion of c
ontrol.



As such, the gambler believes that they have more ability to bring about a win,
manipulated through...

Stop Buttons

Gamble Buttons

Essentially, the bonus games along with the latter features brings us to the

Near Miss

The Near Miss

The nea
r miss or near win, is any non
-
winning outcome that is perceived by the gambler
to be almost successful. Hence, the bonus games, stop buttons, nearly hitting three
symbols, or three lines, visually entice the gambler to continue to play.

The Near Miss (c
ont.)

According to Kahneman and Tversky , nearly winning produces a frustration and cognitive
regret...

Whereby, if we continue to play we can eliminate the cognitive regret by actually getting the
win, picking the larger bonus prize, ect.

Psychology of

Familiarity

Other technological advances in EGM machines have also played into the hands of the structural
marketing technique known as “psychology of
familiarity
.”

This speaks to playing on one machine more than the other.

Beyond the obvious attracti
on to the common, novel, (socially and culturally) Parke and
Griffiths (2007) hold that gamblers may fall victim the psychology of familiarity
because...


Psychology of Familiarity

EGM gamers
trust

in an international symbol
(celebrity)


thus jackpots m
aybe be
higher, “I won’t be ripped off.”

Experience

, gamblers believe they have an added advantage because they have
knowledge of the game (i.e., price is right, wheel of fortune), which directly affect the
EGM game.

Fun



the newer games are more inter
active, music is hip, humorous, ect.

Ultimately, in addition to the newer games being played more, gamblers supposedly may
not be affected by their losses as usual, and continue to play despite mounting losses.

Psychology of Familiarity

Fear Factor

Pri
ce is Right

Monopoly

Wheel of Fortune

Simpsons

Spider Man

King Kong


Cyber Sex Addiction