Virtual Reality and the Bogey Manx

natureplaygroundAI and Robotics

Nov 14, 2013 (3 years and 4 months ago)

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Introduction: The Evolution of
Electronic Media

1.
TV

2.
Video Games

3.
Massively Multiplayer Online Role
-
Playing

4.
Internet Gambling

5.
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 PERSON

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

(NPD, 2010).

Top Selling

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 Internet?

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


,


problematic 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 impulse 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

A)
Dysphoric mood, anxiety, irritability, and boredom after several days without
internet use

B)
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 effort 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 have 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 behavior (disorderly conduct in
game)



Psychotic disorder


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


Impulse control disorder
in the DSM
-
IV
-
TR

C. Internet Behavior not
better accounted for by:

On
-
Line Games


Players are both the youth, adults, 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 how I would like to be.





World of War Craft

Second Life

CYBER GAMBLING

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
world
s
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/race 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 Internet 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 gambled 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

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 control.




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 near 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 (cont.)


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 attraction
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 maybe 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 interactive, 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

1.
Fear Factor

2.
Price is Right

3.
Monopoly

4.
Wheel of Fortune

5.
Simpsons

6.
Spider Man

7.
King Kong