Are We There Yet?
Research
has the potential to combat ignorance and problem play, but it needs to
be organized and sustained over a number of years. Right now there are
so many problems in the foundations, and so many faulty “addiction”
checklists disguised as “criteria” for identifying patients, that a
simple blitzkrieg of knowledge will set us back far more than it will
send us forward.
Ultimately, we should try to
provide some preliminary research which, taking games seriously, asks
why so many players seem to have problems with play. To that purpose,
the following are three areas that, based on my data and personal
experiences, I think might be working together in order to prompt some
of the major issues in very serious gaming problems.
Agency
The
difference between those who play for fun and people who might have
problems, I would tentatively suggest, is between chemical motivation
and chemical need. Most all of what we do in life is based off of
chemical motivation, our brain’s way of keeping track of how to best
navigate life’s many rewards. When you no longer just have a desire to
play, but instead must play, then you have crossed the border into
dependency country.
There may possibly be a
number of dependency phases that a player passes through, but agency
(or lack thereof), the continual navigation through a game’s interface,
is the vehicle that drives someone’s experience. Psychological,
neurochemical and genetic factors may slow or expedite the process by
providing a larger or smaller susceptibility to crossing that chemical
line.
Media Experience
But here’s a kicker. What if “game addiction” has nothing to do with
chemical and/or psychological addiction? Our brains can’t tell the
difference between real sight and images that we see on a television or
computer screen. Anne Marie Barry, author of the book Visual Intelligence,
wrote that, “Because evolution is a slow process, our brains have not
yet adapted to visual experience gained via media in any special way.”
If we experience something through a visual media we think that we have
seen the genuine article.
Keith Kenney, a
founding member of Visual Communication Quarterly, writes that the
tricks are played on the eye, and not the brain. “Pictures give us the
false perceptual belief we are in the presence of the subject.” Would
it be such a stretch to think that sounds and interaction might
compound the illusion of presence? What if games attract players not
because they immediately and effectively alter brain chemistry, but
because they provide a truly unique way of experiencing our world? Some
people like the unique experience of hearing Australian accents so much
that they move to Australia. Some people like hefting 200-pound swords
and flying on the back of a Hippogriff, so they move to Azeroth, in World of Warcraft.
Neuroscience isn’t the only place where it’s difficult to separate
games from real life. Dr. Thomas Malaby of the University of Wisconsin has argued that
games, particularly because of their use of ‘persistence,’ and
‘contingency,’ have started to “approach the texture of offline life.”
Our brains not only perceive online worlds as real, on some level.
These worlds are starting to take on the characteristics of reality,
and it no longer makes sense to think of them as completely separate
from our everyday lives.
For an example of how
this relates to excessive play, say that a person all of the sudden
realizes they’ve been playing for a few hours. They weren’t self-aware
while waking up, making a pot of coffee, eating breakfast, and starting
to play, but they remember that those things happened at two pm. In
real life, some people drive to work, order a McMuffin and coffee at
the drive-thru window, go to work, and fill out 20 TPS reports before
they snap into self-awareness. Suddenly it’s 2:00 pm. Where’d the time
go?
Maybe part or all of “game addiction” is simply
the striking similarity some games have to real life, in our brains and
in the game’s texture. If you’re interested in this, you might check
out a short article that I’ve written on media experience, immersion, and how the mind flits between worlds.
Culture
These
aren’t just games. Even if you don’t buy the whole “media experience”
thing, some games literally create worlds. Real players don’t just walk
and talk anymore. They slay dragons. Even when we’re talking about the
more simple 3-D games being released this year, we’ve come a long way
since Chutes and Ladders. You could say that we’ve come a long way as a culture, as well (though not that all of the changes have been positive).
Ray Oldenburg was a sociologist who tried to find something that he called the “great good place,” or “third place.”
This was the place that wasn’t work and wasn’t home. It was a place
in-between, somewhere you could unwind. Games, even if they don’t
portray a 3-D space, provide us with that. Those that do use 3-D spaces
and social interaction with other humans, they really are giving most
of us something that wasn’t available in temporal space.
Games are substance-free and value-free.
Most every major and minor city (in the United States, anyway) will
have at least one bar and one church. Games are “open for business,” to
anyone with a computer, the money to pay for a game, and in some cases
an internet connection. More than that, these games give us hints as to
how we might eventually improve social spaces into the real world.
There are a million wonderful examples of community building in these
games. There are a million wonderful examples that could be used to
build a stronger and more wholesome society. You just need to look at
games with the right eyes. The informed ones.
Won’t the Scary Man Ever Stop Talking?
Sure. When it comes to games and addiction, we aren’t there yet, and we really ought to step on the gas.
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