Ignorance is No Longer Bliss
The recently slashdotted 2006 Mediawise Report Card
noted that, “the solutions to the problems presented by video games lie
in eradicating ignorance on both the scientific-technical and the
parental knowledge levels. Simply put, parents need to step up to the
plate and the experts need to conduct more and better research.”
The
National Institute on Media and the Family, a watchdog organization
which releases these annual report cards, is most usually concerned
with games and children. The lack of knowledge surrounding game
“addiction” isn’t just about children. It impacts everyone involved: parents, game players, game developers, policy makers - everyone.
Some
people do have problems playing too much. Whether or not a new kind of
“game addiction” is behind excessive play, its portrayal is creating a
great deal of social apprehension. Bill O’Reilly, always an interesting
factor when it comes to bringing thoughtfulness and sophistication to a
discussion, recently said of people interacting inside of game worlds,
“I know there are people who are absolutely addicted to this like drugs
and alcohol.” He also likened gamers, and to a lesser extent people who
use technology, to zombies.
The best way to address
the misrepresentations surrounding game “addiction” is through
understanding. Not a 30-second soundbyte understanding, but rather
information, preferably research information, that is
contextualized for real people so that they can get a real use out of
it. When clear research work becomes readily available, it then filters
to the media, informative resources, and the people providing
treatment. Right now, in the absence of good research, it really isn’t
too hard to see why a little bit of information would be a very good
thing.
Where Can I Learn More About Ignorance?
In the Media
The
current state of the media coverage for excessive gaming sucks, and
very few people are pulling their punches when it comes to blaming
games. While you don’t have to look far for anti-game coverage in the
media, the naming conventions for titles of ‘game addiction’ articles
mercifully refuse to jump to any conclusions. Oh, wait, what about,
“Playing with death,” (24 hours, Toronto ) “A Dangerous Diversion,”
(The Washington Post) or “Video gaming is like crack for some kids”
(The Columbus Dispatch, Ohio)? Wow, well at least the coverage is
balanced, right?
Not usually. Some journalists
really and truly want to present a balanced take on problem gaming, but
there just isn’t great material for them. Many articles are simply a
quick list of anecdotal game-related deaths. News based purely off
anecdotes is still a big problem here, since many of these anecdotes
are often shocking, sensationalist and sad. While many of these
anecdotes are likely isolated cases, we still have to take them
seriously. On the one hand, a single case may not represent the
millions of people playing the myriad types of games. On the other,
it’s never a good idea to make light of people who have gone through
extreme loss. Many anecdotes reference online or massively multiplayer
online games, but the bulk of the people out there probably don’t have
enough knowledge to sort out anecdotes from single player, multiplayer,
or massively multiplayer online games.
Aaron Ruby, writing for BusinessWeek in September 2006,
confronted the blatantly anti-game legislation, media coverage and
research surrounding game violence and ‘addiction.’ He noted that,
“fear of new technology, anxiety about cultural change, and the desire
to confirm our own prejudices can cause even the most dogmatically
anti-scientific among us to turn hungrily to natural philosophy for
‘evidence.’”
Ruby lambasted the one-sided
‘addiction’ coverage given by the August NewScientist cover story
‘Hooked: Why your brain is primed for addiction.’ He additionally
addressed areas of the NewScientist article which he saw as
intentionally misleading, particularly where an ominous pictures of
gamers playing violent games was transposed next to the story of an
alleged computer addict who “might not have been an addict at all.”
In the Information
Wikipedia, normally a cornerstone of knowledge for both the general populace and superheroes alike, hasn’t had much to offer lately in the way of information on “game addiction.”
The neutrality and factual accuracy of this article have been called
into question, as off and on it portrays hotly debated speculations and
blatant opinions as fact. The medical information site WebMD offers an article
which takes a cogent look at a few major information sources, making
some valuable points. Unfourtunately, WebMD still pulls from some of
the more heavily disputed sources on the topic.
One of the most
disputed of these sources has been Kimberly Young. While to her credit
she has raised awareness for the idea that the Internet and online
games may be problematic in unique ways, her criteria for identifying
these problems is not actually unique. John Grohol, the founder of the
mental health site PsychCentral, critiqued
Kimberly Young’s criteria for Internet Addiction Disorder, which
imported criteria from almost exclusively from gambling addiction, "I
don't know of any other disorder currently being researched where the
researchers, showing all the originality of a trash romance novel
writer, simply 'borrowed' the diagnostic symptom criteria for an
unrelated disorder, made a few changes, and declared the existence of a
new disorder. If this sounds absurd, it's because it is."