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Channel 7’s Sunday Night – the “World Cyber Games are an homage the video gaming addiction?”

Shame on you Channel 7 for letting this air! Oh, who am I kidding. Your researchers have the intelligence of 12 year olds and the conviction of a pine nut. Heaven forbid showing unbiased, truthful (as possible) reported facts that may go against the grain of conservatism so as to effect the ratings of Sunday Night. I suppose you would get more over-hinged criticism from the thoroughly uneducated and overtly conservative audience if a more balanced story was shown (save the children! Who will tell us games are bad!).

I viewed Game On! thinking you would cover the aspects of Australia’s participation in the World Cyber Games, however, sadly, this was just a thinly veiled cover for the real story of Ross Coulthart’s video game bashing on the issue of addiction.

The fact is:

1. To master anything requires an incredible amount of time and dedication (take for example Gladwell’s rule of 10,000 hours, not particularly scientifically correct, but often used as a yard stick), often multiple hours of practice a day for many years. So does aspiring to become a player at the highest level and putting in the effort behind it (as is seen in WCG) a demonstration of addiction? If you said yes, then, by that logic, your favourite footballer would be considered an addict of football. Rubbish? Well consider the hours of practice required, consider the dedication, consider the ambition. They are fundamentally the same.

What, but the computer gamer doesn’t sweat or work out, gain muscle mass or cardiovascular endurance, I hear you exclaim. But the measure of a humans growth is not merely limited to physical aspects (far from it, I would argue, the accumulation of knowledge and development of intelligence is bound to last longer than physical prowess for the vast proportion of the population. I would rather be a Nobel laureate than win the Brownlow Medal in AFL any day). In fact, research as far back as five years ago shows cognitive benefits from gaming (Gee, 2005) with current research investigating the extent of this cognitive enhancement (Steinkuehler, 2006).

The quote, “What is lacking in sweat is made up for in sheer numbers” is, frankly, insulting. The best gamers in the world have highly developed cognitive processes developed through gaming such as pattern recognition, system thinking and  highly enhanced reaction processing.

2. I agree that there are a very small number of people who “over-use” games and there are even an astoundingly small number of people of have died from unnaturally long continuous bouts of gameplay. However, the vast majority of gamers simply interact with the medium as they would with any other media. In fact 63% of the US population would be considered a gamer (NPD, 2007), spending at least 10 hours a week on gaming and gaming related activities (while this isn’t the Australian population, we don’t really have any studies. However, if the Australian Parliament Standing Committee on Communications, Information Technology and the Arts (2008) uses this as analogous to our situation then so will I). So, would television viewing habits require the use of television addiction boot camps? If we applied the same principles of consumption as we do to television we would see many times the number of television “addicts” compared to video game “addicts”.

What researchers can agree on at this time is that the vast majority of the current research being done on the psychological effects of gaming particularly addiction is ineffective and irrelevant. In fact, despite all that is being said in the media and by lobbying groups, there is yet to be a definitive clinical definition as to what defines “video game addiction”

Applying criteria related to gambling addiction does not work. For example, someone playing an MMO, especially if there was issues with guild relationships that he or she may be involved in will of course think about the game outside of playing it. He or she has already emotionally invested in the game. The relationships made in that environment are real, never mind how shallow or wide they are. The hype surrounding this issue is also skewing results unfavorably, Dr Richard Wood writes in his book The Myth about Video Game “Addiction”,

“Some people are being mislabelled addicts by concerned parents, partners or others when they have no problems with their game-playing behaviour… Some people who are concerned about their own behaviour… end up labelling themselves as video game addicts.”

And, really, humans are inherently addicted to things. Our evolutionary survival instincts dictate that we love to eat too much, we are obsessed about sex and anything that provides reward from input is bound to provide more reward from more input. While the comparison to gambling, smoking and alcoholism are all valid comparisons, however, I won’t stoop to that level to beat the drum, but, just say, addiction is part of human nature and gaming is a relatively less harmful than a lot of other possible addictions (if research results in a clinical definition) out there and the amount of media frenzy it attracts is unwarranted.

The use of a respondent in the programme who claimed to spend 15 hours a day gaming is highly sensationalist.  For all I know he really does spend 15 hours a day gaming, but in a survey done by Nick Yee in 2005 of over 3000 world of warcraft gamers only 2 respondents spent 15 hours or more a day gaming. This is a minuscule proportion of the respondents, in fact, the average number of hours spent playing World of Warcraft among all 3245 respondants was 22 hours per week, which is in fact similar to the amount of time the average Australian spends watching TV (26 hours per week), indicating that gaming is possibly replacing television time in these respondents.

Something in the back of my mind is thinking this report is a reaction to the amount of time people are now spending on games rather than television. In a recent survey by Roy Morgan (2008) the average Australian (over 14) still spends 43% of their media viewing time glued to the television with computer usage coming second at 21%. However, the most telling statistic is in the younger portion of the people surveyed where the gap in the two mediums was much less apparent. Respondents aged 18-24 almost had no different with 36% of their media viewing time spent on the computer and 37% of it spent watching the telly. Something I suppose would be a scary statistic for networks about the projection of TV influence in the future.

3. “…they’re just games”

This was the most infuriating thing said on this program. They’re just games. Well. If they were “just games” how come the games industry dwarfs the movie industry and yet, in Australia particularly, attracts comparatively little government funding in comparison to the film industry. If they were  “just games” how come the average gamer in Australia is now over 30 years old and, yet, we have no R18+ rating classification, even with 98% of the population (IEAA, 2009) seeing the benefit such a rating would have (such as educating parents on what content is applicable for their children, the argument many of the opposition peddle, which is baseless because 92% of surveyed parents say they know what their children are playing. And, even if kids these days are more savvy (which they are), they aren’t telepathic, they are not going to spend hours devising and implementing brute force algorithms to break a 4 digit code placed by their parents to play a game rated above their age).

Such a view that games are juvenile and puerile has no statistical weight. It seems this form of technophobia is nothing new, television caused the silver screen industry to spew propaganda dismissing the television as harmful to family relations as a survival technique, and now they are ubiquitous. Such is the same with games, the arguments against addiction, violence in games and social degradation are scapegoats we have all seen, petted and then subsequently roasted before.

We are in an age of unprecedented media saturation. Our views are unfortunately disproportionately shaped by what we see, which is often a reflection of popular views, further distilling it. I would think, however, that we were all intelligent enough to see everything through a critical frame of mind. But, the saying rings true that 90% of a population is moronic viewing media almost as a form of blind faith, if a current affair programme says this, it MUST be true, never mind there maybe underlying agendas, never mind there may be mitigating factors, it is black and white.

While we are media savvy, it seems the majority of the population is not savvy enough to distinguish sensationalist “newstainment” (which, unfortunately, is more economically viable) from truly factual and unbiased reporting. It is a trend that is worryingly becoming more apparent (we need more Media Watch).

So, Sunday Night, under your guise of “award winning unbiased presentation of facts”, don’t muddy the water of a new and already overly contentious issue. It does more harm to a growing and influential Australian industry and the culture surrounding it, than it benefits Channel 7’s wallet.

P.S. I’m going to get a call from my mum probably later tonight telling me to stop studying games now =_=. Thanks Channel 7 for bringing further doubt into my parents minds about my future. They weren’t exactly confident to begin with.

Watch the video here (notice the complete lack of even basic scientific grounding. Dr Tao Ran’s use of anecdotal evidence explaining the condition of 15 or so kids and then linking it with the “health of Chinese youth” is farcical . If you are going to use a scientist, at least use someone who is recognizably knowledgeable in the subject… Not some random who is willing to spout anything to get on television (DONT YOU DARE DEFLECT THE ISSUE ONTO RACISM))

http://au.tv.yahoo.com/sunday-night/video/#fop
(3rd one across in the gallery)

P.S.S. I am waiting on the transcripts to be released for me to more accurately quote Ross.

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Why Australia has no R18+ rating for video games.

Those primitive, decrepit cow’s we have elected as our political representatives, and who have, unfortunately, been thrust into a position to dictate the direction of media content in Australia; have absolutely no idea of the effect their blind, rather desperate and outdated model of legislation is having on the games market in Australia. And, just to reiterate what I think of our politician’s in charge of rating games and regulating the OFLC click this.

The “Oh my god! Save the children” solution of games contraband no longer works in an era where the most savvy media users are the children; if they wish to obtain a game, they will get it some way or another, the publicity of a banned game only entices children more.

This overbearing culture of overprotectiveness is blatantly obvious in all area’s of Australia. It is unfortunate that the controlling class of people in Australia are just as primitive and decrepit as our representative click this. And this was yet again shown in a rather lopsided “game-bashing” Q&A last Thursday (24/07).

The panel’s ignorance is quite amazing. Not only do they talk about it as if there wasn’t an overbearing ratings system for games already apparent, but they compared it to “snuff films”… Are you serious?! That’s like comparing an orange fruit to a small Peruvian dog cutter – there isn’t a comparison.

Another important thing to note – the audience member that asked the question, editor of GameArena, “Jaoby”, was also a douche… It took another audience members interjections for there to be any weight added to support the creation of an R rating for games. Unfortunately, with the comparison to pokies, games were completely brushed aside and gambling became the next topic. Typical reaction to games in Australia – they are just games – then how come we regulate them so stringently.

However, “Jaoby” did have this to say after,

“As you can see, what happened was far from a serious discussion on the merits of an R Rating for video games and government censorship. Instead, at large, the panelists were led into a discussion of violent video games and, due to archaic views of the average gamer, the discussion primarily devolved into the same “protect the children” commentary the public has heard for years. 

Fortunately, what occurred on the show only served to highlight the exact issue at hand… Due to the format of the show it was nigh on impossible for me to refute even the more ludicrous and fantastic claims (Avatar: the rape game by Barnaby Joyce was particularly hard to keep quiet about) meaning the show simply continued to propagate the same antiquated idea already present in the general media about video games.”

A lot of this has already been discussed in GamePolitics though, here.

Back onto the rather amusing show of so called panel experts, I would challenge any of you (or… nobody reading) to find consistent scientific research to support the fact that, interactive, experiential and voilent games causes mentally healthy people to behave more voilently. 

I’ve tried and I can’t find any…

 

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