Buga
Race/Class = Night Elf, Druid
Hours played= 30 to 40 hours a week
Ive been playing WoW for like 6 months
#of Characters = 2, but wanting more and more
Wednesday, February 28, 2007
Saturday, February 24, 2007
Thursday, February 22, 2007
Treatment
The Smith and Jones clinic in Amsterdam was the first treatment facility in the western world to offer a residential treatment program for obsessive/compulsive gamers. The Smith & Jones center has treated many problem gamers from all over the world. The Smith& Jones founder, Keith Bakker developed a treatment program that until now has proven highly effective in the treatment of problem gamers.
McLean Hospital in Belmont, Massachusetts has set up Computer Addiction Services under the direction of clinical psychologist Dr. Maressa Orzack. She was interviewed August 8, 2006, speaking of the game World of Warcraft she said, "I'd say that 40 percent of the players are addicted. Note that the 40 percent figure was not derived from a scientific study overseen by Dr. Orzack, but rather came from "a forum that Nick Yee runs". She added that "even if the percentage is 5 to 10 percent which is standard for most addictive behaviors, it is a huge number of people who are out of control."Ars Technica interview with Dr. Orzack, 8/9/2006 According to Dr. John Grohol, a colleague of Orzack's, "Dr. Orzack is not claiming that up to 40% of World of Warcraft gamers are addicted based upon any actual evidence or surveys of players. This is just her opinion, based upon her own experience and observation of the problem."PsychCentral - John M. Grohol, Psy.D., August 10, 2006
A new clinic in Amsterdam treating video game addiction has been "overwhelmed" with people seeking treatment.
At one addiction support center in Richmond, Canada, excessive gaming accounts for 80% of one youth counsellor's caseload.
McLean Hospital in Belmont, Massachusetts has set up Computer Addiction Services under the direction of clinical psychologist Dr. Maressa Orzack. She was interviewed August 8, 2006, speaking of the game World of Warcraft she said, "I'd say that 40 percent of the players are addicted. Note that the 40 percent figure was not derived from a scientific study overseen by Dr. Orzack, but rather came from "a forum that Nick Yee runs". She added that "even if the percentage is 5 to 10 percent which is standard for most addictive behaviors, it is a huge number of people who are out of control."Ars Technica interview with Dr. Orzack, 8/9/2006 According to Dr. John Grohol, a colleague of Orzack's, "Dr. Orzack is not claiming that up to 40% of World of Warcraft gamers are addicted based upon any actual evidence or surveys of players. This is just her opinion, based upon her own experience and observation of the problem."PsychCentral - John M. Grohol, Psy.D., August 10, 2006
A new clinic in Amsterdam treating video game addiction has been "overwhelmed" with people seeking treatment.
At one addiction support center in Richmond, Canada, excessive gaming accounts for 80% of one youth counsellor's caseload.
Possible Causes
A psychology-based theory is behaviorally based. MMORPGs generally reward players in both fixed and random manners. The benefit to completing assigned tasks is accompanied by elements of chance, where the player may or may not receive a reward of some nature. Often, a player may spend hours of play time repeating one basic behavior repeatedly, in order for the game to reward their actions with a particular prize, item, or other occurrences. This behavior is generally called "farming" by members of the gaming community, and is considered to be normal behavior by most within the gaming community, although acceptance of the length of time spent farming and the frequency of farming sessions can vary.
Because "farmers" will often have to repeat a behavior hundreds or thousands of times, the length of time spent playing the computer game can be extensive. The eventual acquisition of the sought-after accomplishment may cause reinforcement of the general behavior of "farming". This theory coincides with the sunk cost fallacy to a high degree. The threat of not accomplishing the goal, combined with the feeling of accomplishment when meeting such a goal may drive game players to exhibit symptoms of addictive behavior.
Because "farmers" will often have to repeat a behavior hundreds or thousands of times, the length of time spent playing the computer game can be extensive. The eventual acquisition of the sought-after accomplishment may cause reinforcement of the general behavior of "farming". This theory coincides with the sunk cost fallacy to a high degree. The threat of not accomplishing the goal, combined with the feeling of accomplishment when meeting such a goal may drive game players to exhibit symptoms of addictive behavior.
Game Addiction Symptoms
Though Gaming addiction is still disputed, it is argued that its symptoms would be quite similar to that of any other addiction. Common addiction symptoms include (Please note: the following criteria have been copied almost verbatim from the highly disputed criteria of Internet addiction):
Tolerance, as defined by either of the following:
A need for markedly increased amounts of time on the game to achieve satisfaction.
Markedly diminished effect with continued use of the same amount of time on the game.
Withdrawal, as manifested by either A or B below:
(A) the characteristic withdrawal syndrome, 1, 2 and 3 below
Cessation of (or reduction in) game play time that has been heavy and prolonged.
Two (or more) of the following, developing within several days to a month after Criterion:
(a) psychomotor agitation
(b) anxiety
(c) obsessive thinking about what is happening in the game
(d) fantasies or dreams about the game
(e) voluntary or involuntary typing movements of the fingers
The symptoms in Criterion 2 cause distress or impairment in social, occupational or another important area of functioning
(B) Use of the game or a similar service is engaged in to relieve or avoid withdrawal symptoms.
The game is often accessed more often or for longer periods of time than was intended.
There is a persistent desire or unsuccessful efforts to cut down or control game play time.
A great deal of time is spent in activities related to the game (for example, purchasing game books, looking at fan art sites, posting on game forums, researching game tips/hacks, gold farming).
Frequent talks about the game in daily life.
Important family, social, occupational, or recreational activities are given up or reduced in duration and/or frequency because of game use.
Game use is continued despite knowledge of having a persistent or recurrent physical, family, social, occupational, or psychological problem that is likely to have been caused or exacerbated by Internet use (for example, sleep deprivation, marital difficulties, lateness for early morning appointments, neglect of occupational duties, or feelings of abandonment in significant others).
Tolerance, as defined by either of the following:
A need for markedly increased amounts of time on the game to achieve satisfaction.
Markedly diminished effect with continued use of the same amount of time on the game.
Withdrawal, as manifested by either A or B below:
(A) the characteristic withdrawal syndrome, 1, 2 and 3 below
Cessation of (or reduction in) game play time that has been heavy and prolonged.
Two (or more) of the following, developing within several days to a month after Criterion:
(a) psychomotor agitation
(b) anxiety
(c) obsessive thinking about what is happening in the game
(d) fantasies or dreams about the game
(e) voluntary or involuntary typing movements of the fingers
The symptoms in Criterion 2 cause distress or impairment in social, occupational or another important area of functioning
(B) Use of the game or a similar service is engaged in to relieve or avoid withdrawal symptoms.
The game is often accessed more often or for longer periods of time than was intended.
There is a persistent desire or unsuccessful efforts to cut down or control game play time.
A great deal of time is spent in activities related to the game (for example, purchasing game books, looking at fan art sites, posting on game forums, researching game tips/hacks, gold farming).
Frequent talks about the game in daily life.
Important family, social, occupational, or recreational activities are given up or reduced in duration and/or frequency because of game use.
Game use is continued despite knowledge of having a persistent or recurrent physical, family, social, occupational, or psychological problem that is likely to have been caused or exacerbated by Internet use (for example, sleep deprivation, marital difficulties, lateness for early morning appointments, neglect of occupational duties, or feelings of abandonment in significant others).
Subscribe to:
Posts (Atom)