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Written, designed and photographed By Eric Liu
A brighter side to
Video gaming
Written, designed and photographed By Eric Liu
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Dedication To the virtual, online community and eccentricity of gamers everywhere.
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Acknowledgements I am grateful for all I’ve learned from my mentors at Freestyle Academy. I thank Jason, Joseph and Geri Weitzman for contributing to this book. I thank my parents for their never ending support and love.
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Table of Contents Foreword...................................................................8 Introduction............................................................11 The Inevitability of Video Games.........................13 The Daunting Danger of Addiction.....................19 Game Over? Not Quite..........................................25 Bibliography............................................................33 77
Foreword I’ll be blunt: I’ve gamed for well over half of my life. I began playing online, PC games just as that niche of the gaming industry truly came to life. I began with RuneScape, an MMORPG (massive multi online role playing game), then played Maple Story (a 2D online, globally popular game) and Guild Wars. Thus, it seemed appropriate that I document both the extremity of such addiction and several benefits of gaming as well. For the project, I interviewed two students attending Mountain View high school who are gamers of different levels and Dr. Geri Weitzman, a gaming psychologist. All three have shared their experiences and knowledge of the subject, and have contributed greatly to my research. I am passionate about this topic because I wish to contradict the mainstream stereotype that only shows one side of the argument: that video gaming in general is an inocuous hobby for most players. By studying such a topic and having years of experience with gaming, I hope to offer my interpretation of gaming with a unique angle to the topic. When first considering the photographic aspect for my documentary topic, video gaming, I at first pictured a film-noir like style for my photos, especially since I’d focus on the addiction component of gaming. However, I decided not to zoom in close to gamers actually playing in the dark with a blank, transfixed stare on their pallid visages. Instead, I wanted to take pictures of the objects, tools, and other aspects surrounding such addiction in order to demonstrate that gaming doesn’t have to be that personal and a part of a person. Also, since I argue that one of many benefits of video gaming is the real life social aspect, as exemplified by the Mountain View Gaming Club and community, I worked to capture the community atmosphere instead of pinpointing my focus on the emotions of a single player. In my book, I firstly define video gaming addiction, because it is still an addiction that hasn’t officially been acknowledged. Although I concede that the dangers of such addiction in the following chapter, I will assert a final argument in the third chapter: an overlooked truth behind gaming is the social, stress-relieving aspect of the hobby. 88
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Introduction Ryan Van Cleave, a college professor and dedicated gamer, nearly committed suicide after his gaming habits insidiously took control of every aspect of his life. At times, it is indeed difficult to distinguish reality from fantasy, especially in today’s day and age when entertainment such as television, video games and social networking are ubiquitous. Would you choose to go to school for yet another monotonous day of back-breaking work over a video game that never ceases to be enjoyable? A virtual paradise is just a step away; your friends online will never judge who you are in real life, and instead of ever reprimanding you, the game will shower you in an incessant barrage of rewards and encouragement. Such is the experience Ryan Van Cleave endured for more than a decade of his life. In Unplugged: My Journey to the Dark Side of Video Game Addiction, Van Cleave documents the consequences of his past, nefarious gaming habits.
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At the apex of such an addiction, Van Cleave routinely limited his sleep to 4 hours per night, hastily finished his duties as a professor, and spent the rest of his free time playing World of Warcraft, the most popular MMORPG (massive multi-player, online role playing game) in the world. Van Cleave illuminates the deceptive allure of gaming and the grave danger such a hobby can eventually lead to. Now compare the aforementioned situation to the gaming experience of Jason Kirn, a junior at Mountain View high school. Jason freely admits that he games a lot, perhaps a bit too much, but is obviously not subject to the extremity that Van Cleave had suffered. A typical high school junior, he merely games to escape stress and keep in contact with friends he has made online; instead of letting such a pastime strangle him as had happened to Van Cleave, Jason instead manages his gaming habits by prioritizing. Notably, Jason has felt more socially welcome in real life since he began gaming; as a member of the Gaming Club at Mountain View high, he welcomes the community that his gaming has created. According to the Center for Addiction and Mental Health, a 2009 study of 9000 students in grades 7 to 12 indicated that about 10% of the students spent seven or more hours per day (10). There’s no doubt that a person is addicted when he or she plays more than seven hours of video games per day. So while video game addiction may plague many gamers today, it is still an outlier in the bigger picture. But where exactly is the line that separates one from being mindlessly enslaved to a game from reaping the benefits of such an activity? Contrary to popular belief perpetuated by the pessimistic, mainstream media and excessively worrisome parents, gaming should be embraced rather than be condemned; after all, as such drastic leaps in technology have proved, the ubiquity of video gaming will remain, if not burgeon. Subsequently, the mainstream media is wrong to immediately blame games for low grades in school or an increase in sedentary lifestyles; when video games are consumed in moderation, the impact on modern day culture and negative influences of gaming will diminish, leaving a number of benefits, featuring on social inclusion as demonstrated by the community in the Gaming Club.
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Chapter 1: The Inevitability of Video Games
Video games began as simplis-
tic machinations that were severely limited in their capabilities; however, they soon drew large followings as game engines and graphics progressed. At the turn of the millennium, a revolution in the gaming world occurred: rapidly improving computer graphics and advancements in gaming engines had made the typical video gaming experience unbelievably realistic and tantalizing. In the past decade alone, tens of millions of players around the world have begun playing video games, ranging from online computer games to single player console games.
MMO data chart (above) with online games that have 1 million or more subscribers.
Computer games in particular began to become multi-player. An early example of such is EverQuest, an online MMORPG that drew millions of players into its online domain. For years, games were single player, which prevented any genuine interaction through gaming; now, of course, such online capability and live time interactions with one another, the network of players that exists today was created. Â A quick glance at a graph chart detailing the number of players multiple MMORPG games has (in millions) from MMOData.net (1). 1313
Each line represents a unique online computer game with at least a million paying subscribers over the past decade. As demonstrated by the graph, popularity in online gaming particular exploded with the advent of the MMORPG. Like the millions who come home after work to unwind by watching TV, most people game purely for entertainment. Not only is coming home to play a game just relaxing but is also rewarding because it gives the person the chance to enjoy time with his or her friends online simultaneously. As a junior in high school, I am aware of such addiction. Other students may prefer smoking or drinking to relieve stress, but I prefer gaming. Admittedly, I play too much than I would want to play, but I don’t feel that video gaming has consumed my life. I know that I am addicted, but I am still aware where the line is drawn and am cognizant of the debilitating and harmful effects of such addiction when it gets out of hand. Curious about the gaming habits of other teenagers who attend the same school, I interviewed Jason Kirn, also a junior, who is open about gaming, and is, needless to say, quite an avid gamer. On average, Jason spends anywhere between 2 to 4 hours gaming on a weekday, and more on each weekend.Every lunch, the gamer spends time at the Gaming Club, a gathering of students of multiple grade levels who join together to play games. However, he acknowledges the potentially devastating consequences of letting video games take over his life: “I personally don’t regret video gaming. Even when there are times where it might affect my grades a little, I can reorganize myself and get myself back into shape with discipline. There’s a lot of discipline in [video gaming], but I wouldn’t say it has affected my life in a negative way; I’ve actually picked up a few friends from gaming” (5).
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“I personally don’t regret video gaming. Even when there are times where it might affect my grades a little, I can reorganize myself and get myself back into shape with discipline.”
Jason Kirn (center) at the Gaming Club. 1515
For example, Jason always prioritizes homework and finishes any chores before a gaming spree. While it’s true that Jason spends a large portion of his time gaming and is clearly addicted to such activity, the fact that he acknowledges his situation and can set parameters limiting complete control over his life is notable when studying such an addiction. Especially when the allure of playing a video game is such an integral part of pop culture, drawing the line between extremity and moderation is important. But why is video gaming so attractive on a deeper level, rather than just ‘relieving stress?’ What keeps a person addicted? At the start of the second millennium, advances in the capability of games caused an explosion in popularity among online games. As mentioned previously, EverQuest and World of Warcraft are prime examples of such games; they have both attracted millions of players and have kept such a strong base for over a decade while showing no signs of stopping. The allure of such games is the online aspect; the feeling of interacting with other, real players from around the world is quite elating. As with Facebook and other social networks, the ability to talk with and interact with real friends is much more convenient than the hassle of organizing an outing in real life. That’s what keeps players playing; the community created by such online interaction constantly evolves and grows, unlike a single player game. Every popular online computer game has a fan base, usually in the form of a forum created by energized players. On the forum, one can easily sign up and make threads to ask questions about certain aspects of the game, discuss present or future updates for the game, or even just relax and talk about subjects unrelated to the game. The widespread usage and popularity of online forums has fostered its own community, let alone the one in the actual game. 1616
“On a low level of use, (gaming) is fun, entertaining; all of these are good things.” - Dr. Geri Weitzman
Dr. Weitzman
In order to further my knowledge in this particular subject, I interviewed Dr. Geri Weitzman, a psychologist and an expert on game addiction. When I asked her what was so addictive about video gaming, she states, “On a low level of use, it’s fun, entertaining; all of these are good things when [gamers] use them for a little bit. But when people escape into things, for instance, second life or Warcraft, you could sometimes get into, if you don’t have many friends, or if you have someone who isn’t stimulated by life, then you’re on a quest… it puts a cool aspect to life” (8). Again, interacting with real, live people manifests a certain allure most cannot resist; even when someone quits a game, other players usually expect him or her to return within the next few weeks, having starved from a dearth of contact with online friends and the irresistible rapid-reward system of the game.
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Chapter 2: The daunting danger of addiction
On Thanksgiving Day in 2001, Elizabeth Woolley was eager to see her son, Shawn Woolley. Oddly, after knocking on the door of his new apartment without eliciting a response, Elizabeth discovered that the chain lock had been connected, and rushed home to grab a crowbar and hammer to force the door open. Horrified, she discovered her 21-year-old son dead at his computer, who’d shot himself with a shotgun while the game EverQuest still running in his bedroom. Having invested one and a half years into the game, Shawn had created one last character with the username “ILUVEYOU.” Such a tragic incident is the worst consequence that succumbing to video game addiction will bring. Shawn had played games for 10 years before becoming depressed and anti-social from playing EverQuest. Many other addicted gamers have similar symptoms of distress as many people play games not to relieve typical stress but to really escape from real-life problems.
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The rapid rise of such popularity in gaming and the allure of interaction with online friends have created a dark hole in the lives of many; there are many perils to video game addiction, and such problems will not be solved anytime soon. As Bruce Alexander, an expert on addiction from Simon Fraser University, aptly noted, “video game audiences have ballooned in recent years thanks to advances in computer technology, the advent of online gaming, and an adapting games industry whose games engage individuals in extended gameplay” (5). As the audience of such online games has burgeoned, so has the deadly addiction factor. When more individuals become potential victims of game addiction, the more likely the allure and ability of the game industry to keep that player sustained on games will rise. In a 2008 study at Bryn Mawr University, Mary Schlimme writes “a person playing a video game feels an emotional high, commonly known as an adrenaline rush, as a result of his gaming tactics.. Eventually, he will again reach a level that stimulates the production of adrenaline. The cycle may continue until it leads to an unhealthy level of interaction with video games.” (4)
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“We howl for change, but we don’t know how to go about creating it. So we stay stuck in a rut, disempowered, frustrated, and desperate.” 2222
- Ryan Van Cleave, Unplugged: My Journey Into the Dark World of Video Game Addiction
Schlimme’s observations capture the reason why Van Cleave played video games throughout his life; the initial adrenaline rush of a satisfying gaming experience triggers a need for more, much like any other addiction. Especially when that satisfaction cures the temporary stress, a person will easily go for more. Ryan Van Cleave sought to rekindle the initial adrenaline rush, “that little burst of joy [Van Cleave] felt upon first playing the game” (7), and chased such the elusive emotion for the most of two decades. His life-long quest became so overwhelming that Van Cleave, during his job as a professor at Clemson University, would wake up at 4:00 AM every day and allow himself an extra 3 hours of gaming per day, unbeknownst to his wife. Van Cleave bemoans the reason for his addiction and inability to escape such peril in Unplugged: My Journey Into the Dark World of Video Game Addiction: “My default dysfunction is a compulsion to play video games no matter what the cost. I’m not a rare case. This level of addiction- this type of self-destructive avenue- is available to everyone… We howl for change, but we don’t know how to go about creating it. So we stay stuck in a rut, disempowered, frustrated, and desperate” (7). The former game addict describes the dark face of gaming: playing games became so innate that gaming became natural, and in the rare instance when it didn’t, he was unable to escape its wrath. It’s the select few that fall into the heinous, never-ending cycle of video game addiction. Once a person falls in, it’s difficult to climb out. Van Cleave is indeed the epitome of the select few who had fallen to and were subject to the mercy of video game addiction. 2323
As a boy, the first video games Van Cleave ever played brought an enormous sense of joy that he would continue to seek but fail to rekindle. All through high school, college, and his time teaching at a professor of creative writing, the dedicated gamer played in search of such a gaming high. Eventually, video game addiction consumed him like a single flame slowly but steadily engulfs a tree in an irreversible heat; especially with the culmination of his addiction when playing World of Warcraft, the lost gamer became controlled by the game instead of him being in control of the game. As a result, he nearly committed suicide from such an experience. Such is a serious example of the dire consequences of excessive play. Albeit unfortunate, there’s always a line that distinguishes between moderate game consumption and genuine addiction, and that line will be passed by some. But does this danger apply to everyone? Absolutely not. For example, while many people consume caffeine or alcohol, the majority of those drinkers don’t need to go to Starbucks five times a day or need to attend AA meetings every week. Thus, simply playing a video game doesn’t warrant addiction, but when one crosses the line, he can lose everything.
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Chapter 3: Game Over? Not quite.
The common reception of video gaming is nearly always negative; too much gaming directly causes bad grades, and those who still maintain good grades are un-athletic, anti-social nerds. But is this true? A study on video game addiction by the University of Texas, Austin and led by psychologist Elizabeth A. Vandewater proved otherwise (2). The survey of 1491 kids showed surprising results; gaming didn’t get in the way of athletics or other leisure activities. The study indicated that gaming teens and non-gaming teens spent similar amounts of time interacting with family and friends. In fact, many of the gamers played to ‘bond,’ and used games as a social tool, which is the exact opposite of what video game stereotyping dictates. A more optimistic view of video gaming must be acknowledged because gaming helps keeps friends in touch and can create a warm, social atmosphere in reality. Joseph Wilson, another interviewee and student at Mountain View high school, agrees that video games, when consumed in moderation, are a fine way to pass time. He plays mainly to hang out and spend time with friends, and agrees by saying, “I do think that people do play often to connect with their friends when they wouldn’t be able to” (9). As in every game, there’s always an end goal; however, it requires more than just wishing it. Achieving such an end goals requires proper patience and the need to reach such a lofty goal step by step. A 2006 study at Brunel University counters the argument that video games mindlessly corrode and corrupt the minds of youth. 2525
The study focuses on a UK game, RuneScape, also a MMORPG, and evidences the social atmosphere created by such a game, and the dedication and patience players underwent to achieve levels in the game. “We noticed was that, rather than forfeiting existing friendships, teenagers logging into the game environment are actually adding to their group of friends… Downtime places in the virtual world were treated similarly to material meeting places - players escape from real life into a fantasy environment where one can simply enjoy the sights and chat to friends” (3). A few players documented during the study spent hours obtaining minerals and in-game money to achieve higher statuses and wealth; through patience and hard work, those players eventually generated enough income to succeed in the game.
“...through patience and hard work, those players eventually generated enough income to succeed in the game.” Those who are very passionate about gaming manifest their likings for games in real life. An example of this is the Gaming Club at Mountain View high school. Every day at lunch, the door to the hosting classroom swings open, and tens of students stream in. The members are of various ethnicities, backgrounds and grades. For 45 minutes, the gamers at the club eat lunch whilst playing a console or computer game, or observe their friends playing games. Jason, a member of the club, admits that he was reluctant to go at first, but later never regretted his decision. The camaraderie of the Gaming Club is proof that such a social atmosphere is especially beneficial. According to Jason, “the club was a second family to him.” (5)
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For the Future The pessimistic portrayal of video games by the media is inaccurate; albeit the potential danger of game addiction, the majority of players games for stress relief or to maintain social connections on line. Regarding addiction, the ultimate goal is to manage such levels of addiction and instead play in moderation where such consumption doesn’t negatively impact academics or family relationships or friendships. When played right, positive benefits do arise. Perhaps video gaming will have less of an impact on people in the future than it seems. Regardless, it all comes down to the individual, as it is the individual’s choice of whether or not to play a game.
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works cited (1) MMOData.net. MMO Data Chart. 2012. PNG file. (2) Adams, Jeremy. Greater Good Magazine. Playing the Blame Game: Video Game Pros and Cons. http://www.sharpbrains.com/blog (3) Bradford, Simon. How Gaming Is All Work and No Play. http://news.bbc.co.uk (4) Schlimm, Mary. Video Games: A Source of Benefits or Addiction? http://serendip.brynmawr.edu/. 2008. (5) Kirn, Jason. Interview: Video Games Social Aspects. 3 March. 2012. (6) Orford, Stephanie. Game Over: The growing issue of video-game addiction. www.Metronews. ca/vancouver (7) Van Cleave, Ryan. Unplugged: My Journey Into the Dark World of Video Game Addiction. 2010. (8) Weitzman, Geri. Interview: Video Game Addiction. 14 March. 2012. (9) Wilson, Joseph. Interview: Video Gaming in Moderation. 6 March. 2012. (10) Zafar, Amina. Video game addiction: Does it exist? http://www.cbc.ca/news/health
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