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Video and Online Gaming

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Title: Video and Online Gaming


1
Video and Online Gaming
  • Margo Bristow, MA, LPC, CADC, PCGC
  • C.C.E.T. Connections

2
What we all want
3
What Video Gaming Provides
  • Mastery a sense of accomplishment
  • Acclaim with peers
  • Constant stimulation
  • An escape into an alternate reality
  • Power over an environment, complete control
  • Instant communication with friends from around
    the globe

4
When Problems Arise
  • New game acquisition
  • Spending greater amount of time playing and
    achieving new levels, tools, coins/money/prizes
  • Using computer to find cheats
  • Dissociation losing track of time and place
  • Playing late into the evening
  • Avoidance of everyday tasks to play games
  • Chores, homework, sports, self care
  • Meets the needs of instant gratification and
    immediate reward. Developed to be just difficult
    enough to challenge the player but not too
    difficult to make the player stop.

5
Motivation for Gaming
  • Relaxation
  • Enjoyment,
  • Excitement,
  • Entertainment
  • Adventure,
  • Attention
  • Opportunity
  • Negative feelings

6
History of the Internet
  • 1979-80s BBSs (bulletin board systems) started
    in Chicago
  • Dial in, one person at a time on each contact.
    Email slow and selective.
  • 1990s BBSs defunct

7
MMORPG
  • Massively Multiplayer Online Role-Playing Game
  • Started as non computer Dungeons and Dragons
    gaming
  • 1st on line game was in the mid 80s Islands of
    Kesmai 12.00 per hour to play
  • 1988 Habitat, Club Caribe 1st player interaction
    game.

8
MMORPG
  • Early 1990s AOL started promoting online gaming
    6.00 per hour to play
  • Late 1990s Dungeons and Dragons style characters
    appearing and 2 dimensional characters Monthly
    fees (avg. 10.00) assessed for access to the
    game.
  • Commercial online games S. Korea had over
    3,000,000 subscribers (Lineage.)
  • 1999 Everquest was launched and the U.S. became
    enamored with MMORPGs. Heavily influenced by
    DD.

9
MMORPG
  • 2000 to present Sony online wanted to maintain
    its subscribers so had a single flat rate
    established for all of its RPGs. (World of
    Warcraft)
  • 8/4/05 Chinese govt. banned all violent
    gameplay for minors under 18. Also set limits for
    all citizens can not play for more than 3
    consecutive hours.

10
Games teens are playing
  • Wii
  • Nintendo 64
  • Sony Play Station
  • Xbox
  • Atari
  • Hand held devices
  • Phones, Ipods,

11
Games
  • Games can vary from Role playing to cards,
    backgammon, yahoo game sites and MUDs, which are
    text only gaming sites.
  • They may be developed by corporations or a group
    of amateur programmers and artists. These
    projects are open source. Mozilla.com is an open
    source web browser and email server.
  • www.worldofwarcraft.com/pvp/flash-rewards/
  • http//www.worldofwarcraft.com/downloads/movies.ht
    ml

12
How we are introduced
13
How we are introduced
  • Webkinz pets are lovable plush pets that each
    come with a unique Secret Code. With it, you
    enter Webkinz World where you care for your
    virtual pet, answer trivia, earn KinzCash, and
    play the best kids games on the net!
  • Retreived 11/7/08 1137am from http//www.webkinz.
    com/us_en/

14
Researchers
  • Nick Yee
  • www.nicklee.com/daedalus
  • John Suler
  • www.rider.edu/suler/psycyber

15
Nick Yee
  • Nick Yee has surveyed more than 70,000 MMORGP
    players over the past 5 years.
  • Users aged 11-17 spend an average of 24-26 hours
    per week in online games. An additional 6-7 hours
    watching TV
  • Users aged 18-22 spend 22-24 online and 7
    watching TV
  • Playing on line has replaced television watching
    for young adults

16
Problems Associated with the Internet
  • Cybersexual Addiction
  • Viewing, downloading, adult fantasy and
    pornography
  • Cyber-relational Addiction
  • Chat room and over-involved relationships
  • Net-Compulsions
  • Gambling, shopping, stock trading compulsively
  • Information Overload
  • Excessive web surfing and collecting data

17
Problems Associated with the Internet
  • Computer Addiction
  • Social isolation, increased clinical depression,
    family discord, academic failure, or financial
    debt
  • Cyber Bullying
  • Using the internet or other mobile devices to
    send or post harmful or cruel text or images to
    bully others Nancy Willard, Dir. Cntr. For Safe
    and Resp. Internet Use
  • Negative Networking
  • Predation and stalking

18
Family
  • Parental feelings
  • Anger
  • Helplessness-ignorance
  • Guilt
  • Ambivalence
  • Minimization of the problem Its not drugs or
    alcohol
  • Frustration

19
What families can do
  • Minimize time on line, on the computer, and on
    gaming systems.
  • Unplug
  • Structure time for play and keep consistent time
    frames/expectations
  • Be in the room when the teen is engaging in the
    gaming
  • Talk to students friends parents and plan out
    alternate activities
  • This can be as addictive as drugs, alcohol,
    gambling, and tobacco.

20
Help online
  • Transl8it.com a website to help translate text
    messages or SMS
  • Webopedia.com online dictionary for terminology
    and acronyms
  • Whatis.com techno terms
  • Stopbullyingnow.hrsa.gov
  • Cyberbullying.ca
  • Iambigbrother.com
  • Eblaster.com
  • Arinwhois.com IP tracking

21
Questions and Answers
The End of the Internet Congratulations! This is
the last page. Thank you for visiting the End of
the Internet. There are no more links.You must
now turn off your computer and go do something
productive.
22
Contact Information
  • Margo Bristow, MA, LPC, CADC, PCGC
  • C.C.E.T. Connections
  • 847-791-1651
  • mb_at_margobristow.com
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