Are you a Virtual World Whore? Virtual Addiction, Part 1

Do you crave the fun, excitement, and pleasure of virtual worlds to the detriment of the rest of your life? Would you do anything, give anything, just to be able to spend another couple of uninterrupted hours in a virtual space, Multi-User Virtual Environment (MUVE) or gaming environment?

Smoking - one of the legal addictions.

You have a problem. You are a virtual world addict.

What does it mean to be “addicted”?

The Diagnostic and Statistical Manual of Mental Disorders, Fourth Edition (DSM-IV) uses the term “dependency”. The upcoming DSM-V will use the term “addiction” once again to describe the condition, since “dependency” has other connotations that confuse the issue. “Addiction” is the term used by many physicians and most lay people.

Under the DSM-IV, “substance dependency”, the condition from which the diagnostic criteria for behavioural conditions was extrapolated, is paraphrased as follows:

  1. The substance is required for normal functioning, and withdrawal, a physical and psychological reaction, occurs when the substance is suddenly withdrawn. Additionally, any adverse consequences, be they physical, psychosocial, financial, etc, are endured for the sake of getting and taking the substance.
  2. The substance initially causes pleasure, euphoria and/or feelings of well-being, though this experience diminishes in intensity over time, so that more of the substance must be taken in to experience the same effect. This is known as tolerance.
  3. Any substance in which a person indulges in uncontrollably is addictive.
  4. A “reward circuit” is set up by substance dependency, in the brain; that is, taking the substance leads to a reward, and the brain undergoes a neuro-plastic change, so that the brain is then primed to desire the reward again.

What does it mean to have a behavioural addiction?

Being addicted to a particular behaviour bears a strong resemblance to substance dependency or addiction. The difference is the behaviour is carried out, in place of a substance being taken. The following items hold true:

  1. The behaviour needs to be carried out to maintain normal functioning, and withdrawal occurs if it is not.
  2. The behaviour induces pleasure; tolerance is built up over time, so that the behaviour must be carried out more or more often in order to achieve the same level of pleasure.
  3. Any behaviour in which a person indulges in uncontrollably is addictive.
  4. Changes in the brain occur in response to the repeated pleasure and withdrawal pattern.

“It's a compulsive behavior, and it doesn't matter if it's Everquest, Second Life, World of Warcraft, City of Heroes, Internet porn or gambling.

How is “Internet” addiction different, new, or special? (For “Internet”, read browsing, email, Instant Messaging, online porn, online gaming, and participating in MUVEs).

Short answer: very little. The specifics of the type of pleasure engendered, the type of withdrawal experienced, and the consequences of enacting the behavior differ from other addictions as other addictions differ from each other – otherwise there would be no point in having a different classification for each. The basics, though, are identical to the basics for all behavioral addictions.

“It’s a compulsive behavior, and it doesn’t matter if it’s Everquest, Second Life, World of Warcraft, City of Heroes, Internet porn or gambling,” states Tateru Nino. The sufferer “could not find balance.”

The essential problem seems to be that people mistake the medium for the message. When they hear that folks are “addicted to the Internet”, they blame the Internet, the medium, for the problem, whereas the Internet is simply provides a new source of behaviors for people who would have had behavioral addictions anyway. By extension, it’s not the fault of virtual worlds that people become virtual world addicts.

In the next article, On Being a Virtual World Whore – Virtual Addition, Part 2, we investigate the ins and outs of suffering from virtual world addiction: what are the specific classifications for this addiction, what are the withdrawal symptoms, and what are the consequences?

Gamers not social rejects: Australian study

I missed the announcement of this research a couple of weeks back but thought it was worth passing on the full announcement from Victoria University:

The video gamer stereotype, which says gamers are lonely nerds with low self-esteem, who are addicted to gaming because they are unable to socialise, has been contradicted by research by Victoria University Honours graduate Dan Loton.

In his Psychology Honours thesis, Loton explored the notion of video game addiction, and whether excessive gaming is related to social skills and self-esteem.

He said: “There is a great deal of anecdotal evidence about gaming addiction. Online forums abound with tales of people who can’t get off the computer. But from a clinical point of view, an addiction is a mental illness with very serious consequences. In this context, we need to ask whether gaming is responsible for causing people’s lives to fall apart in the same way we see with gambling, alcohol or drug addiction.”

For the study, Loton developed an online questionnaire that included scales to measure social skills and self-esteem. There was also the Problem Video Game Playing Scale (PVP) used to determine ‘problematic and dependence forming electronic game play’.

He said: “The characteristics that might define a ‘problem gamer’ would be things like an intrusive preoccupation with gaming, where the amount of time they spend playing is affecting their work, sleep, and close relationships; and they want to stop playing games but can’t.”

The gaming community responded well to Loton’s questionnaire and he was able to analyse 621 completed surveys. Around 15 percent of respondents were identified as ‘problem gamers’ who spent more than 50 hours a week playing games.

He said: “We found that those who played Massively Multiplayer Online Role Playing Games (MMORPGs), such as ‘World of Warcraft’, which currently has over 10 million fee-paying monthly subscribers, were more likely to exhibit problematic game play. But, what is important to note is that even ‘problem gamers’ did not exhibit significant signs of poor social skills or low self-esteem. Only one percent of those identified as ‘problem gamers’, appeared to have poor social skills, specifically shyness.”

“We also looked at whether problematic play is impelled by social difficulties, by using a multiple regression analysis to see if high scores on the social skills and self esteem scales could predict problematic playing scores. Our findings strongly suggest that gaming doesn’t cause social problems, and social problems are not driving people to gaming.”

The findings contradict the widely reported statements made last year by the American Medical Association (AMA), which labelled MMORPG gamers as “somewhat marginalized socially, perhaps experiencing high levels of emotional loneliness and/or difficulty with real life social interactions”.

Citing concerns “about the behavioural, health and societal effects of video game overuse” the AMA is likely to consider adding ‘video game addiction’ to the Diagnostic and Statistical Manual of Mental Disorders at its next review in 2012.

Loton said such views may have been prejudiced by outdated stereotypes.

He said: “I think it’s an evolution of social and cultural stereotypes that suggest only nerds and geeks play computer games. The reality is that nowadays everyone is playing video games. A 2007 report by Bond University found that in Australia online gaming is more popular than downloading music and internet shopping.”

Dan Loton is an Ethics Officer with VU’s Office of Research, at Footscray Park Campus.

What are your thoughts? My perception has been that there’s been a steady ‘mainstreaming’ of game play, including virtual worlds – but given my 20+ years of geekiness I’m not best placed to comment 😉

Nursing Education in Second Life

Nurses are one of the most active groups of health professionals in Second Life and I regularly get asked by health professionals what use a virtual world like Second Life is in regard to training. The video below answers that question beautifully:

If you’re a nurse in Second Life, tell us what the experience has brought to your practice. Has it improved your skills at all?

Christian Orthodoxy and Sexual Purity – A Second Life seminar

An interesting announcement came to my attention today from the organisers of a ninety minute seminar. It’s being held by the UK-based University of Plymouth at 6am Friday morning Australian Eastern time. The full details as announced:

Fathers Johann Barak and Joshua Tuchs (these are SL avatar names), who in RL are two Eastern Orthodox priests in USA, together with Presbytera Anna Hirschel (again, SL name–she is also in RL Eastern Orthodox and based in USA) will be holding a 60-90 minute seminar at our SIM in Second Life® this Thursday, 1 May 2008, at 1:00 PM PDT/SLT = 9 PM BST (GMT+1) about ‘Sexual Purity and Healthy Relationships: A Christian Orthodox Perspective for the 21st Century’.

The event will take place at the University of Plymouth Sexual Health SIM.

Our three speakers will be holding an open discussion along the lines of this video – we will be showing a short segment of it in-world at the start of the seminar. They will be responding live to your questions in-world. Fr Johann Barak, Fr Joshua Tuchs, and Presbytera Anna Hirschel believe that Orthodox Christianity has a strong and very important and practical message for the whole world, especially these days with the very recent announcement of the US CDC that 1 in every 4 American teenage girls has a sexually-transmitted infection (HPV) that can lead later in life to cervical cancer (http://news.bbc.co.uk/2/hi/americas/7290088.stm).

About us:

The University of Plymouth Sexual Health SIM in Second Life® is a novel Sexual Health Public Education and Outreach project funded by Education UK Island .

The combination of sex and religion always makes for interesting debates so if 6am isn’t too early for you, this one may be well worth a visit.

Hands-free options to increase sexual expression in virtual worlds?

Terra Nova has a short discussion on the recent demonstration of hands-free avatar movement in Second Life and it implications for sexual activity in virtual worlds.

Sex play in virtual worlds is a favourite sensationalist topic for media outlets but as the Terra Nova discussion illustrates, it’s one of the many issues the wider population haven’t even begun to consider for its impact.

World of Warcraft as stress relief?

According to Massively, research has been presented this week by Jane Barnett at Middlesex University on the impact of World of Warcraft on levels of relaxation.

The study found playing WoW actually led to higher levels of relaxation after playing in some personality types. The sample size was small – our readership at The Metaverse Journal is larger so jump in with your opinion: how do you feel after a lengthy bout of WoW?.

As mentioned before, I partake of WoW here and there and I certainly don’t get angry when playing. I’ve progressed to being a Level 49 Mage so I’ve spent a few hours playing and for me it’s certainly a fun pastime. How about you?

GimpGirl – women, disabilities and Second Life

gimpgirl.jpg

One of the most interesting email lists I’m involved with is the Second Life Health list. Yesterday I noticed an interesting announcement from a group called GimpGirl:

GimpGirl Community was founded in 1998 by women with disabilities to serve the needs of our community through various on-line mediums. For many years we were primarily using mailing lists, our web site and later on LiveJournal, Facebook and MySpace, but at the end of last year our educational contacts and supporters encouraged us (and gave us the resources) to expand on to Second Life. Through hard work by our core group, as well as the help of volunteers we developed a parcel on Second Life that now has weekly group meetings full of women with disabilities from all walks of life. We will be hosting our first public presentation by sociologist and head of the Avatar Identity Research Center, Rivka Rau this coming weekend. (See details below signature.) Our parcel also hosts an art gallery and vendor area for women with disabilities (both of which are still filling in). We will soon be hosting events for our current partners and the general public to further explore how to empower those in our community. Our transition to Second Life, as well as our continued efforts on-line and off, has been going wonderfully and we’re very excited about what projects and opportunities the future will bring!

Cheers,
Jennifer Cole/JennyLin Arashi (in world), Co-Director and Founder
GimpGirl Community
http://www.gimpgirl.com

gimpgirl2.jpg

The Second Life parcel is a fairly standard open ampitheatre style, with events like the following already announced”

“Avatars, Identity, and the Expression of Disability”

Rivka Rau is the director of the Avatar Identity Research Center, and a professor of sociology in real life. The AV-ID Center is the home of the Editing Appearances project, an interview study of avatar embodiment and selfhood in SL. Rivka Rau has conducted over 200 hours of interviews for this project. In addition, through AV-ID she offers a seminar series on topics related to identity and the SL body. She will presenting on our current topic of the month, disability identity on-line, at our Second Life parcel. There will be time for Q & A as well as general discussion.

Open to the public.

When:
Sunday, March 30th, 2008 from 12:00 – 1:30 PM SLT/Pacific Time (3:00 PM Eastern Time)

Second Life location:
http://slurl.com/secondlife/3DE/139/61/22

IF YOU DON’T HAVE ACCESS TO SECOND LIFE:
You can still attend this presentation online via IRC. To visit our IRC/Second Life chatroom, go to:
http://chat.on.quickfox.net/GimpGirl

…and choose the option that works best for you.

Check it out in-world.

Real life death and Second Life

Over recent months Linden Lab have stepped up their output of tutorials and knowledgebase articles – nothing illustrates that more than two new additions.

The first is: Death and Other “First Life” Worries. The key issue here is if you have someone threaten suicide in-world or you’re concerned in some other way about their welfare and you want to find out their RL details to ensure they’re ok. Linden Lab have firmly stated that providing one person’s details to another violates their privacy policy. That I can see but surely some sort of escalation mechanism with Linden Lab as the intermediary would be useful?

The second knowledgebase article is: How do I bequeath my Second Life account and assets to another Resident if I die in real life?

Essentially, you’ll need to have specified in your will the real-life name of the person you want your Second Life assets to go to or any instructions on notifying people on your in-world friends list. I have money on someone out there already developing a business model for a virtual world / real world funeral and estate planning service.

Cisco’s virtual hospital opens

Health and education are two of the standout wins demonstrated in Second Life. The latest health-related build is sponsored by Cisco and it’s a mighty impressive result. As a health professional myself I can see that immersive medical training could bring enormous benefits.

ciscohospital.jpg

I did have some difficulties getting some of the medical equipment to work with my avatar and there’s also a lot of video content so lag can be a big issue during busy periods. Overall though it’s obvious that significant corporate sponsorhip can bring about very intricate builds in Second Life that benefit the medical community.

ciscohospital2.jpg

Check it out in-world

Ad Farms, ABC Valentines and Addiction Survey

Three mini stories in one today:

1. Ad farms are the target of the latest Linden Lab crackdown. There’s likely to be widespread praise for this move.

2. Second Life’s ABC Island is having a Valentine’s Day event:

“Bring your sweetheart or come and make new friends, or both! Celebrate Valentine’s Day (Thurs 14 Feb TODAY!) at ABC Island at 8pm AEDT on the ABC Park ice rink, near the Sandbox, or roller skate around the ‘ABC logo’ path. Join the Valentine Heart Hunt! Free skates available, or bring your own trick skates”.

abcislandvalentines.jpg

3. We received this short missive this afternoon:

“I’m doing research on second life addiciton, it would be a great help if people would take a survey I set up

http://VirtualWorldAddiction.speedsurvey.com

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