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Online Gaming - Boundaries of Play October 26, 2007

Posted by Matthew Woolums in 21st-Century, Conference Sessions.
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 I went to an interesting presentation today on Internet safety and online gaming.  It was sponsored by Qwest Communications.  My notes are below, followed by a short reflection.

The Qwest Incredible Internet
A Colorado Online Safety Coalition Executive Forum
Nick Yee Ph.D. - Business Week, CNN International, WSJ, and the New York Times
Boundaries of Play - Uses, Risks, & Benefits of Online Games
http://www.nickyee.com

The presentation started with a video introduction to World of Warcraft (WOW.)
Screen shot of Tune Town - Disney - safe words - furniture used by kids to circumvent the language restrictions.
Examples of online behavior:

Online gaming tends to be broken into categories for younger and older audiences, and between social environments and games.

Younger Audiences -
Game Worlds
Club Penguin - minigames, safe chat
Social Worlds
Habbo Hotel - mostly a chat space where kids customize their avatars and rooms - micro transactions for premium features

Older Audiences -
Game Worlds
World of Warcraft - purchased software and monthly subscription - demo followed - kill creatures to get loot to buy upgrades to kill bigger creatures
Social Worlds
Second Life - social world targeted at adults - everything is created by the members of the virtual community - avatar customization is extensive - currency is based on Linden dollars

There are differences between an online gaming experience and that of a social experience:

Some games are not safe for younger audiences - SL (Second Life) for example, limits users to audiences above 18, although there is little to no way to check - SL does have a teen specific area.

Audition - online dancing ‘game’ from Asia - uses micro-transactions to upgrade your avatar.

Asian market is not as focused on moderated chat.

Who plays these games?

Benefits of online gaming:

Risks for online gaming:

Usage patterns:

Is online gaming anti-social?

Parents see shared gaming as an opportunity or window to view and participate in their children’s world - gives them an opportunity to see how their kids interact with others, provides many learning opportunities to discuss social interactions/skills

Online gaming provides:

Example guidelines:

Why do People Play?

Not all players are playing for the same reason

Gaming motivations:

Other examples:

Typed Chat and Anonymity:

Why do some relationships only happen if they start online?

Online relationships are not better or worse, they are just different - while it is easier to idealize someone, we also have opportunities to see character traits not easily seen

Online relationships start with virtual contact that takes time to progress (variety of tools, IM, email, video chat) to an ‘analog’ or physical contact.

Problematic Usage:

Amount of time is problematic.  60% have played for 10 hours or more at a time.  40% lose sleep to play.  17% have had relationships, finances, or jobs suffer due to playing habits.

Predisposition factors:  Depression, loneliness, social anxiety.  There is mixed evidence as to whether Internet use helps or hurts in the long term.

Just removing access may not address underlying issues.  Because people play for different motivations, one treatment may not help all cases.

Be proactive:

Summary:

My thoughts: 

It was terrific to share a discussion with other people who have a stake in keeping kids safe online, especially because the discussion focused on the positive aspects of online gaming instead of just decrying all of the potential problems.  It was interesting to see that at least one person in the room responded to the presentation by saying she didn’t understand how people could spend this much time on gaming.  Someone else pointed out that she was thinking with her ‘adult-parent’ perspective instead of seeing it from the perspective of our students.  This really is an issue of perspective.  All of the pluses amount to very little if you don’t value the gaming experience.

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