Counselling Agent in Online Game Design for Excessive and Addictive Gaming Control

Authors

  • Italumeh O. Ididi Faculty of Computer Science and Information Technology, Universiti Putra Malaysia, 43400 Serdang, Malaysia
  • Sa’adah Hassan Faculty of Computer Science and Information Technology, Universiti Putra Malaysia, 43400 Serdang, Malaysia
  • Abdul Azim Abd Ghani Faculty of Computer Science and Information Technology, Universiti Putra Malaysia, 43400 Serdang, Malaysia
  • Norhayati Mohd Ali Faculty of Computer Science and Information Technology, Universiti Putra Malaysia, 43400 Serdang, Malaysia

Keywords:

Addiction, Counselling agent, Excessive play, Online game, The 6-11,

Abstract

The issue of online game effects such as excessive play and addiction has attracted the attention of researchers, Government authorities and even stakeholders. For example, Chinese government has adopted daily shutting down of internet cafe at specified hours, and Australian authority enforced censoring certain portion of certain games before they are released. As an effort to tackle this issue, researchers have proposed adopting design changes on time limit as well as providing referral services as ways of limiting harm. The impart of the above are yet to make any remarkable impact on players. In this paper, we proposed a Counseling Agent model integrating informative and self-appraisal messages in online game design as a control measure. Counseling being a major source of addressing most human disorder has become a focus of attraction in addressing the issue of online game overuse in the society. In addition, the informative and self-appraisal messaging in games have proven optimistic through making positive impact on player's thoughts and behavior towards gaming. These messages are expected to remind players about the negative impact of excessive and addictive gaming habits, as well as suggesting possible reductive solutions through message streaming.

References

Griffiths, M.D., Davies, M.N.O., & Chappell, D. (2003). Breaking the stereotype: The case of online gaming. CyberPsychology and Behavior, 6, 81–91.

Yousafzai, S., Hussain, Z., Griffiths, M., 2013. Social responsibility in online videogaming: What should the videogame industry do? Addiction Research and Theory,pp.1-5.

Van Rooij, A., Meerkerk, G., Schoenmakers, T., GrifEths, M., & van de Mheen, D., 2010. Video game addiction and social responsibility. Addiction Research & Theory, 18:489–493.

Wood, R. (2008). Problems with the concept of video game ‘addiction’: Some case study examples. International Journal of Mental Health and Addiction, 6, 169–178.

Hussain, Z., Griffiths, M.D., & Baguley, T. (2012). Online gaming addiction: Classification, prediction and associated risk factors. Addiction Research & Theory, 20, 359–371.

King, D.L., Delfabbro, P.H., & Griffiths, M.D. (2010). Video game structural characteristics: A new psychological taxonomy. International Journal of Mental Health and Addiction, 8, 90–106.

Wood, R.T.A., Griffiths, M.D., Chappell, D., & Davies, M.N.O. (2004).Thestructuralcharacteristicsofvideogames:Apsychostructural analysis. CyberPsychology and Behavior, 7, 1–10.

BBC (2010). Addicted to games. Retrieved from http:// www.bbc.co.uk/programmes/b00wlmj0

Gentile, D. A., Lynch, P. J., Linder, J. R., & Walsh, D. A. (2003). The Effects of Violent Video Game Habits on Adolescent Hostility, Aggressive Behaviors, and School Performance

Griffiths, M. D. (2005c). Online therapy for addictive behaviors. Cyberpsychology & Behavior, 8, 555–561. doi:10.1089/cpb. 2005.8.555

Van Rooij, A., Meerkerk, G., Schoenmakers, T., GrifEths, M., & van de Mheen, D., 2010. Video game addiction and social responsibility. Addiction Research & Theory, 18:489–493.

Young, K.S. (1998). Caught in the net: how to recognize the signs of Internet addiction and a winning strategy for recovery. New York: John Wiley & Sons.

Ng, B. D., & Weimer-Hastings, P. (2005). Addiction to the internet and online gaming. Cyberpsychology & Behavior, 8, 110–113. doi:10.1089/cpb.2005.8.110.

Lo, S.K., Wang, C.C., & Fang, W.C. (2005). Physical interpersonal relationships and social anxiety among online game players. CyberPsychology & Behavior 8:15–20.

Chen, Y.C., Chen, P.S., Hwang, J.J., et al. (2005). An analysis of online gaming crime characteristics. Internet Research 15:246–261

Kim, K.H., Park, J.Y., Kim, D.Y., et al. (2002). E-lifestyle and motives to use online games. Irish Marketing Review 15:71–77.

Ferguson, C. J., Coulson, M., & Barnett, J. (2011). Psychological profiles of school shooters: Positive directions and one big wrong turn. Journal of Police Crisis Negotiations, 11, 141–158.

Kuss, D., & Griffiths, M. D. (2012). Internet gaming addiction: A systematic review of empirical research. International Journal of Mental Health and Addiction, 10, 278–296. doi:10.1007/s11469-011-9318-5

Dworak, M., Schierl, T., Bruns, T., & Struder, H. K. (2007). Impact of singular excessive computer game and television exposure on sleep patterns and memory performance of school-aged children. Pediatrics, 120(5), 978–985.

Cultrara, A., & Har-El, G. (2002). Hyperactivity-induced suprahyoid muscular hypertrophy secondary to excessive video game play: a case report. Journal of Oral and Maxillofacial Surgery, 60(3), 326–327.

J.P. *Charlton, I.D.W. Danforth (2007) Distinguishing addiction and high engagement in the context of online game playing Computers in Human Behaviour, 23 (2007), pp. 1531–1548

Griffiths, M. D. (2010a). Online gaming addiction: Fact or fiction? In W. Kaminski & M. Lorber (Eds.), Clash of realities (pp. 191–203). Munch: Kopaed.

Griffiths, M. D. (2010b). The role of context in online gaming excess and addiction: some case study evidence. International Journal of Mental Health and Addiction, 8(1), 119–125.

Skoric, M. M., Teo, L., & Neo, R. (2009). Children and video games: Addiction, engagement, and scholastic achievement. Cyberpsychology & Behavior, 12, 567–572. doi:10.1089/ cpb.2009.0079

Grüsser, S. M., Thalemann, R., & Griffiths, M. D. (2007a). Excessive computer game playing: evidence for addiction and aggression? Cyberpsychology & Behavior, 10(2), 290–292.

Grüsser, S. M., Wölfling, K., Düffert, S., et al. (2007b). Questionnaire on differentiated assessment of addiction (QDAA). Göttingen: Hogrefe.

Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2009). Development and validation of a game addiction scale for adolescents. Media Psychology, 12(1), 77-95.

Gentile, DA (2009). Pathological video-game use among youth ages 8 to 18: A national study. Psychological Science, 20, 594–602.

Peng, L.H., and Li, X. (2009). A survey of Chinese college students addicted to video games. China Education Innovation Herald, 28: 111–112.

Porter, G., Starcevic, V., Berle, D., and Fenech, P., 2010. Recognizing problem video game use. Australia Newzealand Journal of Psychiatry, 44:120–128.

Gru¨sser, S. M., Thalemann, R., & Griffiths, M. D. (2007). Excessive computer game playing: Evidence for addiction and aggression? Cyberpsychology & Behavior, 10, 290–292. doi:10.1089/cpb. 2006.9956.

Ko, C.H., Yen, J.Y., Yen, C.F., Lin, H.C., and Yang, M.J. (2007). Factors predictive for incidence and remission of Internet addiction in young adolescents: A prospective study. CyberPsychology and Behavior, 10:545–551.

Kim, V. (2006). Video Game Addicts Concern South Korean Government. Retrieved from http://usatoday30.usatoday.com/tech/gaming/2005-10-06-korean-game-addicts_x.htm. Date retrieved, 23-2-2013

Greenfield, T. K., Graves, K. L., & Kaskutas, L. A. (1999). Long‐term effects of alcohol warning labels: Findings from a comparison of the United States and Ontario, Canada. Psychology & marketing, 16(3), 261-282.

Scheeres, J. (2001). "The Quest to End Gaming Addiction." http://www.wired.com/news/games/0,2101,48479,00.html

French, H. W. (2002). "Paradise for online addicts: rapid links lure Koreans but create social nerds." http://www.iht.com/articles/73286.html.

O' Dwyer, S. (2002). "Online Gaming Addiction on the Rise." http://www.media52.net/archives/000032.html.

Griffiths, M.D., &Meredith, A. (2009). Videogame addiction and treatment. Journal of Contemporary Psychotherapy, 39, 47–53.

Mail Online (2008). Grand Theft Auto pulled from sale after Bangkok teen murders taxi driver ‘to see if it was as easy as in the game’. Retrieved from http://www.dailymail.

r18games.com. Australia needs an R18þ rating for videogames. Retrieved from http://www.r18games.com.au/fallout/

Gamespot.com (2007). Take-Two shelves Manhunt 2. Retrieved from http://uk.gamespot.com/news/take-two-shelves-manhunt-2-6172931

Wired.com (2007). Revised Manhunt 2 Receives M Rating. Retrieved from http://www.wired.com/gamelife/2007/08/ revised-manhunt/

US Congress (2006). Video Games Ratings Enforcement Act. Retrieved from http://www.govtrack.us/congress/bills/109/ hr5345

Hunicke, R., LeBlanc, M., and Zubek, R., 2004. MDA: A formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI (Vol. 4).

BBC (2005a). S Korean dies after games session. Retrieved from http://news.bbc.co.uk/1/hi/technology/4137782.stm

"Vietnamese boy (2007) 13, kills woman for money to play video games". The Earth Times. 20 November 2007

Kohn, D. (2009) “Addicted: Suicide over Everquest”, CBS News, http://www.cbsnews.com/stories/2002/10/17/48hours/main525965.shtml (current Mar. 20, 2011).

Jacobs, E. (2010) “Erica Jacobs: Video Game Addiction Swells Numbers of College Dropouts”, Washington Examiner,

Griffiths, M.D. (2010) “The Role of Context in Online Gaming Excess and Addiction: Some Case Study Evidence”, International Journal of Mental Health and Addiction (8)1, pp. 119–125, doi: 10.1007/s11469-009-9229-x.

Caroline Chia, (2013). Malaysia cyber addict dies of heart attack 'after over 15 hours of gaming, The Straits Times, http://www.stasiareport.com/the-big-story/asia-report/malaysia/story/malaysia-cyber-addict-dies-heart-attack-after-over-15-hours, accessed at 10/12/2013

Dillon, R. (2010). On the Way to Fun: an emotion-based approach to successful game design. CRC Press

Monaghan, S., & Blaszczynski, A. (2009). Electronic gaming machine warning messages: Information versus self-evaluation. The Journal of Psychology, 144(1), 83-96.

Delfabbro, P. (2008). Australasian gambling review (3th ed.). Adelaide: Independent Gambling Authority of South Australia.

Strahan, E. J., White, K., Fong, G. T., Fabrigar, L. R., Zanna, M. P., & Cameron, R. (2002). Enhancing the effectiveness of tobacco package warning labels: a social psychological perspective. Tobacco control, 11(3), 183-190.

Leventhal H. (1970). Findings and theory in the study of fear communications. Adv Exp Soc Psychol 1970;5:119-86.

Gainsbury, S. M., Aro, D., Ball, D., Tobar, C., & Russell, A. (2015). Optimal content for warning messages to enhance consumer decision making and reduce problem gambling. Journal of Business Research.

Dillon, R. (2011). The 6-11 Framework: A new methodology for game analysis and design. In Proceedings Game-On Asia Conference, Singapore (pp. 25-29).

O. Ididi Italumeh, Sa’adah Hassan, Abdul Azim Abd Ghani, and Norhayati Mohd Ali, Online Game Dilemma: Proposed Solution. In Proceedings of 1st International Symposium on Simulation & Serious Games 2014 (ISSSG 2014), Kintex, Korea, 23-24 May, pp. 205, (2014).

O. Ididi Italumeh, Sa’adah Hassan, Abdul Azim Abd Ghani, and Norhayati Mohd Ali, Counselling Attribute as a Correcting Framework against Game Overuse. Jurnal Teknologi (Sciences and Engineering), 77(13), pp.29-35, eISSN 2180–3722, (2015).

Downloads

Published

2017-09-15

How to Cite

O. Ididi, I., Hassan, S., Abd Ghani, A. A., & Mohd Ali, N. (2017). Counselling Agent in Online Game Design for Excessive and Addictive Gaming Control. Journal of Telecommunication, Electronic and Computer Engineering (JTEC), 9(2-12), 45–50. Retrieved from https://jtec.utem.edu.my/jtec/article/view/2769