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issue 1 09 - APS Member Groups - Australian Psychological Society

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62Understanding and Assisting Excessive Players of Video Games:A Community Psychology PerspectiveDaniel KingPaul DelfabbroThe University of AdelaideResearch has shown that a small but significant minority of video game players playexcessively. Excessive play has been linked to fatigue, diminished productivity in work andschool, and poor social relationships. The present study investigated the psychologicaland social context of video game playing in order to understand the phenomenon ofexcessive video game play. A group interview method was employed using a sample of 38participants, including 23 adolescents and 15 adults. The analysis of results revealedseveral salient themes, including those related to player empowerment, recognition(feeling recognised for skilful playing), control (mastery of the game mechanics), andcompletion (obtaining all in-game rewards). The implications for communitypsychologists attempting to help excessive video game players are discussed.The question of why some people playvideo games excessively is a current subject ofdebate among mental health professionals.Over the last decade, studies have investigatedthe role of players’ personality and otherindividual factors in explaining why someplayers play to excess (Douse & McManus,1993; Griffiths & Dancaster, 1995; Black,Belsare & Schlosser, 1999; Yang, 2001).These studies have tended to approach thestudy of excessive video game play from aperson-focussed, clinically-orientedperspective, referring to addiction and sociallearning models, rather than examining thepsychological context of video game playing.This study takes an alternate approach byadopting a community psychology perspective,and considers the psychosocial context and therole of structural elements of video gameswhich may lead a person to play video gamesto excess.Before attempting to explain why someindividuals play video excessively, it isnecessary to qualify what it meant by the term‘excessive’ and how this definition fits withinthe current discourse on technologicaladdictions. The notion that video game playingmay be considered a form of behaviouraladdiction, like problem gambling, has been anongoing subject of debate for over twenty-fiveyears (Fisher, 1994; Griffiths, 2008; Griffiths &Davies, 2005). Some theorists argue that theconstruct validity of technological addictions,including dependency on video games and theInternet, has yet to emerge and thus the term‘addiction’ should not be used (Jaffe, 1990;Shaffer, Hall & Vander Bilt, 2000). On theother hand, it has been argued that any activitymay be considered as potentially addictive if anindividual presents with all six criteria of thecomponents addiction model: salience, moodmodification, withdrawal, tolerance, relapse,and conflict (Griffiths & Davies, 2005).Charlton and Danforth (2007) have argued thatsalience and euphoria associated with videogame playing should not be considered asinherently problematic because these symptomsmay simply characterise’high engagement’ invideo games (i.e., a healthy enthusiasm forplaying video games).Given these conflicting views on‘problem’ video game playing or video game‘addiction’, there exists some degree ofconceptual confusion regarding excessive videogame playing as a problematic activity in itsown right. For the purpose of parsimony, thispaper employs a simple definition thatconsiders video game playing to be ‘excessive’when it creates adverse personal and socialconsequences in a person’s life. This definitionThe <strong>Australian</strong> Community Psychologist Volume 21 No 1 June 20<strong>09</strong>

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