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issue 1 09 - APS Member Groups - Australian Psychological Society

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Excessive Videogame Playing71be worthwhile to attend to the environmentwhich maintains a problem video game playinghabit. In community psychology, thisintervention is called ‘second-order change’and involves addressing aspects of theenvironment which support problem behaviour(Rappaport, 1977). A community psychologistmay work together with the player to identifyspecific environmental factors which promote,develop and maintain unhealthy playingpatterns. For example, a communitypsychologist may recommend that: (a) theplayer does not have a video game machine inthe same room as the person sleeps, to avoidpoor sleep hygiene practices, (b) the player hasa clock in the same room as the video gamemachine to monitor playing times (and theplayer could also set an alarm when playingvideo games to prompt the end of a playingsession), (c) the player plays in a well-lit roomto minimise the subjective experience of timeloss, (d) the player eats meals in a differentroom of the house as the playing machine, and(e) the player unplugs and stores away thevideo game machine when it is not in use, and/or arranges furniture so that it is not facing thevideo game machine.The interview data suggested that somevideo games may be more ‘addictive’ thanothers due to the structural features of thegame. For example, a person is less likely tospend as long playing a ‘casual’ puzzle gamethan an online role-playing game. The lattergame type contains potentially ‘risky’structural characteristics which make playingmore difficult to self-regulate. Broadly, riskyfeatures include the requirement of the playerto spend increasingly longer amounts of timein order to make progress, and the lack of adefinitive endpoint to the game. It is importantthat parents of younger players areknowledgeable about the kinds of video gameswhich are often associated with excessiveplaying. The classification labels on videogames refer only to explicit content, likeviolence and language, but they do not containinformation on elements like how long thegame takes to complete, and other featureswhich may influence the ‘addictiveness’ of thevideo game. Parents should take an active rolein their children’s media choices and playingpatterns, and open a dialogue to discuss whatgratification needs the video game fulfils intheir life. For adult players, friends andpartners who suspect that a person is playingvideo games excessively should also followthis strategy. Given that some adults playvideo games to escape or dissociate from thereal world, it is possible that these players maynot be aware of the extent of their playinghabit. It may be beneficial for the player’s reallife social support network to point out to theplayer (in a non-threatening and nonjudgementalmanner) his or her high level ofinvolvement and how it negatively affectstheir psychosocial wellbeing. Making theconsequences of excessive playing moresalient may serve to initiate that player’sdesire for positive self-change.Players may benefit from discussingtheir experiences on online message boardsrelated to excessive video game play. Theycan receive factual information, includingguides to healthy playing styles and ways ofmanaging stressors that trigger the desire toplay video games. In addition, players canprovide and receive support and feedbackfrom others, including those individuals whoformerly played excessively. Support servicescan also help people who are close to anexcessive player, such as a parent or spouse,because they can provide support and practicaladvice, such as suggesting alternativeactivities during times when the player wouldusually play video games. In tandem withthese support services, communitypsychologists should consider the role ofintroducing excessive players of all ages toother social, non-sedentary (and, importantly,time-limited) activities, such as sport andrecreation groups, which can offer a sense ofachievement and belongingness within a teambasedenvironment.This research offers additional supportThe <strong>Australian</strong> Community Psychologist Volume 21 No 1 June 20<strong>09</strong>

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