Against Game Addiction Through Gamification
FMP
Question
How to raise the awareness and consciousness of Chinese teenagers who have Internet game addiction to adjust their game time by gamification?
Abstract
(cosnidering focus on general teenager game addiction instead of just in China)
The game industry has a better development because of the wide application of the network and the high popularity of mobile devices, which will make more people be possible to generate Internet Game Addiction (IGA) when games become more accessible through high-speed internet, especially among children and teenagers. As an immature group in terms of physical and mental development, adolescents are influenced by self-control, cognitive ability and self-awareness, which make them more likely to indulge in the internet. According to China Internet Network Information Center (2017)), there are 146 million youth netizens in China In December 2016 and 14.1% of them have IGA. This paper explores the emergence of online gaming addiction, its impact on teenagers, and the reason of addicting. Gable Zichermann (2012) said games are the only force in the known universe that can get people to take actions against their self-interest. There are already some projects like ImgeLab’s Piano Stairs (2009) uses fun to change pedestrian’s behavior. Hence, this paper will reviews current therapy to IGA and explore the feature of gamification to raise awareness of IGA within teenagers.
Outline
Intro
online game addiction
-why it is emergence and
-definition of online game addiction
-game mechanics
-current therapy
Habit, Behavior (going to look at this field)
gamification
-introducing to gamification
-gamification for changing human behavior
-case study
–
conclusion
Reference
Book
Lee, K (2014). Addiction by Design: Machine Gambling in Las Vegas. Baltimore, Technology and Culture;
O’Connor, R (2015). Rewire : change your brain to break bad habits, overcome addictions, conquer self-destructive behavior. New York : Plume
Charles, D (2012). The power of habit : why we do what we do and how to change. London : William Heinemann
David, B (2009). Do good: how designers can change the world. Berkeley, Calif.: New Riders
Brian, B (1959). Gamify: how gamification motivates people to do extraordinary things. Brookline, Massachusetts: Bibliomotion, books + media
Karl, M (1967). The gamification of learning and instruction. San Francisco, CA : Wiley.
Bogost, I (2010). Persuasive games: the expressive power of videogames. London, England : MIT Press
Parkin, S (2015). Death by video game: tales of obsession from the virtual frontline. London, England : Serpent’s Tail
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McGonigal, J (2011). Reality is broken : why games make us better and how they can change the world. London : Jonathan Cape
Paper
Nicki A. Dowling (2014), Issues raised by the DSM-5 internet gaming disorder classification and proposed diagnostic criteria. Addiction, Volume 109, Issue 9, Pages 1397-1576. Access at: http://onlinelibrary.wiley.com/doi/10.1111/add.12554/full
Young, K. (2009) Understanding Online Gaming Addiction and Treatment Issues for Adolescents. Access at: http://www-tandfonline-com.arts.idm.oclc.org/doi/full/10.1080/01926180902942191
Yang, J. &Yang, X. (2007), Youth Internet addiction and Rehabilitation Research Report. Access at: https://wenku.baidu.com/view/a5ec2cd5b9f3f90f76c61be9.html?from=search
China Youth Network Association (2009). China youth addiction Data Report. Access at: http://edu.qq.com/edunew/diaocha/2009wybg.htm
China Internet Network Information Center (2014). Chinese teenagers online Behavior Research Report. Access at: http://www.cac.gov.cn/2015-06/04/c_1115506033.htm
China Internet Network Information Center (2017). Statistical report on the development of China’s Internet. Access at: http://www.cnnic.cn/hlwfzyj/hlwxzbg/hlwtjbg/201701/t20170122_66437.htm