Does video gaming ruin people's lives? | Antonius van Rooij | TEDxGhent

TEDx Talks
26 Jul 201610:00

Summary

TLDRThis video explores the impact of video games on individuals, using personal anecdotes and research data. The speaker reflects on how extensive gaming can lead to addiction-like symptoms for some, while others balance it well. The discussion covers the role of parents, the gaming industry, and gamers themselves in managing gaming habits. It encourages a balanced approach, promoting responsible gaming, parent involvement, and industry accountability. The video concludes with advice on how to help someone who may be gaming too much by engaging in open, non-judgmental conversations.

Takeaways

  • 🎮 Video games can be enjoyable, but excessive gaming can negatively impact one's personal life.
  • ⚔️ The speaker recounts a friend named 'Stealth' who was a successful gamer but faced issues in real life like poor academic performance and social isolation.
  • 🧐 Media often attributes gaming addiction to parents, the gaming industry, or gamers lacking willpower, but the issue is more complex.
  • 📊 Research shows that only 1% of teenagers who play games experience serious problems, but 7% play four or more hours a day.
  • 🛑 Excessive gaming doesn't always mean addiction, but a small group of heavy gamers does report issues with controlling their gaming habits.
  • 👨‍👩‍👧‍👦 Strict, controlling parenting often backfires, leading to defiance and frustration in children.
  • 🎮 The gaming industry uses sophisticated methods to increase engagement, but with great power comes responsibility.
  • 💻 The speaker references a professional gamer, Sushi Licious, whose parents misunderstood his gaming hobby until it led to career success.
  • 💬 Parents should take an interest in their children’s gaming, approaching it like Iron Man—curious and involved, not like the Hulk—angry and destructive.
  • 🏠 Balancing gaming with other life activities is crucial for healthy engagement, and the speaker encourages gamers to explain the significance of their hobby to others.

Q & A

  • What is the main issue discussed in the video transcript?

    -The main issue discussed is video game addiction, its effects on personal lives, and how different groups such as gamers, parents, and the gaming industry respond to it.

  • Who is 'Stealth' and what happened to him in the context of the video?

    -Stealth is a gamer mentioned in the video who was highly successful in a game, leading groups and defeating dragons. However, his life outside the game suffered—he did poorly in school, stopped seeing friends, and neglected other activities.

  • How does the video define video game addiction?

    -Video game addiction is described as an inability to control gaming behavior, which can lead to problems like neglecting schoolwork, social life, and sleep. Only 1% of gamers report such severe symptoms, but some heavy gamers do experience issues.

  • What does the research mentioned in the video reveal about gaming behavior among 14-year-olds?

    -The research found that not all 14-year-olds play games, and those who do don’t always engage in online games. Only about 7% of gamers play more than four hours a day, and a smaller group, 1%, reports significant negative effects from excessive gaming.

  • Why is extreme parental control over gaming counterproductive, according to the video?

    -Extreme parental control, such as unplugging computers or hiding consoles, can lead to defiance and frustration in children, causing them to play more or engage in unhealthy gaming behaviors.

  • What responsibility does the gaming industry have according to the speaker?

    -The gaming industry has significant power over player behavior through game design and systems like notifications. With this power comes the responsibility to ensure they don’t exploit players by making games overly addictive.

  • How did the parents of the professional gamer Sushi Licious react to his gaming, and how did their perspective change?

    -Sushi Licious’s parents initially viewed his gaming negatively, calling it 'junking away' behind the computer. However, their attitude changed when he was invited to Korea to compete professionally, showing them gaming can have real-world opportunities.

  • What does the video suggest gamers do to help alleviate negative perceptions about gaming?

    -The video suggests that gamers should advocate for themselves by explaining to others why gaming is meaningful, how it can be a serious pursuit, and acknowledging when it becomes less enjoyable or even problematic.

  • How does the speaker compare parents to superheroes in their approach to gaming?

    -The speaker compares parents to the Hulk when they become angry and destructive over gaming issues. Instead, they suggest parents should be more like Iron Man—curious and engaged with technology, encouraging understanding over conflict.

  • What is the 'fish trap' metaphor in the context of gaming?

    -The 'fish trap' metaphor refers to how some people become increasingly invested in online games, prioritizing their online status and friendships at the expense of their real-life responsibilities and well-being.

Outlines

00:00

🎮 The Allure of Video Games

The speaker introduces the topic of video game culture by acknowledging that many people play video games, with some perhaps playing too much. He shares a personal story about a friend named Stealth, a highly skilled gamer who excelled in the game world but struggled in real life, suffering academically, socially, and physically. The speaker raises the question of whether Stealth was addicted to video games and highlights how media often simplifies the issue by blaming parents, game developers, or the players themselves.

05:01

📊 The Reality of Video Game Addiction

Drawing on research conducted with 14-year-olds, the speaker provides data on gaming behavior. Contrary to common belief, not all teens play video games excessively, and many don't play online games at all. However, for those who do, particularly online gamers, time spent gaming can be substantial. The speaker highlights that only 1% of these gamers show signs of addiction, like difficulty controlling their playtime and its negative impact on daily life. Despite the small percentage, one in seven heavy gamers may know someone who struggles with their gaming habits.

⚖️ Parents' and Industry's Roles in Gaming

The speaker discusses how parents often react to excessive gaming with extreme restrictions, like taking away devices. However, research shows that overly controlling parenting can backfire, causing children to rebel and game even more. On the flip side, the gaming industry holds significant power over players' behaviors. With access to player data, companies can make small changes that increase engagement, like adding notifications or making early levels of games hard to fail. The speaker emphasizes that this influence comes with responsibility, a discussion that is often missing.

🌏 Gaming's Global Impact and Advocacy

The speaker shares an anecdote about a professional gamer named Sushi Licious, whose parents initially disapproved of his gaming until they saw him being invited to Korea for competitions. This highlights that gaming can have legitimate professional opportunities, though they are rare, like winning the lottery. Sushi Licious now advocates for responsible gaming, encouraging a balance between gaming and other aspects of life. The speaker advises parents to engage with their child's gaming interests and for gamers to advocate for themselves, explaining their gaming habits to others.

📻 The Evolution of Media Panic

Concluding the discussion, the speaker notes that every new form of media has sparked moral panic, from radio to television, and now video games. The concern is that people will spend too much time indoors, detached from reality. The speaker likens video games to a 'fish trap,' where players can become too immersed in their virtual lives at the expense of their real-world responsibilities. To help prevent this, he advises engaging with gamers in a non-judgmental way, understanding their interests, and encouraging activities outside of gaming, like board games or social outings.

Mindmap

Keywords

💡Video Game Addiction

Video game addiction refers to a pattern of excessive or compulsive gaming behavior that negatively impacts a person’s life. In the script, the speaker discusses a friend named 'Stealth' whose gaming caused him to neglect school, friends, and sports, leading to a question of whether this behavior indicates addiction. The term is explored in depth, with a focus on whether certain gaming habits constitute addiction or are simply a result of overindulgence.

💡Online Games

Online games are video games played over the internet, often with or against other players. The script highlights how these games are especially time-consuming, and it is this genre of games that tends to be linked with addiction problems. The speaker points out that while not all players are addicted, online games, due to their social and immersive nature, can lead to excessive play.

💡Parental Control

Parental control refers to the actions parents take to regulate their children's video game usage. The speaker notes that parents often react by being overly restrictive, such as unplugging the computer or hiding consoles, but emphasizes that these methods can backfire. Such extreme control can lead to defiance and increased gaming, which contradicts the goal of reducing screen time.

💡Addiction Symptoms

Addiction symptoms are behavioral indicators that someone might be addicted to a substance or activity. In the context of gaming, the speaker describes symptoms like problems controlling behavior, neglecting homework, or failing to reduce playtime despite the desire to do so. Only a small percentage of gamers experience these symptoms, showing that not all extensive play is addiction.

💡Gaming Industry Responsibility

Gaming industry responsibility refers to the ethical obligation game developers have due to their influence on player behavior. The speaker suggests that with their ability to make small tweaks that significantly increase playtime, game developers should be more responsible. The discussion includes a reference to how games like Candy Crush use notifications and near-impossible levels to keep players engaged.

💡Social Impact of Gaming

The social impact of gaming is how gaming affects a player’s interactions with the outside world. In the video, the speaker describes how extensive gaming can lead to isolation, as was the case with 'Stealth' who stopped seeing his friends or participating in activities outside of gaming. The speaker also contrasts this with the professional gaming world, where gaming can offer social and career opportunities.

💡Defiance Behavior

Defiance behavior refers to the rebellious actions children take in response to overly strict parental control. The script discusses how parents who impose severe restrictions on gaming, such as hiding the console, can inadvertently push their children to play more. This counterproductive result is framed as a psychological reaction to controlling behavior.

💡Professional Gaming

Professional gaming is the practice of earning money through competitive video gaming. The speaker mentions a friend named 'Sushi Licious' who became a professional Starcraft II player, surprising his parents when he was driven to Korea for a gaming competition. The script highlights that while professional gaming is a legitimate career for some, it is as rare as winning the lottery, and not a realistic goal for most.

💡Media Panic

Media panic refers to the alarmist reactions society often has to new forms of media. The speaker compares the panic surrounding video games to past worries about radio and television, where people feared that these media would lead to social isolation. This historical perspective is used to illustrate that concerns about gaming are part of a broader pattern of reacting to new technology.

💡Gaming Balance

Gaming balance is the idea of maintaining a healthy relationship with video games while also prioritizing other aspects of life. The speaker refers to the concept when discussing how former professional gamer 'Leonard' now advocates for responsible gaming—enjoying games but not letting them dominate one’s life. The message promotes moderation and balance in gaming habits.

Highlights

Video games can impact real-life relationships, academics, and physical activities when played excessively.

Only a small percentage (7%) of teenagers play video games for 4 or more hours a day, but most do not experience addiction symptoms.

1% of heavy gamers report experiencing problems controlling their gaming habits, impacting homework, sleep, and social interactions.

Online multiplayer games are more likely to consume significant time and lead to potential problems than single-player games.

Parents often take an overly restrictive approach to controlling video game usage, which can backfire and lead to defiance.

The video game industry can influence player behavior through minor game changes and reward systems, extending playtime.

Games like Candy Crush are designed to make players continue playing through mechanisms like notifications and nearly impossible-to-fail early levels.

The game industry has a responsibility, like Spider-Man's moral lesson, to consider the impact of its games on player behavior.

Not all cultures view gaming the same way, with some accepting professional gaming as a legitimate career, as seen with Sushi Licious's story.

The majority of gamers are not aiming to become professional gamers, as the chance is low, much like winning the lottery.

Parents could engage with their children’s gaming interests instead of being angry, like Iron Man’s curiosity with technology.

Media panic over new technologies is not new—similar fears were expressed over radio and television, now it's gaming and virtual reality.

Excessive online gaming can act like a 'fish trap,' pulling players deeper into the virtual world, sometimes at the cost of real-world performance.

Gamers themselves can play a role in educating others about why gaming is meaningful to them and advocating for balanced behavior.

The speaker emphasizes the importance of maintaining a balance between gaming and other aspects of life, including social activities.

Transcripts

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you probably know somebody who plays uh

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video games maybe you even know somebody

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who plays video games a little bit too

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much maybe the guy or girl sitting right

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next to you right now is secretly

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playing Candy Crush uh have a look it's

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it's okay with me so I played games for

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a long while and I knew a guy who played

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video games extensively his name was

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stealth and he was actually my hero in

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the game he had a thunder sword as you

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can see he was leading groups of 40

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people and he was defeating the biggest

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dragons so he was doing quite

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well until one day he had a little bit

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of a breakdown and he told us that while

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he'd been building up status and and

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performance in the in the game

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environment his life outside of the game

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had actually been suffering he did not

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do so well in school it did not see his

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friends outside of the game anymore and

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he was not participating in any sports

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anymore so is he addicted um that's an

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interesting question if we look at media

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reports we tend to see very negative um

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impressions of video games and more

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often than not they also attribute the

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cause to a single party either the

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parents should be controlling their

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children better the video game industry

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is simply making these massively

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addictive games and they should know

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better or the children themselves simply

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lack willpower and it's their own fault

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you know control yourself so that's

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three perspectives on that subject well

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from my background as a as a gamer and a

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researcher myself I I have some

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information on the subject

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and well firstly some hard data uh we

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did research in a group of 14-year-old

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students and looked at their gaming

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Behavior basically and what you see is

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that first of all not all of these kids

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are actually playing games some of them

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don't play and this is less and less

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every year of course but if they do play

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some of them don't play the online games

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that are played with others and it is

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specifically these games with which are

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played with other people which are

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incredibly time consuming and most often

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associated with problems so if you play

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these online games you don't have to

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play them for extensive amounts of time

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so we look at that as well and if you

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remove those players who only play for

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maybe an hour maybe two hours every

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night or not even every night you end up

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with a group of approximately 7% who

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play four or more hours per day so

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that's what they report anyway but

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playing extensively if you're still

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doing quite well in school maybe because

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you're smart or otherwise doing well

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doesn't necessarily mean you have an

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addiction right so we can look at um are

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these people actually reporting

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addictive symptoms are they having

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problems controlling their behavior

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should do they want to be playing less

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and are they unsuccessful in doing so

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are they experiencing problems with

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homework and going to bed in the evening

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well you already see it coming that's

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only 1% who actually reports that so

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small problem nothing to worry about

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perhaps on the other hand if you look at

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it from the perspective of the heavy

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online Gamers who are playing four or

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more hours per day one in seven of them

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is actually experiencing problems so

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most of the Intensive Gamers will

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actually know somebody in their group of

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friends who is not entirely happy with

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their own playing Behavior so that's

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another perspective on the same

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numbers now from the perspective of the

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parents um very often the reaction tends

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to be extremely restrictive and one

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thing you hear a lot is unplug the

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computer uh switch off the router hide

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away the console at night just get it

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out of there

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and actually from a psychological point

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of view VI and based on our research

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data as well extremely controlling

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parenting can be very

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contraproductive it actually elicits

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Defiance behavior on the part of the

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child and they end up playing more or

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being generally frustrated so that's not

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a very helpful approach for the

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parents and looking at the game industry

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you might be tempted to think that they

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crank out addictive game after addictive

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game or so it seems well actually it's

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quite hard to make a good game and many

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companies fail however obviously a small

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group of companies does succeed in

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reaching a large audience and if they do

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they gain access to an incredible player

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base and sophisticated tools to monitor

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players Behavior so small changes they

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make in the game and they can do that

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might result in millions of people

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playing for example 15 minutes more on a

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daily basis so that's a very real and

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and hard influence they have over

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people's behavior and well if you want

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information that they're actually

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capable of this look at notification

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systems or try to faill the first level

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of a Candy Crush it's uh pretty much

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impossible so but I think the the lesson

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to take away from this is that if you

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have this power over people's behavior

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there's a certain responsibility

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attached to that and that's a debate

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we're often not having

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so looking at it from the perspective of

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the gamers themselves well they're often

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angry they they feel misunderstood and

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one person I know is a professional

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gamer called Sushi Licious he's uh

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fairly good at Starcraft too so he plays

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a lot and his parents were always

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complaining about his gaming Behavior

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they refer to it as him junking away

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behind the computer until one day a taxi

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cap sh showed up to drive him away to

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Korea and yeah so his parents were

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fairly surprised and that's the moment

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they realize that this hobby actually

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extends beyond the boundaries of the

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bedroom and not every culture thinks

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about it in the same manner so yeah

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everybody become a pro gamer perhaps

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well

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unfortunately it's rather hard to do

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that it's like winning the lottery so

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many people will not be able to become a

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professional gamer and that's not

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something you would recommend to people

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and what Leonard is now actually after

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retiring as a professional gamer is

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actually involved in is promoting

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responsible gaming so and enjoying the

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gaming Behavior but also keeping it in

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balance with the rest of your

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life now to summarize these uh three

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perspectives what what we see for the

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parents is they tend to become angry

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they blow up they become larger and

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larger and they start destroying things

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so what does that remind of us well the

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Hulk

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basically and that's not an optimal

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position I think maybe they could try to

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be a little bit more like Iron Man Who

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is fairly interested in technology and

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always tinkering with it so for the

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parents open YouTube see what your child

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is playing and dive right in there from

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a position of genuine interest looking

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at the position of the video game

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industry I would argue that with

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enormous power over human behavior comes

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some responsibility pretty much like

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Spider-Man and from The Gamers position

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themselves they're often in their

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cubicle gaming feeling angry well what

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would really help if is is if you would

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come out of the cubicle every uh once in

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a while and do some advocacy explain to

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people what you're what you're actually

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doing why it is Meaningful for you and

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also why sometimes it's not as much fun

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as you would expect so that can be

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helpful

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there and to Su to summarize the overall

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uh picture there has always been Panic

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about New Media when radio first

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appeared people thought well those

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persons are never leaving the house

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anymore they'll be listening to radio

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indoors all day big concerns television

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the same now we have gaming and in a few

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years we'll have virtual reality no

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doubt but also for the gaming we do see

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that some people are sensitive to

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fleeing into these online worlds

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spending a little bit too much time it

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functions basically like a fish strap

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the further you go in the more committed

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you become to your online status and

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your online

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friends the less well you sometimes do

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in the surrounding environment so that's

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an issue so what can you do well maybe

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you know somebody or you will encounter

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somebody who plays a little bit too much

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and then it's your job to reach out

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talk to that person about their Hobbies

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inquire in an honest and non-judgmental

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way what they're actually doing and most

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optimally get them out of the house for

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some board games or drinks and maybe

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just maybe you might prevent them from

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swimming into the fish trap a little bit

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too far thank

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you

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Связанные теги
video gamesaddictiongamer lifeparentinggaming industryresponsible gamingonline behaviormedia impacttechnology balancegaming culture
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