All the game widows - and game widowers - I know are making New Year's Resolutions. For the most part, they are the same goals everyone else makes. Get more exercise, spend more time with family and friends, etc. However, unlike most people I know, most of the success of their goal relies on a change in Someone Else.
This Someone Else is the significant other who has no intention of cutting back on time spent playing video games this year.
So my game widow friends are doomed to failure. Why? Because you can't make goals for other people and expect them to be met. You can only make an impact on truly personal goals. Selfish goals, that have nothing to do with changing anyone but the goal-maker, and require action (or inaction, if quitting something is at stake) only by the person wanting change.
If you think about it, most gamers have no incentive to change. First, they don't see anything wrong with having another person waiting on them hand and foot. I'd truly love to be in that dilemma myself, honestly. Second, even if they want to pull back on gaming to enjoy other important parts of their life, when the goal is dictated from on high by someone really fed up and angry...well...the kneejerk reaction is to take the opposite point of view and fight for the right to be a total slob.
Most gamers want balance. They understand that gaming is a double-edged sword. Most of the benefits of play are also drawbacks when games are abused. However, changing needs to be their priority - not yours.
So this year, make some truly selfish goals. Change things the half of the relationship you DO have control over. Some suggestions: Stop being angry. Stop waiting on your gamer like a slave. And stop waiting on your gamer, period. In more detail: Gamers don't notice your anger while gaming, and use it as an excuse to escape back into the game. Stop punishing yourself, and them, and be shocked at how much happier you are. Don't do any personal chores for an adult gamer (laundry, toiletry shopping, etc.) that affect only them, and don't wait or expect them to help you. And don't wait on the couch for the magical "when the game is over" moment. Leave. Get a life. Have your own friends, career, pursuits and life that doesn't come to a halt just because your SO's head is stuck in Neverland.
Happy New Year, and...Be Happier This Year!
(Wendy Kays is the author of "Game Widow," a short guide to all the burning questions non-gamers have about why gamers are doing this to us.)
Showing posts with label game abuse. Show all posts
Showing posts with label game abuse. Show all posts
Wednesday, January 14, 2009
Monday, October 27, 2008
Treatment Options - Phil Reaction Blog II
At the end of the show “Virtual Chaos,” Dr. Phil tosses out a comment about game abuse requiring “highly specialized treatment.” Speaking for those of us who’ve spent a lot of time trying to sort out what scant professional (and unprofessional) help is offered out there, I have to say…what?
From the game widow perspective, there’s no real treatment plan out there. Every psychologist, counselor, doctor and lay citizen I’ve found suggesting “treatment” options has a different approach. Some go with the twelve-step model, some go with the couples counseling model, and I’ve even read about treatment clinics in foreign countries where they’re sticking some kind of IV in the arms of patients…with no mention of WHAT is in the IV. Scary! So I don’t know if Dr. Phil has some highly specialized plan of his own he plans to roll out, but I’ve not seen any press releases from the American Medical or Psychological Associations even recognizing game abuse or “addiction” as an official diagnosis in their DSMs. So I doubt there’s an agreed-upon, highly researched and officially approved plan for dealing with game abuse, let alone a highly specialized treatment. If there is, it must be classified, because there’s no mention of it on the web or in any professional journal I’ve skimmed lately.
I think the most frustrating thing about publicly talking about game culture issues on a household level is getting emails from people asking where they can find a professional to help them. They’ve tried yelling and begging, and they’ve given up hope that anything they do will make a difference. They need help, but where should they go?
First, no person, gamer or not, will respond positively to being dragged to a counselor to be “fixed.” Unless a person is willing to change, and sees a good reason for doing so, they just won’t. Second, most counselors impress gamers very quickly as being out of touch with what’s important to them. They don’t know the games, they don’t know the culture, and they don’t seem to grasp that they come off as condescending and pompous when they pretend to be familiar with game culture, but know only stereotypes. Third, most of the counselors trying to specialize and provide useful help in this area live too far away to even consider a visit to see if they might be the right person to help, let alone visit regularly enough to receive counseling.
So what can I tell the people emailing me in the midst of their despair? First, don’t try to talk to your gamer about how you feel when you’re upset and the game is on. Wait until you’re both happy and relaxed, or schedule a time when he’s not fresh off the game or anticipating a new game. Second, talk about the issues, not each other. If you take a side, it’s human nature for the other conversant to take the other side. Gamers are just as familiar with the risks of gaming as they are the benefits. Talk about both. If you talk about how they affect your relationship, ask if he wants to do figure it out between you two alone, or if there’s someone you both trust to help mediate and translate, or if he’s willing to work with you to find a counselor you both feel comfortable talking to. You can change your minds later if the option you choose doesn’t work out, and go for a different approach. Third, if you do go looking for a mediator or counselor, be patient. You’re not going to find the right person to click with you both the first time you meet with someone…unless you’re incredibly lucky. And when you start meeting with this professional, don’t expect change all at once, or for the conversation to be all about the gamer. Be prepared to make some changes yourself. After all, the goal here isn’t to be “right” or to “win,” but to work out a way to keep this relationship and make it work for both of you.
Of course, there’s always the chance your gamer will tell you to hit the road if you don’t like how things are. In that case, “highly specialized treatment,” as Dr. Phil puts it, means letting go of what he wants, and focusing on what you need. You only have three choices. Live with it, renegotiate, or leave. Only you can decide which of those options will work for you, or if you need to try them all in your own order. The key here is never to threaten to leave, unless you are immediately prepared, mentally and physically, to do so. Empty threats only weaken your credibility, and thus, your ability to bargain effectively. Sometimes, you just have to let go of the hope that he’ll wake up and want to make you happy, and go find someone who won’t treat you like a rebellious servant. Someone actually interested enough in an offline relationship to balance gaming and real life, and handle the responsibility and emotions that come with living with another person as an intimate partner. It’s harsh, and painful, to face this decision when your gamer doesn’t seem to care how you feel, or even if you live or die. But part of being a game widow is being tough enough to see your personal reality and deal with it, especially when he won’t.
From the game widow perspective, there’s no real treatment plan out there. Every psychologist, counselor, doctor and lay citizen I’ve found suggesting “treatment” options has a different approach. Some go with the twelve-step model, some go with the couples counseling model, and I’ve even read about treatment clinics in foreign countries where they’re sticking some kind of IV in the arms of patients…with no mention of WHAT is in the IV. Scary! So I don’t know if Dr. Phil has some highly specialized plan of his own he plans to roll out, but I’ve not seen any press releases from the American Medical or Psychological Associations even recognizing game abuse or “addiction” as an official diagnosis in their DSMs. So I doubt there’s an agreed-upon, highly researched and officially approved plan for dealing with game abuse, let alone a highly specialized treatment. If there is, it must be classified, because there’s no mention of it on the web or in any professional journal I’ve skimmed lately.
I think the most frustrating thing about publicly talking about game culture issues on a household level is getting emails from people asking where they can find a professional to help them. They’ve tried yelling and begging, and they’ve given up hope that anything they do will make a difference. They need help, but where should they go?
First, no person, gamer or not, will respond positively to being dragged to a counselor to be “fixed.” Unless a person is willing to change, and sees a good reason for doing so, they just won’t. Second, most counselors impress gamers very quickly as being out of touch with what’s important to them. They don’t know the games, they don’t know the culture, and they don’t seem to grasp that they come off as condescending and pompous when they pretend to be familiar with game culture, but know only stereotypes. Third, most of the counselors trying to specialize and provide useful help in this area live too far away to even consider a visit to see if they might be the right person to help, let alone visit regularly enough to receive counseling.
So what can I tell the people emailing me in the midst of their despair? First, don’t try to talk to your gamer about how you feel when you’re upset and the game is on. Wait until you’re both happy and relaxed, or schedule a time when he’s not fresh off the game or anticipating a new game. Second, talk about the issues, not each other. If you take a side, it’s human nature for the other conversant to take the other side. Gamers are just as familiar with the risks of gaming as they are the benefits. Talk about both. If you talk about how they affect your relationship, ask if he wants to do figure it out between you two alone, or if there’s someone you both trust to help mediate and translate, or if he’s willing to work with you to find a counselor you both feel comfortable talking to. You can change your minds later if the option you choose doesn’t work out, and go for a different approach. Third, if you do go looking for a mediator or counselor, be patient. You’re not going to find the right person to click with you both the first time you meet with someone…unless you’re incredibly lucky. And when you start meeting with this professional, don’t expect change all at once, or for the conversation to be all about the gamer. Be prepared to make some changes yourself. After all, the goal here isn’t to be “right” or to “win,” but to work out a way to keep this relationship and make it work for both of you.
Of course, there’s always the chance your gamer will tell you to hit the road if you don’t like how things are. In that case, “highly specialized treatment,” as Dr. Phil puts it, means letting go of what he wants, and focusing on what you need. You only have three choices. Live with it, renegotiate, or leave. Only you can decide which of those options will work for you, or if you need to try them all in your own order. The key here is never to threaten to leave, unless you are immediately prepared, mentally and physically, to do so. Empty threats only weaken your credibility, and thus, your ability to bargain effectively. Sometimes, you just have to let go of the hope that he’ll wake up and want to make you happy, and go find someone who won’t treat you like a rebellious servant. Someone actually interested enough in an offline relationship to balance gaming and real life, and handle the responsibility and emotions that come with living with another person as an intimate partner. It’s harsh, and painful, to face this decision when your gamer doesn’t seem to care how you feel, or even if you live or die. But part of being a game widow is being tough enough to see your personal reality and deal with it, especially when he won’t.
Saturday, September 20, 2008
Healthy gamers and “video game addiction”
In the debate over the relative benefits and pitfalls of gaming, the most interesting discussion is whether healthy people can be “addicted” by video games. A simple yes or no answer really doesn’t cut it, as this is a nuanced and complicated issue. First, there is the definition of terms. Can we even agree on what it means to be healthy or addicted, when not even medical professionals agree, let alone recognize game abuse as addiction?
News outlets and non-gamers are surprised when they discover the majority of gamers are physically healthy…that they get exercise and have other interests. We’ve all heard the abuse horror stories in which someone neglects themselves and everything around them to live constantly in the game. However, this group of game abusers comprises only about 10-20% of gamers…an extreme sub-group. This is not to say that the families and friends of the 80-90% of relatively responsible gamers don’t get worried or ticked off during binge gaming sessions, or that personal health doesn’t take a backseat when the hot new game comes out. But for most gamers, a descent into the game world for the eternal “five more minutes” isn’t a permanent one. It’s just incredibly annoying to those left holding the reality bag while the gamer enjoys escape and adventure.
Gamers and non-gamers agree that the most prominent abusers of video games have issues that pre-date and actually make them more vulnerable to the temptation to abuse video games. These issues commonly include abuse of drugs and alcohol, abuse of other behaviors like gambling and porn, or struggling with a mental health or disability issue like depression, Asperger’s, ADD, etc. Even the medical community is now recognizing the incredible power of video games to distract a person so deeply that they can be used in place of painkillers. It’s not surprising that video games can be used to self-medicate and avoid issues that cause mental and emotional distress.
But is a healthy person likely to get caught by the desire to abusing video games for mood control, relationship escape, self-esteem, etc.? Could a healthy person become so dependent on entertainment that he or she lets real jobs, relationships, school, et al decay for lack of attention? Again, back to our definition of healthy. And here’s why I think healthy people do abuse video games, temporarily, or long term:
First, because so many stories I hear with “healthy” gamer abusing games includes gaming triggering the discovery of an underlying problem that was previously overlooked. A healthy gamer may have dealt with being the Adult Child of an Alcoholic in a balanced way for years. Or experienced only a very slight depression, thanks to an extremely active lifestyle. But then the games come along and suddenly, that balance is tipped. Small problems are amplified by neglect, and there is a downward spiral that occurs. This gamer was healthy, but that health was based on a delicate balance. The game acted as a sort of litmus to expose the problem.
Second, because “healthy” gamers who abuse video games sometimes do so for the perceived social cache of an extreme gamer. In essence, they get their self-esteem from abusing games. In a way, it is a kind of Hitler Youth mentality, where the gamer believes that their extreme dedication to the games, and prowess in playing them, makes them better than others. Hardcore gaming to them is all about being among the elite of a group which is superior to non-players and casual players. They believe that people who don’t understand or buy into their cultural and intellectual bullying are actually the source of all their problems. There are even people who claiming to speak for the game industry who promote this mindset and look forward to a halcyon future when non-gamers die off. These gamers may be healthy, but they are not healthy. The people who expouse this view of gamers and gaming are more harmful to their own cause than that freak extremist making up fake anti-gaming organizations.
And thirdly, healthy gamers can abuse games because human beings are eternally optimistic, and tend to cling to the self-image of health even when in obvious trouble. We never want to give up hope, or the belief that any issue we currently suffer with is only a temporary blip. Healthy gamers who end up abusing games usually mention only in parenthesis or footnotes that there was some sort of unusual crisis in their life when they started abusing games. A death in the family, a job loss, etc. Added to the eternally belief that we can stop doing whatever self-destructive behavior we’re engaged in at any time, because we are in total control, and you again have to ask, is this healthy? The most common words I’ve heard while researching game widowhood from listening gamers are “of course people get addicted to games, I have friends who are addicted…but I’m not.” Perhaps the person speaking has a problem, and perhaps he or she doesn't. But the rose-colored glasses aren't useful when an accurate self-check is required. We can't fix our own problems, whatever their nature, if we refuse to look at ourselves honestly now and then.
Healthy gamers are physically fit, find pleasure in many activities both electronic and not, have a happy enough circle of family & friends, and seek personal growth outside the virtual world as well as in. They have a realistic picture of the universe around them, and can see things from other perspectives than their own. They have many resources for dealing with crisis. They know both the risks and rewards of gaming, and balance them maturely. Millions and millions of people enjoy video games as simply another entertainment option. But there will be the small million among the tens of millions, who lose their grip, abuse the games, and then defend ruining it for everyone else by claiming that they, the abusers, are the normal and healthy ones.
News outlets and non-gamers are surprised when they discover the majority of gamers are physically healthy…that they get exercise and have other interests. We’ve all heard the abuse horror stories in which someone neglects themselves and everything around them to live constantly in the game. However, this group of game abusers comprises only about 10-20% of gamers…an extreme sub-group. This is not to say that the families and friends of the 80-90% of relatively responsible gamers don’t get worried or ticked off during binge gaming sessions, or that personal health doesn’t take a backseat when the hot new game comes out. But for most gamers, a descent into the game world for the eternal “five more minutes” isn’t a permanent one. It’s just incredibly annoying to those left holding the reality bag while the gamer enjoys escape and adventure.
Gamers and non-gamers agree that the most prominent abusers of video games have issues that pre-date and actually make them more vulnerable to the temptation to abuse video games. These issues commonly include abuse of drugs and alcohol, abuse of other behaviors like gambling and porn, or struggling with a mental health or disability issue like depression, Asperger’s, ADD, etc. Even the medical community is now recognizing the incredible power of video games to distract a person so deeply that they can be used in place of painkillers. It’s not surprising that video games can be used to self-medicate and avoid issues that cause mental and emotional distress.
But is a healthy person likely to get caught by the desire to abusing video games for mood control, relationship escape, self-esteem, etc.? Could a healthy person become so dependent on entertainment that he or she lets real jobs, relationships, school, et al decay for lack of attention? Again, back to our definition of healthy. And here’s why I think healthy people do abuse video games, temporarily, or long term:
First, because so many stories I hear with “healthy” gamer abusing games includes gaming triggering the discovery of an underlying problem that was previously overlooked. A healthy gamer may have dealt with being the Adult Child of an Alcoholic in a balanced way for years. Or experienced only a very slight depression, thanks to an extremely active lifestyle. But then the games come along and suddenly, that balance is tipped. Small problems are amplified by neglect, and there is a downward spiral that occurs. This gamer was healthy, but that health was based on a delicate balance. The game acted as a sort of litmus to expose the problem.
Second, because “healthy” gamers who abuse video games sometimes do so for the perceived social cache of an extreme gamer. In essence, they get their self-esteem from abusing games. In a way, it is a kind of Hitler Youth mentality, where the gamer believes that their extreme dedication to the games, and prowess in playing them, makes them better than others. Hardcore gaming to them is all about being among the elite of a group which is superior to non-players and casual players. They believe that people who don’t understand or buy into their cultural and intellectual bullying are actually the source of all their problems. There are even people who claiming to speak for the game industry who promote this mindset and look forward to a halcyon future when non-gamers die off. These gamers may be healthy, but they are not healthy. The people who expouse this view of gamers and gaming are more harmful to their own cause than that freak extremist making up fake anti-gaming organizations.
And thirdly, healthy gamers can abuse games because human beings are eternally optimistic, and tend to cling to the self-image of health even when in obvious trouble. We never want to give up hope, or the belief that any issue we currently suffer with is only a temporary blip. Healthy gamers who end up abusing games usually mention only in parenthesis or footnotes that there was some sort of unusual crisis in their life when they started abusing games. A death in the family, a job loss, etc. Added to the eternally belief that we can stop doing whatever self-destructive behavior we’re engaged in at any time, because we are in total control, and you again have to ask, is this healthy? The most common words I’ve heard while researching game widowhood from listening gamers are “of course people get addicted to games, I have friends who are addicted…but I’m not.” Perhaps the person speaking has a problem, and perhaps he or she doesn't. But the rose-colored glasses aren't useful when an accurate self-check is required. We can't fix our own problems, whatever their nature, if we refuse to look at ourselves honestly now and then.
Healthy gamers are physically fit, find pleasure in many activities both electronic and not, have a happy enough circle of family & friends, and seek personal growth outside the virtual world as well as in. They have a realistic picture of the universe around them, and can see things from other perspectives than their own. They have many resources for dealing with crisis. They know both the risks and rewards of gaming, and balance them maturely. Millions and millions of people enjoy video games as simply another entertainment option. But there will be the small million among the tens of millions, who lose their grip, abuse the games, and then defend ruining it for everyone else by claiming that they, the abusers, are the normal and healthy ones.
Thursday, September 18, 2008
The Trifecta of Blame
OK, so it’s a normal human thing to try to blame anyone and everyone else for personal problems, rather than taking responsibility. I get that big time. I’ve heard blame flying at the games industry for addicting people to video games on purpose, I’ve heard blame flying at gamers for not playing responsibly, and I’ve heard blame thrown at non-gaming friends and family for being evil, clueless and whiny, thus making normal relationships extremely unattractive compared to gaming.
So whose fault is this whole “game addiction” thing? First, let’s clarify three things. One, “game addiction” is actually “game abuse.” Second, only a small percentage of people who play video games abuse them to the point where they display addiction-like symptoms. And third, “game addiction” is not a real diagnosis, according to the American Medical Association. So counselors and medical personnel out there talking about “game addiction” are talking about a socially debated behavior using a slang verbal handle, not about a scientifically proven medical or mental issue.
Does game abuse exist? Absolutely. But no one knows exactly what percentage of gamers abuse, and thus make the majority of gamers look bad. I’ve heard educated guesses that fall between ten and twenty percent, and that sounds about right to me, based on the percentage of game widow case studies out of hundreds I’ve seen. Only about ten to twenty percent of the people I interviewed and gathered stories about online and off would have a problem severe enough to attract the “addicted” label and an invitation to frighten people with their example in a media story. The majority of game widows are actually dealing with much milder forms of irresponsible play and simple confusion over video game issues, not the serious abuse.
So is anyone truly to blame for game abuse? Well, yes, but not really in the finger-pointing blockbuster movie villain way. Game abuse is an unforeseen consequence of the actions of three groups: the game designers, the gamers, and the game widows. Game designers made games as fun and emotionally gripping as they could – this is called “replay value” in the industry. They want the game to be so fun you play it not just once, but over and over again. The movie industry shoots for the same goal…movies so good that you not only go to see them in the theater, but you also buy the DVD and watch the same movie multiple times.
The designers succeeded so fantastically that gamers blew through save points, played through the night, and chose games over other entertainment options. And a small percentage chose games over real life when the games became deep and rich enough to satisfy needs that weren’t being met in their real lives, or to engross them enough to forget real mental and physical pain. Then, the game widows (and widowers), angry with gamers for choosing games over more time spent with family, raged, cried, and generally attacked the gamers. This made real life a lot less safe and attractive to gamers already struggling with a virtual world that seemed more rewarding, exciting, and emotionally safe than real life.
So really, it became a perfect storm of unintended consequences. Good games, plus the eternal five more minutes, plus angry housewife…equals major temptation to abuse. So where do we go from here? Many advocate forcing the industry to take responsibility for stopping the madness. The industry definitely needs to acknowledge the problem in a way that limits their liability, but they can’t take the full burden of fixing game abuse. The industry can only take symbolic action. They simply have no way of controlling gamers once the product leaves their hands. Game widows, too, can only take good faith steps toward fixing the problem by remaining calm and taking a more measured and educated approach to increasing the pull of real life over games. The real power lies in the hands of the abusers. The abusers who abandon responsibility for self-gratification. The abusers who bring all gamers under suspicious and angry scrutiny for the actions of a few. The abusers who neglect, and worse, physically and mentally harm spouses, children and parents, just so they can stay in the game.
The blame percentage split amongst the players might be debatable, but it should be clear to everyone that 100% of the fix rests squarely on the shoulders of the gamers themselves. The game industry and families can be supportive of change, but they can’t force that change for any adult gamer. And let’s face it…even kids will choose for themselves. If adults force games out of the house as an “easy” fix, kids are going to sneak out of the house to play. It’s time to address the root of the issue instead of chasing definitions and blame.
So whose fault is this whole “game addiction” thing? First, let’s clarify three things. One, “game addiction” is actually “game abuse.” Second, only a small percentage of people who play video games abuse them to the point where they display addiction-like symptoms. And third, “game addiction” is not a real diagnosis, according to the American Medical Association. So counselors and medical personnel out there talking about “game addiction” are talking about a socially debated behavior using a slang verbal handle, not about a scientifically proven medical or mental issue.
Does game abuse exist? Absolutely. But no one knows exactly what percentage of gamers abuse, and thus make the majority of gamers look bad. I’ve heard educated guesses that fall between ten and twenty percent, and that sounds about right to me, based on the percentage of game widow case studies out of hundreds I’ve seen. Only about ten to twenty percent of the people I interviewed and gathered stories about online and off would have a problem severe enough to attract the “addicted” label and an invitation to frighten people with their example in a media story. The majority of game widows are actually dealing with much milder forms of irresponsible play and simple confusion over video game issues, not the serious abuse.
So is anyone truly to blame for game abuse? Well, yes, but not really in the finger-pointing blockbuster movie villain way. Game abuse is an unforeseen consequence of the actions of three groups: the game designers, the gamers, and the game widows. Game designers made games as fun and emotionally gripping as they could – this is called “replay value” in the industry. They want the game to be so fun you play it not just once, but over and over again. The movie industry shoots for the same goal…movies so good that you not only go to see them in the theater, but you also buy the DVD and watch the same movie multiple times.
The designers succeeded so fantastically that gamers blew through save points, played through the night, and chose games over other entertainment options. And a small percentage chose games over real life when the games became deep and rich enough to satisfy needs that weren’t being met in their real lives, or to engross them enough to forget real mental and physical pain. Then, the game widows (and widowers), angry with gamers for choosing games over more time spent with family, raged, cried, and generally attacked the gamers. This made real life a lot less safe and attractive to gamers already struggling with a virtual world that seemed more rewarding, exciting, and emotionally safe than real life.
So really, it became a perfect storm of unintended consequences. Good games, plus the eternal five more minutes, plus angry housewife…equals major temptation to abuse. So where do we go from here? Many advocate forcing the industry to take responsibility for stopping the madness. The industry definitely needs to acknowledge the problem in a way that limits their liability, but they can’t take the full burden of fixing game abuse. The industry can only take symbolic action. They simply have no way of controlling gamers once the product leaves their hands. Game widows, too, can only take good faith steps toward fixing the problem by remaining calm and taking a more measured and educated approach to increasing the pull of real life over games. The real power lies in the hands of the abusers. The abusers who abandon responsibility for self-gratification. The abusers who bring all gamers under suspicious and angry scrutiny for the actions of a few. The abusers who neglect, and worse, physically and mentally harm spouses, children and parents, just so they can stay in the game.
The blame percentage split amongst the players might be debatable, but it should be clear to everyone that 100% of the fix rests squarely on the shoulders of the gamers themselves. The game industry and families can be supportive of change, but they can’t force that change for any adult gamer. And let’s face it…even kids will choose for themselves. If adults force games out of the house as an “easy” fix, kids are going to sneak out of the house to play. It’s time to address the root of the issue instead of chasing definitions and blame.
Labels:
game abuse,
game addiction,
game widow,
replay value
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