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Showing posts with label Video Games. Show all posts
Showing posts with label Video Games. Show all posts

Wednesday 6 January 2016

You hooked online video games, Internet and sinking ?


IT is 10pm and you know exactly where your children are. They are at home with you, and the last time you looked, they were on their computers engrossed in some game or another.

But does that mean they are fine?

As highlighted by The Star’s front-page story yesterday, that may not be so.

Governments, mental health practitioners, schools, NGOs and parents in many parts of the world – particularly in Asia – are worried about how many young people are hooked on video games and the Internet.

And when the two technologies merge to yield online gaming, we have a greater risk of passion turning into obsession.

Therefore, we should not be surprised by cases of gamers behaving badly when prevented from playing.

On Saturday, for example, two men fought at a cybercafe in Taman Bukit Serdang, Selangor, after one of them had refused to let the other use a computer.

The violence continued at a nearby restaurant, with others joining in, leading to both men being slashed with a parang. The police have since remanded two of the brawlers until tomorrow.

It is possible that this incident was more about uncontrollable egos and temper than it was about an uncontrollable urge to play computer games, but it does tell us that we ought to take a closer look at how our kids are affected by online gaming.

We need to acknowledge that there is a problem here that needs to be addressed systematically and holistically.

South Korea, which has extensive Internet connectivity, has long recognized that.
Check link:
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Its National Information Society Agency has been conducting an annual survey on Internet addiction since 2004 and runs programmes that provide preventive education, counselling and expert training.

Singapore’s National Addictions Management Service provides outpatient treatment for gaming/internet addiction, describing it as “the extreme use of computer and video games that interferes with daily life”. Gaming addiction in China had attracted so much attention that the authorities have set up military-style rehabilitation centres for young people.

And if some of us believe that our kids are merely going through a “phase” when they spend hours playing online games, it is useful to note that the American Psychiatric Association has identified Internet Gaming Disorder as a condition that requires further research.

“This reflects the scientific literature showing that persistent and recurrent use of Internet games, and a preoccupation with them, can result in clinically significant impairment or distress,” says the association.

Essentially, the association is saying there should be more clinical research and experience before it is ready to classify Internet Gaming Disorder as a formal mental disorder.

As it is, many Malaysian parents can share stories about how their children are so into playing online games that they miss meals, lack sleep, skip schoolwork, lie and steal, and ignore friends and family.

Such a troubling pattern does not have to be officially recognised as an illness to be treated as a problem.

It is time that the Government, schools, parents and the community work together to figure out how we can ensure that a hobby does not become a dangerous addiction.

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Monday 4 January 2016

Sick gamers on the rise !


Parents seek help for addicted kids

Experts: Too much gaming has more serious effects than most people realise

For many Malaysians, it is no longer just a game.

Desperate parents trying to get their children to kick their addiction to computer games have started to seek professional help for them.

At least two psychiatrists interviewed by The Star confirmed that the issue is becoming a growing problem among children and young adults in Malaysia.

University Malaya Centre for Addiction Science deputy director Assoc Prof Dr Muhammad Muhsin Ahmad Zahari said he had seen five patients, aged 14 to 26, for possible games addiction last year.

He revealed that the small number did not indicate the seriousness of the issue as many gamers were unaware of the problem they were having and thus did not seek treatment.

“It is potentially a growing problem and there is a need to create more awareness on this.

“Otherwise, it can become an illness when these gamers come in late for treatment,” he said yesterday.

Dr Muhammad Muhsin said a comprehensive database should be compiled so that medical experts could set up a plan to manage the problem.

He said the problem was indicative of a disorder if gamers start to behave compulsively when playing or tend to get into a fight over it.

“It can be an addiction if it affects their relationships with other people and disrupts their normal routine,” he added.

In one case, a 14-year-old boy went into a rage when his parents cut off the Internet subscription. He smashed the television set and the PC, Dr Muhammad Muhsin said.

“If gamers feel that they have used a lot of time or money to play the games, have difficulty resisting it and get upset easily, they should start seeking professional help.

“The reasons may be due to the person’s poor attachment to their parents, lack of parental supervision and peer pressure,” he said.

“They could be using the Internet to overcome their mood disturbances too.”

Hospital Penang consultant child and adolescent psychiatrist Dr Lai Fong Hwa said with improved Internet access and faster communication, more younger people were playing video games.

“There may be a concern that their social life may be affected and they will have problems developing social skills,” said Dr Lai.

Scuffles a common sight at cyber cafes, say gamers
 

  Blurred reality: experts say games addiction could affect the development of children’s social skills.

PETALING JAYA: With titles like World of Warcraft, Heroes of the Storm and Left 4 Dead, it is no surprise that video gamers are hooked for good.

However, these fans are adamant that they do not become aggressive despite the brutal nature of the game.

They said that last Saturday’s attack at a cyber cafe in Selangor, where a man slashed someone for hogging the computer, was an isolated case.

At that time, the victim was playing Dota (Defence of The Ancients), which involves two teams pitted against each other with the goal of destroying their opponent’s base.

“It’s irrational to fight or even stab someone over something like that,” said marketing executive Ivan Yong, 25, who is an avid computer gamer.

But he admitted that there were many short-tempered players and that scuffles were not uncommon among players at cyber cafes.

“Personally, I think gamers get violent when they invest too much time in their games. And they lose it when a teammate or opponent spoils it for them,” said Yong, who admitted to being less level-headed during his younger days.

A fellow gamer, who wished to be known only as Hammi, agreed with Yong.

“Yes, gamers tend to get violent sometimes. Sometimes they may not realise what they have done at that time,” said Hammi, 26.

“As a fellow gamer, I think it’s important to differentiate between reality and playing games,” she added.

Student Kae Jun, 17, conceded that many of them were addicted to the games.

“Some people play games so often that it is part of their routine. If they don’t get to play, they will get frustrated,” he said.

Businessman Joe Chee, 27, and student Min Jie, 18, who are both regular cyber cafe goers, said outbursts were common there.

“Some gamers tend to be violent and toxic. They let their emotions get the better of them,” said Chee.

“They would even curse their opponent’s family. Then a fight would break out,” Min said.

Both noted that cyber cafes that enforce a “no noise” policy tend to be less hostile.

“Those loud players have no consideration for others with their endless screaming. You see different types of people at a cyber cafe,” said Min.

All the gamers interviewed agreed that players should not let their love of the game get the better of them.

“It’s important to realise that every time you get upset, it drains your emotional energy.

“Losing your cool makes you tired,” said Chee.

Duo in cyber cafe brawl remanded for four days

PETALING JAYA: The two men who slashed a youth after fighting over a computer console at a cyber cafe have been remanded until Thursday.

According to Serdang OCPD Asst Comm Razimi Ahmad, the duo allegedly slashed a man in the neck with a parang for not letting one of them use the computer console.

During the incident at a cyber cafe in Taman Bukit Serdang at about 10pm on Saturday, the suspect got into an argument with an employee at the cyber cafe who was reportedly hogging a computer he wanted to play on.

They had a war of words and the suspect, who is in his 40s, left the place.

The suspect returned to the cyber cafe at about 11.30pm with a friend carrying a badminton racquet bag which contained a parang and a plank.

In a fit of rage, the two men attacked the employee with the parang and plank.

The cafe management managed to break up the scuffle and told the men to take their dispute outside before shuttering the place.

The trio reportedly continued their fight at a nearby restaurant, where police said the victim was slashed in the neck.

Witnesses claimed that about four friends of the victim came to his aid and slashed the suspect with his own parang before subduing his accomplice with the plank.

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Sunday 4 January 2015

AirAsia pilot's son obsessed with video games don't know dad is gone!

Galih, the 10-year-old son of AirAsia Flight QZ8501 pilot Capt Iriyanto, is still unaware of what has happened to his father

SURABAYA: It seemed like any other Saturday morning at the home of Indonesia AirAsia Flight QZ8501 pilot Capt Iriyanto, with the television on and birds chirping outside in Jalan Pondok Jati in an upscale neighbourhood of Siduarjo, East Java.

So much so, a stranger wouldn’t have guessed that the owner of the two-storey bungalow was involved in the air crash last Sunday and remains missing. And this impression was intentional – put on for the benefit of the experienced pilot’s 10-year-old son, Galih (pic).

“Until today, he doe not know what has happened to his father. We are not planning to tell him until the remains of his father are found,” said Capt Iriyanto’s brother-in-law Wahyu Budi Bornomo.

Wahyu, 53, said Galih would usually ask about his father if he did not see him around.

“He would ask if ‘papa’ was home. If he did not see him, he would assume that his father was out somewhere flying – Galih is used to not seeing Capt Iriyanto most of the time.”

He said the schoolgoer’s obsession with video games would keep him preoccupied at home, when asked if he noticed the unusual crowd that had been coming to their residence every night for prayers since the plane went missing.

“He is an avid video gamer and spends most of his time upstairs.

“He would wonder about the crowd (that were coming to the house because of the tragedy), but was never curious,” said Wahyu.

When The Star visited the house at 8am local time, his wife, Ida, was talking to her sisters at the porch, politely declining to be interviewed.

“Maaf ya, nanti aja. Saya ngak mau cakap. (I am sorry, just wait. I do not want to talk),” she said, before walking back into the house.

Clad in a T-shirt and shorts, Capt Iriyanto’s daughter, Ninis, 25, was seen going in and out of the house to run errands.

Wahyu said Capt Iriyanto was “a loving husband and father”, and a caring man who helped his neighbours.

“He will be missed dearly by everyone.”

Not too long after that, Galih, who was still in his Mickey Mouse pyjamas, came down from his room, looking for his sister.

“Smile for the camera!” Ninis told Galih as The Star’s photographer points her camera towards him.

Asked if Capt Iriyanto’s family had been this calm since the news of the tragedy hit them, Wahyu said: “At first, of course, we were all shocked. Ida refused to talk to anyone, but as days passed by, she became okay.”

By Rahmah Qhazali The Star/ANN

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Sunday 21 April 2013

Life like video games?

Video games may be considered adolescent, but imagine if our lives were like video games where you constantly get rewarded for small accomplishments? Great, no?

ALWAYS looking to validate my gaming addiction, I checked out TED talks – everyone’s go-to source for out-of-the-box, forward-thinking smart talk to drop at dinner parties – to see if I could find any ammunition.

As usual TED talks didn’t disappoint.

A speaker named Jane McGonigal, an American game designer (and a woman as well, meaning she gets her choice of gaming geeks), not only argues that video games are good, but goes as far as to advocate spending more hours playing video games because that will make the world a better place.

That’s definitely an argument that I can get behind.

McGonigal argues that games like World Of Warcraft encourage users to tackle seemingly insurmountable tasks, and not only do players accept these epic mission but they work hard to achieve it. She then hits us with the crazy-sounding stat that collectively we have (some of us more than others) spent 5.93 million years playing World Of Warcraft.

Did you know that homo sapiens have spent a total of 5.93 million years alone playing World of Warcraft? Makes you wonder what Darwin would have thought of this feat

McGonigal then puts that in perspective by saying 5.93 million years ago, humans stood on two legs for the first time.

Playing video games for the same amount of time that it takes a species of primate to go from dwelling in trees and dining on insects to building metal mega-cities and flirting with space travel really does put things into perspective. Yeah, suddenly that seems like a heck of a lot of wasted time on gaming.

But McGonigal is undaunted, saying the amount of time a person spends on video games by the time they are 20 years old is 10,000 hours, the same amount of time that that person will have spent in school – and also, incidentally, the same amount of time author Malcolm Gladwell cites as necessary for someone to become really good at something. To quote rapper Macklemore, who was basically quoting Gladwell, “The greats weren’t great because at birth they could paint; the greats were great because they painted a lot.”

Well, McGonigal is saying we’re playing a lot of games, but what is it exactly that we’re getting good at?

She’s not quite sure but she knows gamers are Super Empowered Hopeful Individuals. Yeah, SEHI is the acronym for that. That doesn’t really roll off the tongue.

She then goes on to conclude, somewhat uninspiringly, that if we could only create educational games we could start to harness some of the millions of years we’ve wasted on games.

Yeah. Except McGonigal forgot that educational games are pretty much terrible across the board.

It may seem like I’m denigrating McGonigal’s talk but what I really found interesting was the idea that we are in a period of mass exodus into gaming. There are 500 million gamers in the world, and this number is only growing.

McGonigal talks a bit on why games are so inviting, basically saying that it’s because reality sucks. She’s right.

In games, at any moment you could gain any number of seemingly random achievements.

Your characters can gain in skills any time. Maybe you’re attacking zombies, and suddenly get a +1 strength. Jumping over barrels, +1 agility. Read a science book, +1 science. Basically video games give us a ton of positive feedback. What if life was like that, McGonigal quips. The crowd laughs.

But seriously, what if life was like that?

What if when I submitted this article, I received the 60th Article Submitted but only 4th prior to the Official Deadline Achievement? What if we could get the Constant Bus Rider achievement for taking the bus for the 100th time? What if at work we didn’t get rewarded for huge seemingly unachievable goals but for small daily completed tasks?

Wouldn’t it feel great to field a call from an irate customer, hang up, and get the 50th Complainer Customer Achievement? At least it’d put a positive spin on an experience that is otherwise fairly unpleasant.

With smartphones and their ability to track our movements and activities, it’s not very far-fetched to think that this sort of reward system could become possible sometime in the near future, while employers would probably be able to implement some sort of reward system right now. Not that I want this kind of reward system to be used by corporations to manipulate people into work, but it’s sort of inevitable, isn’t it?

It works so well in video games to hook people.

The entire idea of “gamifying” life may sound nuts but if we’ve spent 5.93 million years playing video games, games are doing something right. Maybe it’s time for life to imitate art.

And if this idea sounds like something that would come from a Super Empowered Hopeful Individual, then maybe McGonigal is on to something.

Big Smile No Teeth
By JASON GODFREY
> Jason Godfrey can be seen hosting The Link on Life Inspired (Astro B.yond Ch 728). Write to him at star2@thestar.com.my.

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Thursday 11 April 2013

Why do some youngers resort to extreme violence?

Child serial killers”, “Kids murdering their parents” – these are the headlines we are increasingly seeing in the news.

Last month, a 19-year-old Japanese teenager allegedly killed and dismembered his mother because he did not like her apparently, and also because he wanted to know more about dissection.

It’s shocking that a teen who is still considered a minor under Japanese law would resort to murder for something as mundane as “not liking his mum”. I’m sure we have all disliked our parents at some point of our lives but letting that be the reason to do away with someone who gave birth to you in cold blood is absurd.

Two other recent cases of alleged parental murder and harm were sparked by computer use and gaming.

The first, reported in China Daily (chinadaily.com.cn), happened in Ziyang, Sichuan province. The 14-year-old boy is said to have mixed farm chemicals into the family’s cooking oil, which led to his parents, elder brother and sister-in-law suffering stomach problems and vomiting. The boy later confessed to his crime and said he was upset over his mother banning him from playing computer games.

Another 18-year-old boy – from Yuen Long village in Hong Kong – was arrested on suspicion of stabbing his father to death and wounding his mother. According to a source at the scene, a fight had broken out when his father tried to stop him from playing video games.

Why has it become so “normal” for teens to solve problems with violence?

In New Mexico in the United States, 15-year-old Nehemiah Griego allegedly shot his parents and three younger siblings in January. The incident left the public wondering how a sweet, home-schooled teen described as a doting older brother – who has no history of violence or anti-social behaviour – could commit such an act.

According to a New York Daily News report (nydailynews.com), Griego appeared “unemotional” when confessing to the murders but turned animated when discussing his favourite violent video games.

Could it be, then, that overexposure to blatant violence in the video games caused him to “go rogue” and violently kill his family?

It’s not unreasonable to assume that repeated exposure to violence on television and in games might have an impact on youth development. It is true that exposure to violent media results in desensitisation to violence. Furthermore, media violence rarely shows the consequences of violence.

However, the media-violence link isn’t as simple as a headline would have us believe. The teens’ personality is a major factor in determining whether screen aggression will lead to aggression in the real world. A recent article in the Review Of General Psychology journal asserts that exposure to violent media has a much greater impact on those who are more emotionally reactive and less agreeable, careful and disciplined than their peers.

In addition, teens who are isolated and have few connections to healthy adults and a lack of identity and purpose (what one of the researchers, J. Kevin Cameron, calls “empty vessels”) are at higher risk of identifying with perpetrators of violence in television and video games, and might therefore be more likely to engage in violent behaviour.

This conclusion seems more plausible than the notion that violent media invariably leads to an increase in violent behaviour.

Therefore, it makes sense to limit exposure to media violence, but it is not realistic to completely shield our teens from it. Parents should be aware of the TV programmes, movies and video games consumed by their teens. Talking to teens about the things that they see on the screen is also important.

However, I believe the bottom line is to build a strong relationship with our teens. It is this meaningful connection with our teens that will enable them to empathise with others and make sense of what they watch on screen.

If you notice your teens exhibiting signs of anti-social behaviour or a sudden change in their lifestyle and behavioural patterns, find a way to talk to them so it won’t reach a point where they just “snap”.

On the other hand, we, as parents, must recognise that we may not always have all the answers. Whenever we are in doubt, we should seek professional help, so that situations do not turn too “dangerous”.


TEENS & TWEENS
By CHARIS PATRICK

Charis Patrick is a trainer and family life educator who is married with four children. Email her at star2@thestar.com.my.

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Friday 23 December 2011

Cheating Spreads Like Infections In Online Mulitplayer Games




Cheating Spreads Like Infections In Online 

Mulitplayer Games

If you have friends who cheat, you are more likely to become a cheater, according to computer scientists who say this can be used to label you as a potential cheater kfc 12/23/2011


Online gaming is a multi-billion dollar industry that serves millions of gamers around the world. But it suffers from a problem: cheating. Some players give themselves an unfair advantage by using 'cheat software' to see through walls or to automatically shoot moving characters

Cheat software is banned but in the sophisticated economies that have evolved in these worlds, cheaters can generate a significant income by using it. The developers of multiplayer game APB Reloaded, estimate that cheatmakers can make up to $50,000 per month.



The trouble, of course, is that cheats poison the experience for legitimate players. The temptation is then for all players to cheat which leads to an uncontrolled escalation of illegal activities and the eventually destruction of the gaming environment.

So gaming communities invest significant resources into finding and stopping cheaters. In the Steam Community, for instance, which has some 30 million users, cheats are clearly labelled so that other users can see them and so that servers can prevent them playing games from which they are banned (although they can play other games).

Cheaters cannot easily start new accounts because the games they buy are linked to their old accounts and access is non-transferable.

So an interesting question is how cheaters behave in this social network.

Today, Jeremy Blackburn at the University of South Florida in Tampa and a few buddies study a social network of about 12 million gamers on the Steam Community of which some 700,000 are cheaters.

What they find is interesting. First up, cheats stick together. The data shows that cheaters are much more likely to be friends with other cheaters.

Cheating also appears to be infectious. The likelihood of a fair player becoming labelled as a cheater in future is directly correlated with this person's number of friends who are cheaters. So if you know cheaters you are more likely to become one yourself. Cheating spreads like flu through this community.

Finally, being labelled as a cheat seems to significantly affect social standing. Once a person is labelled as a cheat, they tend to lose friends. Some even cut themselves off from friends by increasing their privacy settings

Blackburn and co say they've even seen newly labelled cheaters commit 'social suicide' by cutting themselves off from all their friends.

While this work gives a unique insight into the social behaviour of cheats, Blackburn and co say it also points to a new angle of attack for gaming communities hoping to stamp out cheating.

Their idea is to use the structure of the network to predict the likelihood that a given player will become a cheat in future. In other words, the number of friends who are cheats determine how likely this player is to becoming infected with the 'cheating virus' in future, so to speak. They say they expect to do more work on this in future.

Nobody knows exactly how the Steam Community developers detect and label cheats now. The details are strictly guarded, as would be expected in this kind of cat and mouse game.

But however it is done, the new method is a kind of pre-crime detection rather like the movie Minority Report. That's a dangerous avenue to tread. The labelling of individuals as potential cheats itself has significant moral, philosophical and legal implications that will need to be teased apart and examined before it can be employed in the real or virtual worlds.

Ref: arxiv.org/abs/1112.4915: Cheaters in the Steam Community Gaming Social Network


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