5-2 Project One Research Investigation

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Feb 20, 2024

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1 5-2 Project One: Research Investigation 5-2 Project One: Research Investigation Alberto Rosales Criminal Justice, SNHU SCS 200: Applied Social Sciences Professor Michelle Bishop 11 Feb 2024
2 5-2 Project One: Research Investigation 5-2 Project One: Research Investigation I've selected the topic of video game addiction, focusing on how individuals cope with it and the financial aspects related to microtransactions. The World Health Organization (WHO) identifies video game addiction, or gaming disorder, as a behavioral pattern marked by diminished control over gaming activities. It involves prioritizing gaming over other pursuits to such an extent that it supersedes other interests and daily responsibilities, persisting despite negative outcomes (WHO Headquarters (HQ), 2020). The alternate form of video game addiction isn't formally recognized within the scope of video game addiction. Often labeled as gambling addiction when acknowledged, it deserves proper recognition. Devoted players of Cookie Run invest substantial time earning in-game currency and are inclined to spend exorbitant sums of real money for a chance to obtain in-game characters, despite the game being initially free to play. This phenomenon isn't solely about seeking escapism but rather about the compulsion to acquire preferred characters and the ensuing elation upon success. So, why is it crucial to delve into video game addiction? While video games offer an avenue to escape real- life stresses, they can also become a primary source of social interaction and self-esteem for many individuals. Yet, for those during developmental stages, excessive gaming can impede the acquisition of mature social skills and emotional growth. It's imperative to explore not only the social ramifications of this addiction but also its potential to lead individuals to squander entire days and paychecks in pursuit of virtual characters.
3 5-2 Project One: Research Investigation In addition to referencing the World Health Organization and Addiction Center, I drew upon various social science resources to delve into this issue. Specifically, I consulted articles such as 'Video game addiction, ADHD symptomatology, and video game reinforcement', 'Video Game Addiction and Emotional States: Possible Confusion Between Pleasure and Happiness?', and 'Video games as coping mechanisms in the etiology of video game addiction'. These sources shed light on how video game addiction can serve as a coping mechanism. Each of these papers presents research-based findings derived from surveys conducted with gamers, offering distinct perspectives on the topic. For instance, one of the papers focuses on gamers with ADHD, exploring whether individuals with neurodivergent traits are more prone to developing video game addiction (Mathews, 2018). Another research paper delves into the neurological aspects of video gaming, examining the psychological effects and the brain's response when someone is addicted versus simply enjoying the game (Gros, 2020). The other study investigated how players utilize video games as a coping mechanism for stress and anxiety, highlighting its potential significance as a major factor contributing to video game addiction (Plante, 2019). I opted to utilize these three articles as they not only represent the most recent research on video game addiction through coping mechanisms but also offer clear and accessible explanations. I deliberately sought out articles published no earlier than 2010, recognizing the rapid evolution of technology and gaming trends. Issues from over a decade ago may not accurately reflect the current landscape, given the continuous advancement in both technology and gaming practices. Next, I conducted a search for a scholarly source addressing video game addiction through positive reinforcement. I came across 'A New Form of Addiction: A Practical
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4 5-2 Project One: Research Investigation Regulatory Approach towards Randomized Reward Systems in Video Games to Protect Consumers from Gambling-like Practices'. While this resource primarily examines the legal aspects of the monetary investment players make in Devsisters Games, it may not directly align with social issues. Nevertheless, I chose to include it due to its legal perspective, which sheds light on the underlying financial concerns associated with this form of addiction. Furthermore, I've included this resource because the video delves into the history of the Cookie Run system, its advantages, and disadvantages, and highlights its potential dangers based on the creator's personal experiences. Reflecting on my own encounters with Devsisters games, I can attest to a period in my life when I became ensnared by the compulsion to obtain every item. I succumbed to the sunk cost fallacy of microtransactions, rationalizing additional expenditures of $5.99 or $9.99 in pursuit of my 5000 gems, 2 Supreme chests, 2 10x treasure incantations. Looking back, I acknowledge that this phase wasn't optimal. I now leverage this experience to make informed decisions about the types of games I engage with, ensuring that I can derive enjoyment without succumbing to addiction once again. The selected issue intersects with several key principles of social science, including social norms, beliefs, values, and social roles. Social norms dictate the expected patterns of behavior within a community, and adherence to these norms is often reinforced by social institutions. However, addiction to video games can disrupt these norms, as addiction is not typically deemed acceptable or commonplace in society. Furthermore, the cultural ideals that a society aims to uphold may be compromised when individuals become addicted to video games, as this behavior deviates from the desired cultural norms and values.
5 5-2 Project One: Research Investigation The primary audience for my chosen issue is parents. Consider the scenario where you purchase an online game for your child, only to discover a few weeks later a multitude of charges for microtransactions within the game on your bank or credit card statement, totaling hundreds or even thousands of dollars. While I don't have children myself, I've experienced the shock of discovering such charges on my own bank statement. Now, envision a situation where your child becomes entirely consumed by the game, losing interest in everything else as their world revolves solely around it. How can such situations be prevented? The essence of my social science inquiry lies in identifying the root causes behind video game addiction, understanding its impact on developing brains, and shedding light on a relatively new but overlooked form of addiction: financial addiction fueled by microtransactions. To effectively communicate with my audience, I recognize the need to define and simplify complex gaming terms, especially those unfamiliar to casual gamers or those outside the gaming community. For instance, terms like Cookie Run may require explanation, although I personally understand them due to my own experience playing such games. In the section discussing addiction through reinforcement, I intend to delve into the history of Devsisters games, explore their addictive nature, and examine whether they constitute a form of gambling. Visual aids, such as screenshots from various Devsisters systems, will be employed to help illustrate how these systems operate, their variations across different games, and how they can lead individuals to spend significant amounts of money. Additionally, I aim to simplify the information regarding how people use video games as a coping mechanism, as some of the terminology used in recent articles may be unfamiliar even to me, necessitating further simplification for broader comprehension.
6 5-2 Project One: Research Investigation The research question I've formulated is: "Is video game addiction more likely to occur as a result of using gaming as a coping mechanism or through reinforcement systems, and what aspects of each type of addiction contribute to its detrimental effects on an individual's health?" To address this question, a social scientist could conduct studies comparing addiction patterns among individuals who rely on gaming as a coping mechanism, those addicted to reinforcement systems, and those affected by both. Subsequently, researchers would analyze how these distinct addiction profiles impact various aspects of individuals' lives. This analysis would involve assessing the severity of addiction-related impacts, ranging from minor inconveniences to significant disruptions. Financial issues may arise, particularly concerning the costly nature of reward and reinforcement systems in games, often likened to gambling. Indeed, real-life accounts from Japan illustrate instances of individuals spending exorbitant amounts of money to obtain specific in-game characters, highlighting the potential financial ramifications of gaming addiction. It's crucial to recognize that the duration of time spent playing video games doesn't automatically indicate addiction. Many individuals dedicate extensive hours to gaming simply because they find it enjoyable. Addiction becomes a concern when someone finds it difficult to cease playing, despite acknowledging the need to do so.
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7 5-2 Project One: Research Investigation References Bezrutczyk, D. (2023, October 26). Video game addiction - Get Help Today - Addiction Center. Addiction Center. https://www.addictioncenter.com/drugs/video-game-addiction/ Gros, L., Debue, N., Lete, J., & van de Leemput, C. (2020). Video game addiction and emotional states: Possible confusion between pleasure and happiness? Frontiers in Psychology, 10. https://doi-org.ezproxy.snhu.edu/10.3389/fpsyg.2019.02894 Mathews, C. L., Morrell, H. E. R., & Molle, J. E. (2019). Video game addiction, ADHD symptomatology, and video game reinforcement. The American Journal of Drug and Alcohol Abuse, 45(1), 67–76. https://doi-org.ezproxy.snhu.edu/10.1080/00952990.2018.1472269 Plante, C. N., Gentile, D. A., Groves, C. L., Modlin, A., & Blanco-Herrera, J. (2019). Video games as coping mechanisms in the etiology of video game addiction. Psychology of Popular Media Culture, 8(4), 385–394. https://doi-org.ezproxy.snhu.edu/10.1037/ppm0000186 WHO Headquarters (HQ). (2020, October 22). Addictive behaviours: Gaming disorder. https://www.who.int/news-room/questions-and-answers/item/addictive-behaviours-gaming- disorder