210 likes | 274 Views
The Intersection of Psychiatry and Multiplayer Online Games. W. Scott Huddleston, PGY4 ETSU Department of Psychiatry Grand Rounds 9/9/11 Faculty Mentor: Jill McCarley , MD. Disclaimer. No financial bias Personal bias I’m a geek
E N D
The Intersection of Psychiatry and Multiplayer Online Games W. Scott Huddleston, PGY4 ETSU Department of Psychiatry Grand Rounds 9/9/11 Faculty Mentor: Jill McCarley, MD
Disclaimer • No financial bias • Personal bias • I’m a geek • I play video games, including those discussed in this presentation
Relevance • Rapidly growing userbase • World of Warcraft is the largest • Last released data suggested 11.4 million subscriptions • Impact on Mental Health • Depression • Anxiety • Addiction – news reports
Definitions • MMOs – massively multiplayer online [games] • Social: Second Life • Adventure: • World of Warcraft • Everquest
Gameplay • Players create characters • Gender • Appearance • Role • Assigned tasks lead to rewards • More and better items • Skills • Customization • More “heroic” tasks
Skinner box • Similarity to Skinner boxes • Varying reward structure • Less random with newer games • Variable timing persists
Multiplayer • Thousands sharing the same environment • Social aspects significant • Interaction can be chat or animation based • Temporary groups • Permanent groups • Size and explicit function varies • Can persist across multiple games
Multiplayer • “End-game” at maximum level • Various situations requiring varied numbers of people • Two main categories • Player versus player • Player versus environment
Competitive play (PvP) • Two teams directly competing against each other • Most situations have tactical objectives • Points/rewards for performance • Competitive sports are a decent comparison
Raiding (PvE) • Different games have different specifics • 10+ people • Varied situations • Each player has a role to fulfill • Teams work together to achieve objectives without direct competition with each other • Wall-climbing or ropes courses as analogue
Different disclaimer • Literature – survey reliant • Medical literature drawn from PubMed and Psychinfo searches • More MMO specific data drawn from Daedalus Project • Most research into MMOs focused on Adventure rather than Social type
Demographics • 2011 Norwegian survey of 2500 (816 respondents) • 56.3% played video games regularly • MMO players tended toward higher frequency of play
Demographics (MMO) • 85% or so are male • Average age • Males 28.3 (SD is 8.4) • Females 32.5 (SD 10.0) • Marital Status • Males 32.6% • Females 57.0%
Neurobiology Playing video games can lead to increased dopaminergic receptor occupancy in the caudate Part of the reward response pathway Males have higher activity in mesocorticalimbic system than females
Addiction • Primary focus of medical literature • No definitive diagnostic criteria • Behavioral model similar to gambling • Most proposed criteria agree: • Excessive use • Withdrawal symptoms • Interference with daily functioning
Prevalence Disputed Ranges from 0.6% through 11.9% Discrepancies among criteria Males tend to be much more likely to develop issues
College survey of males (2009) • Little correlation between frequency of play and • GPA • BMI • Positive correlation: • Bored • Lonely • Stressed
Neuroimaging • Park et al, 2010: PET imaging comparing 11 “overusers”vs 9 control • Increased glucose metabolism • Right middle orbitofrontal gyrus • Left caudate nucleus • Right insula • Decreased metabolism • Bilateral postcentralgyrus • Left precentralgyrus • Bilateral occipital regions
Neroimaging • Two recent studies by Han et al using fMRI • Increased cue-induced activity in frontal-lobes • Similar to findings in both traditional substance abuse and pathological gambling • Genetic study (also Han) • 75 control vs 79 “excessive internet game players” • DRD2 Taq1A1 allele linked to excessive use and