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Explore the psychology of computer addiction, dependency checklist, group exercise, and video game impacts in this informative piece on the risks and rewards of digital engagement. Uncover the theories and statistics shaping today's cyberspace culture.
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Sleepless in Cyberspace? The Psychology of Computer Dependency Steve Wheeler
Introduction • Some experts state that approximately 1-5% of all Internet users are "addicted.“ • Anyone who uses a computer could be vulnerable, but especially those people who are lonely, shy, easily bored, or suffering from another addiction or impulse control disorder. Source: http://www.utdallas.edu/counseling/selfhelp/computer-addiction.html
Definitions • Addiction:a compulsion to repeat a behaviour regardless of its consequences. • Dependency: a strong need for something, so that without it, the person cannot function properly. • Computer Dependency: relying on computers to fulfil a need or compulsion.
DependencyChecklist • Do you feel preoccupied with the Internet (thinking about previous on-line activity or anticipate next on-line session)? • Do you feel the need to use the Internet with increasing amounts of time in order to achieve satisfaction? • Have you repeatedly made unsuccessful efforts to control, cut back, or stop Internet use? • Do you feel restless, moody, depressed, or irritable when attempting to cut down or stop Internet use? Source: http://netaddiction.com/articles/newdisorder.htm
DependencyChecklist • Do you stay on-line longer than originally intended? • Have you jeopardised or risked the loss of significant relationship, job, educational or career opportunity because of the Internet? • Have you lied to family members, therapist, or others to conceal the extent of involvement with the Internet? • Do you use the Internet as a way of escaping from problems or of relieving a dysphoric mood (e.g., feelings of helplessness, guilt, anxiety, depression)? Source: http://netaddiction.com/articles/newdisorder.htm
Question • What are the possible implications of computer dependency in schools…. • for teachers? • for pupils?
GROUP Exercise In pairs, find out the facts, figures and views on one of the following dependencies: • Video Games • Internet • Chat Rooms • Television • Mobile Phones • E-Mail Time Allowed: about 1 Hour
Video Games • Shotton: “Apart from increasing your manual dexterity and hand-eye co-ordination, video games speed up your neural pathways.” • Schlimme: “…playing violent [video] games may be associated with a tendency to behave more aggressively.” Discuss Source: http://www.takingchildrenseriously.com/video_games_a_unique_educational_environment
Video Game Statistics (USA) • 84 % of teens overall play video/electronic games. 92 % of boys play games. • 90 % of teens say their parents "never" check the ratings before allowing them to rent or buy video games. 8 % say their parents "rarely" check the rating. Only 1 % of teens said their parents had ever kept them from getting a game because of its rating. • 32 % of boys who play video games download them from the Internet. • 89 % of teens (91 % of boys) say that their parents "never" put limits on how much time they may spend playing video games. • The average teen likes a moderate amount of violence in their video games (roughly 5 on a scale of 1 to 10). Among boys only, the average teen likes a fair amount of violence (7 on a scale of 1 to 10). Source: Media Family "Whoever Tells the Stories Defines the Culture", Dr. David Walsh
TwoViews • 1: The General Aggression Model, where “Violent media increase aggression by teaching observers how to aggress” (Anderson and Bushman 2001). • 2: The Catharsis Theory, where “Video game playing may be a useful means of coping with (or releasing) pent-up aggression” (Emes 1997). Source: http://www.nestafuturelab.org/research/reviews/08_15.htm
Julian Rotter (LOCUS of CONTROL Theory) • Internal control: used to describe the belief that control of future outcomes resides primarily in oneself • External control: the expectancy that control is outside of oneself, either in the hands of powerful other people or due to fate/chance.
b.f. sKINNER (OPERANT CONDITIONING) • We tend to repeat behaviours that are periodically rewarded. • Responses to postings or e-mails may be [near] instantaneous, reinforcing engagement with discussion groups/chat rooms. See Wallace (1999) The Psychology of the Internet, Chapter 9.
LEON FESTINGER (Social Comparison Theory) • People need to compare their abilities against those of others. • People tend to compete with those with similar status to themselves, and not with those much higher or lower than themselves. • Online gaming and Internet chat are possibly ‘levellers.’
LEON FESTINGER (COGNITIVE DISSONANCE) • We feel uncomfortable doing things that go against our attitudes, beliefs or values. • This tension motivates us to find some way to bring our actions and thoughts into line with our beliefs. • We can’t erase what we have done but we can modify our perception of it.
Abraham maslow(HUMAN NEEDS THEORY) • Rheingold (1996) explained that the ways in which people use CMC always will be rooted in human needs, not hardware and software. He states how "words on a screen are quite capable of moving one to laughter or tears, of evoking anger or compassion, of creating a community from a collection of strangers." Source: http://www.healthyplace.com/Communities/Addictions/ netaddiction/articles/habitforming_2.htm
Social Support • Companionship/Romance • Raised Status (beyond real life) • Anonymity • Security • Affirmation • Control Source: http://www.healthyplace.com/Communities/Addictions/netaddiction/articles/habitforming_2.htm
Sleepless in Cyberspace? www2.plymouth.ac.uk/distancelearning