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Understanding MOBA Game Addiction

The document discusses three online games that can be addictive: Mobile Legends: Bang Bang, Defense of the Ancients, and Clash of Clans. It then lists 15 reasons why online games can be addictive, such as having no defined end, rewarding social connections and leveling up, using variable reward schedules, and continually evolving even when not playing.
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0% found this document useful (0 votes)
44 views13 pages

Understanding MOBA Game Addiction

The document discusses three online games that can be addictive: Mobile Legends: Bang Bang, Defense of the Ancients, and Clash of Clans. It then lists 15 reasons why online games can be addictive, such as having no defined end, rewarding social connections and leveling up, using variable reward schedules, and continually evolving even when not playing.
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

Chapter II

REVIEW OF RELATED LITERATURE

RELATED READINGS

DO 83, S. 2003 – REITERATION TO DECS ORDERS NOS. 70, S. 1999 AND 26, S.

2000 (PROHIBITING STUDENTS OF ELEMENTARY AND SECONDARY SCHOOLS

FROM USING CELLULAR PHONES AND PAGERS DURING CLASS HOURS)

1. It has been noted that cell phones have been proliferated with lewd and obscene

picture messages particularly those capable of Multi-Media Services (MMS). In

view of this, the following policies regarding the prohibition on the use of cell

phones are hereby reiterated:

1. The Department of Education (DepED) strictly imposes a ban on the use

of cellphones by the students during class hours; and

2. Teachers and parents should devise ways to educate students on the

responsible use of cell phones to prevent them from engaging in

misguided and immoral activities.

2. Immediate dissemination of and compliance with this Order is hereby directed.

RELATED LITERATURE

KINDS OF GAMES THAT ARE ADDICTIVE

Mobile Legends: Bang Bang is a multiplayer online battle arena (MOBA) game

designed for mobile phones. The two opposing teams fight to reach and destroy the
enemy's base while defending their own base for control of a path, the three "lanes"

known as "top", "middle" and "bottom", which connects the bases. [2] In each team, there

are five players who each control an avatar, known as a "hero", from their own device.

Heroes can be grouped into 6 different roles. 1. Marksman , 2. Assassin, [Link],

[Link], [Link] and [Link]. Marksman are the heroes who have a long range and

high physical damage. Assassin are the heroes who have the ability to hide and kill.

Mage are the heroes who can deal heavy magic damage. Support are the heroes who

have the power to help other heroes whether be it healing or boosting the ally's power.

Fighter are the heroes who can charge into a fight. Tank are the heroes that can take

heavy amount of damage. Weaker computer-controlled characters, called "minions",

spawn at team bases and follow the three lanes to the opposite team's base, fighting

enemies and turrets. (Wikipedia)

Defense of the Ancients (DotA) is a multiplayer online battle

arena (MOBA) mod for the video game Warcraft III: Reign of Chaos and its

expansion, Warcraft III: The Frozen Throne. The objective of the game is for each team

to destroy their opponents' Ancient, a heavily guarded structure at the opposing corner

of the map, which is based on the "Aeon of Strife" map for StarCraft. Players use

powerful units known as heroes, and are assisted by allied teammates and AI-controlled

fighters. As in role-playing games, players level up their heroes and use gold to buy

equipment during the mission. (Wikipedia)

Clash of Clans is a freemium mobile strategy video game developed and

published by Finnish game developer Supercell. The game was released

for iOS platforms on August 2, 2012, and on Google Play for Android on October 7,


[3] [4]
2013. The game is set in a fantasy-themed  persistent world  where the player is a

chief of a village. Clash of Clans tasks players to build their own town using the

resources gained from attacking other players through the game's fighting features. The

main resources are gold, elixir and dark elixir. Players can conjoin to create clans,

groups of up to fifty people who can then participate in Clan Wars together, donate and

receive troops, and chat with each other.

REASONS WHY ONLINE GAMES ARE ADDICTIVE

According to Dr. Brent Conrad, there are 15 reasons why online games or video

games are addictive. These are the following:

The most addictive video games have no pre-defined ends. This is one of the

central features of a Massively Multiplayer Online Role Playing Game (MMORPG), but it

is also becoming true for many other genres as well. The most addictive video games

have no ultimate goal or point at which a player can say "I'm finished. I have completed

every quest - there is nothing new to discover". As such, there is never the experience

of "Game Over" - a point which signifies the natural end to a game.

Addictive video games feed a need of making social connections. While

video games used to be solitary activities, today's games encourage, and in many

ways, require that players interact socially with each other - which feeds the universal

human need for interpersonal connections. Interestingly, these connections can come at

the expense of real-world relationships.

Video games are more addictive when in-game rewards are based on

a levelling system. When starting a new video game a player's character begins with
very basic attributes with regard to experience, strength, intelligence, courage, powers,

etc. Initially, it takes very little play (perhaps minutes) to reach the next level and gain

new skills - this is immediately rewarding and reinforces continued play. However, each

successive level begins to take more play time to reach - eventually taking weeks or

months to level-up. By this time however, the gamer has gradually adapted and

accepted the greater effort required to reach the next level. Imagine if the very first

levels (e.g., from Level 1 to Level 2) took 1 month rather than several minutes - how

many players would find this rewarding enough to continue? 

The more addictive video games often encourage play and collaboration

with gamers worldwide. This is true of online multiplayer video games in general. The

fact that two users on opposite sides of the world can interact and join together in a

common quest adds to the excitement and exploratory nature of modern games.

Addictive video games often have some form of in-game currency. The

same goals and emotions which drive people to pursue wealth in the real world are also

present in video games. As one amasses more virtual wealth (by spending more time

playing and completing tasks), the virtual wealth translates into greater power, control,

respect, influence, status, and purchasing power - which are obviously very seductive

pursuits.

It is easier to view video games as harmless online activities. Whereas there

is far greater awareness of the dangers of alcohol abuse or gambling addiction, online

gaming is generally seen as harmless hobby. Is it less harmful than alcohol addiction?

Absolutely. Can most people play without becoming addicted? Sure. However, because

of this it is also more difficult for players to recognize when they have a problem.
One important factor that makes video games addictive is that rewards

often are set on variable schedules.  It has been consistently demonstrated in

psychological research that variable ratio (reinforced after an average number of

attempts) or variable interval schedules (reinforced after an average time period has

elapsed) produces a steady rate of responding and which is far more difficult to

extinguish (e.g., slot machines use variable ratio schedules to encourage maximum play

time). In an addictive video game, a player may be rewarded on average for every five

(for example) tasks completed. Sometimes it will take only one try while other times it

may take 15 - the player never really knows how long it will take before the big reward

comes - but he knows that if he plays long enough it will come eventually. This type of

reward schedule encourages longer periods of play even in the absence of rewards. For

a more detailed analysis of the ways people respond to different patterns of in-game

rewards, see the article Behavioral Game Design.

Addictive video games often require team play to advance. A player starting

a new game will initially be able accomplish goals by him/herself. However, before long

significant advancement in the game requires that he/she join a group and accomplish

goals together. The player will come to feel a connection to the team and responsible

for advancing their gaming goals. Therefore, the player will want to advance his

character even more so that he can make a greater contribution to the team. In fact, if

he does not keep up with his team he may not even be able to join in on certain quests

or travel to parts of the world requiring a more advanced character. Finally, since many

tasks can only be accomplished in a group, the player will be want to be online

whenever his teammates are playing (which translates into more total hours online).
The team component is clearly a very important factor in why certain video games are

addictive. 

The virtual world of addictive video games continues to evolve even if the

player is not online. Therefore, if you are not playing and active in the developments of

the world, you are potentially left behind when you rejoin. To avoid "missing" something

you must play as much as possible.

Companies regularly release upgrades or expansion packs. Even if players

start to get bored of the online worlds their characters inhabit, video game expansion

packs can always add new areas for exploration, new abilities to try, new tasks to

complete, and new characters to develop.

Top video game players or teams can earn real world rewards (e.g.,

tournaments for cash prizes). This can be extremely motivating and can encourage

massive amounts of time to hone and develop skills (the equivalent of an athlete

training for the Olympics). 

Addictive video games do not reward short and unscheduled periods of

play. Games that are very addictive require long-term commitments (months or years)

of regular gaming sessions lasting at least an hour or more. MMOs, real time strategy

games, and many first person shooters appeal to the hard core gamer who invests a

significant portion of his free time to the experience. Due to the great investment (e.g.,

months developing a character) it becomes very hard to "throw away" all the work and

uninstall the game.

Addictive video games may allow the player to immerse him/herself in a

fully realized virtual world. You can create your own character with attributes you wish
you had in real life. You form relationships, develop a career, and accomplish things

that would be impossible (or require far more effort) in the real world. Video games may

offer an escape from the reality of the physical world and into a digital universe where

players can assume any identity they desire.

Some video games require monthly fees. In order to play gamers must pay

$15 - $20 per month even after the game has been purchased. Of course, the fact that

there is a regular monthly charge encourages users to play more so that they "get their

money's worth". 

Video games can generate strong emotions in players. Because the world

and the online experience is mostly user generated, gamers can experience wars,

betrayal, friendship, romance, marriages, funerals, etc. The variety and intensity of

emotions experienced online can be similar to emotions experienced in the real world.

WAYS TO CONTROL STUDENTS PLAYING ONLINE GAMES

Since Dr. Brent Conrad gave us the reasons why online games are addictive, he

also come up with ways to control a person from playing online games.

Computer games should only be allowed after children have taken care of

other responsibilities. For example, parents are strongly advised to set a rule that

video games can only be played after homework has been completed (and completed

with effort). 

To prevent computer addiction from taking hold and to regain control after it has

been established, computer games should be played no more than one or two

hours per day - especially during the school year.


Children addicted to computer games will happily play for hours at a time.

Although this can provide valuable free time for busy moms and dads, parents need

to make sure that computer games are not their child's primary activity or form of

entertainment. Decades ago, parents were warned about using television as a

babysitter and the same advice now applies to computer games. It is absolutely critical

to set and enforce firm daily limits as described in point # 2 above. 

Access to computer games should be viewed as an earned privilege , not

an automatic right. 

Regardless of who "pays" for the computer game, parents should always have

final approval of any game that enters the home. Sometimes parents believe that if

the child has earned his or her money (or even if it is an allowance) they should be free

to spend it on whatever they like. Incorrect. Children addicted to computer games very

often prefer the more mature games (violent first person shooters, online role playing

games) that should have never entered the home in the first place. Parents should

become very family with ESRB ratings and pre-screen all potential purchases. Doing so

would almost certainly reduce the number of children addicted to computer games.

Related to the last point, if parents have children addicted to computer

games, it is not enough to just know the ESRB rating of a potential game

purchase.

If it is possible to do so, dedicate one computer for homework only and one

for gaming (if this is still permitted in moderation according to your rules). On the work

computer, there should be no games installed, social networking sites like Facebook

should be blocked, and gaming websites cannot be accessed. Therefore, when your
child is using this computer, you can be reasonable confident that he / she is working

and not spending time playing computer games.  

Keep computers and consoles out of a child's bedroom . It is much easier

to limit computer gaming (and monitor online activity) if computers are in open spaces

or family rooms. To help children addicted to computer games this is perhaps the very

first step parents should take.

One helpful tool for dealing with children addicted to computer games is

the "Parental Control" settings that are present on all modern game consoles.

These password protected options usually allow parents to control what their children

play and how much time is allotted. On the PC side, access to specific games as well as

specific time limits can be set via 3rd party software solutions. Make sure you learn how

to set these options - they can be very helpful for helping children addicted to computer

games.

Consider a ban on MMO or MMORGP games (Massively Multiplayer Online

Role Playing Games) in your home. Even if the ESRB rating is within your child's age

range, these games are thought to have a much higher risk for addiction than other

genres and should not be purchased if you worry about your child becoming addicted.

Ultimately, parents (and no one else) have to take responsibility for making sure

that children practice healthy computer gaming and online habits. Teens and

children addicted to computer game cannot be expected to identify this problem

themselves and set reasonable limits without the help of parents. Although excessive

video gaming can be difficult to stop, with the right approach computer game addiction

is very treatable.
RELATED STUDIES

THE IMPACTS OF ONLINE GAMES TO THE STUDENTS

Online gaming allows a person to escape the real world and change the

perception of self-worth (Rooij, Online video game addiction: identification of addicted,

2010). An online gaming addiction is not that far from drug addiction. Both are searching

for a way to make they feel better. The lure of a fantasy world is especially pertinent to

online role-playing games. These are games in which a player assumes the role of a

fictional character and interacts with other players in a virtual world. An intelligent child

who is unpopular at school can feel dominant in the game. The virtual life becomes

more appealing than real life. Too much gaming may seem relatively harmless

compared with the dangers of a drug overdose, but experts say video game addiction

can ruin lives. Children who play four to five hours per day have no time for socializing,

doing homework, or playing sports leaving little time for normal social development.

According to Lan Ying Huang (2003), by playing the online game features online gamer

participants may view the games as source of providing diversion and filling time. “The

biggest risk factor for pathological video game use seems to be playing games to

escape from daily life,” said Joe Hilgard, lead author of the study and a doctoral

candidate in the Department of Psychological Sciences at Missouri. “Individuals who

play games to get away from their lives or to pretend to be other people seem to be

those most at-risk for becoming part of a vicious cycle. These gamers avoid their

problems by playing games, which in turn interferes with their lives because they’re so

busy playing games (Peters 7 et al, 2007). Internet addiction gives the gamer to the

unique psychological properties which is the users increase their use of these internet
services, the utility they gain from each usage does not diminish, leading not only to

self-destructive addiction but also to social ills. When a problem, playing video games

can interfere with real-life obligations such as work, and players can end up lying about

playing video games. The study found that “problematic” video game use can have

similar effects as other addictive activities, such as abusing alcohol (Inwon Kang,2011).

From other studies of Liza Ferentz (2018), gaming disorder should not be

minimized or rationalized.  It creates serious problems and winds up fueling isolation,

low self-esteem, depression and anxiety.

Now more than ever, there is growing concern within the mental health field

about the extent to which kids and adults are developing full blown disorders

involving internet and video gaming. 

Just as we see with typical addictive behaviors, excessive internet gaming

includes an intense preoccupation with the behavior and a build-up of tolerance so it

becomes necessary to spend more and more hours gaming in order to achieve the

same degree of satisfaction and pleasure. Disordered gamers actually

experience withdrawal and feel deeply unhappy and resentful when they are unable to

play their games. Despite the fact that family, friends, and mental health professionals

ask them to cut back on their gaming, such people become defensive, refuse to

accommodate those requests, and persist in the behavior even when it causes serious

problems.
Kids, teens, and adults might try to argue that gaming is a fun pastime, but taken

to extremes it often serves the purpose of promoting: dissociation and escape from

stressors, interpersonal problems, or mental health

issues including depression and social anxiety.

Although in the short term the behavior helps to alleviate psychic pain

through distraction, in the long-term the behavior is self-destructive and tends to

increase arguments, shame, stress, and guilt.  It begins to adversely impact work,

school, finances, relationships, even health.  Many  will hide the behavior or lie about

the extent to which they engage in it. These deceptions feel necessary and serve the

purpose to protect the behavior and foster a sense of denial about it. Inevitably, when

the lies are uncovered, there is a dramatic increase in fighting and conflicts with loved

ones.

One of the more insidious by-products of a gaming disorder is the fact that the

countless hours spent on-line or in an altered state of fantasy detract from time that

could be spent with studying academics, interacting with peers and family, connecting

with nature, exercising, and engaging in other hobbies and activities that enrich mental,

physical, and emotional wellbeing. Although the mother in the call-in show meant well,

allowing her son to continue gaming, even to the detriment of his education and

future career, her choice is like offering him an endless supply of drugs and alcohol.

Gaming disorder should not be minimized or rationalized.  It creates serious problems

and winds up fuelling isolation, low self-esteem, depression and anxiety. Loved ones


should be careful not to enable the behavior and push for an intervention and formal

treatment.

ONLINE GAMING IMPACTS PARTICULLARY ON PHYSICAL AND

PSYCHOLOGICAL

The study conducted by Eshrat Zamani, Maliheh Chashmi, Nasim Hedayati

(2009) about the effects to addiction to computer games resulted that the factors

noticed in most studies as well as the present study is the disorder in general health of

players. Various studies show that playing too much computer games causes physical

damages and increases anxiety and depression in players. Many studies show that

most adolescents who are addicted to computer games have high heart beat and blood

pressure due to too much excitement and stress. Most of those who involve in these

games do not notice the time passing and even forget to eat. It seems that creating a

cause and effect relationship between computer games and physical health or more

generally speaking, cause and effect relationship between addiction to computer games

and mental and physical health is simplification of the subject. There are various causes

for correlation between addiction to computer games and physical health, anxiety and

depression. First, addiction to computer games can cause disorder in physical health,

increase anxiety and depression. Second, it is possible that disorder in physical and

mental health cause people to get attracted to computer games. Third way is that both

addiction to computer games and disorder in physical and mental health are created

due to the effects of other factors.

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