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THE CULTURE AND INFLUENCE OF VIDEO GAMES ON
                  CHILDREN


        CHILDREN’S INSTITUTE FOR LEARNING
                  DIFFERENCES


                 August 31, 2012


             Presenter: Anna DiNoto


              Phone: 425.390.4177


           E-mail: annascaps@gmail.com
- I’m Anna DiNoto, MA, LMHC
           ABOUT THE PRESENTER
- I’m a graduate student @ AU in Seattle - PsyD candidate
- I have a small private practice for all ages (Redmond, WA.)
and I’m a
          behavior specialist for Seattle-based group homes and
skilled
             nursing facilities
- My specialty is emotional dysregulation, and the
populations I work
          with that are experiencing this issue are typically
problematic        technology users and ASD/DD populations
- I’m in the midst of writing my dissertation & applying for
internship for

          a fall   2013   start-date
- For more information, feel free to ask or visit my website
PRESENTATION
         OBJECTIVES
-   Define video games.
-    Explore the various forms (i.e., genres) of video
    games your students are playing.
- Learn why kids are playing and their motivations
  behind playing.
- Learn some tips on how to better understand their
  video gaming worlds.
- Learn a little brain science behind video game play in
  children.
- Understanding how gameplay can become excessive.
- Learn the value of assessing video game usage in your
  students.
- Learn ways to approach and treat excessive game
  play.
- Summary.
- Leave some time at the end of this presentation for
  questions & case presentations !
A STARTING POINT: WHAT ARE VIDEO GAMES?

A video game is:
   A system designed to be experienced.


• Difficult to explain until you witness
and experience video games.
GENRES OF VIDEO GAMES: DESCRIPTIVE NOT
               EXCLUSIVE


•Action/Arcade
  1. Pac Man
  2. Geometry Wars
  3. Katamari Damacy
GENRES OF VIDEO GAMES: DESCRIPTIVE NOT
        EXCLUSIVE (CONTINUED)


•Beat ‘Em Up
  1. Double Dragon
  2. Castle Crashers
  3. Lollypop Chainsaw
GENRES OF VIDEO GAMES: DESCRIPTIVE NOT
       EXCLUSIVE (CONTINUED)


•Fighting
 1. Street Fighter
 2. Mortal
    Kombat
 3. Smash Bros.
GENRES OF VIDEO GAMES: DESCRIPTIVE NOT
        EXCLUSIVE (CONTINUED)


•Platformer
  1. Super Mario Bros.
  2. Super Meat Boy
  3. LittleBigPlanet
GENRES OF VIDEO GAMES: DESCRIPTIVE NOT
        EXCLUSIVE (CONTINUED)

•Adventure
  1. Maniac Mansion
  2. King’s Quest
  3. Limbo
GENRES OF VIDEO GAMES: DESCRIPTIVE NOT
        EXCLUSIVE (CONTINUED)

•Driving/Racing
  1. Mario Kart
  2. Need for Speed
  3. Gran Turismo
GENRES OF VIDEO GAMES: DESCRIPTIVE NOT
        EXCLUSIVE (CONTINUED)

• Role-Playing
   1. Japanese (JRPGs)
     oFinal Fantasy
     oPokemon
   1. Western (WRPGs)
     oElder Scrolls
     oFallout
   1. Strategy RPGs
     oFinal Fantasy Tactics
     oDisgaea
GENRES OF VIDEO GAMES: DESCRIPTIVE NOT
        EXCLUSIVE (CONTINUED)
• Role-Playing (Continued)
    1.    Action RPGs
       o Diablo
       o Torchlight

   1.      Massively Multiplayer Online RPGs
        o Theme park
           World of Warcraft
           Knights of the Old Republic
        o Sandbox
           Ultima Online
           EvE Online
GENRES OF VIDEO GAMES: DESCRIPTIVE NOT
         EXCLUSIVE (CONTINUED)

•Shooter
  • Traditional
     1. Wolfenstein
     2. Doom
     3. Halo
  • Modern Call of Duty
     1. Gears of War
     2. Team Fortress 2
GENRES OF VIDEO GAMES: DESCRIPTIVE NOT
        EXCLUSIVE (CONTINUED)


•Action-Adventure
 1. Grand Theft Auto
 2. Red Dead
 3. Metroid
GENRES OF VIDEO GAMES: DESCRIPTIVE NOT
       EXCLUSIVE (CONTINUED)



•Sports
 1.   Madden
 2.   Tony Hawk’s Pro
      Skater
 3.   Mario Tennis
GENRES OF VIDEO GAMES: DESCRIPTIVE NOT
        EXCLUSIVE (CONTINUED)


•Simulation
 1. The Sims
 2. SimCity
 3. Microsoft Flight
GENRES OF VIDEO GAMES: DESCRIPTIVE NOT
        EXCLUSIVE (CONTINUED)

•Casual
  1.   FarmVille
  2.   CowClicker
  3.   Angry Birds
  4.   Cut the Rope
  5.   Plants v. Zombies
  6.   Words with Friends
  7.   Animal Crossing
  8.   WiiFit
  9.   Nintendogs
GENRES OF VIDEO GAMES: DESCRIPTIVE NOT
        EXCLUSIVE (CONTINUED)


•Puzzle
 1. Tetris
 2. Bejeweled
 3. Portal
GENRES OF VIDEO GAMES: DESCRIPTIVE NOT
       EXCLUSIVE (CONTINUED)



•Rhythm
 • Dance Dance Revolution (DDR)
 • Rock Band
 • Dance Central
GENRES OF VIDEO GAMES: DESCRIPTIVE NOT EXCLUSIVE
(CONTD.)

 •    Survival Horror
     1. Resident Evil
     2. Dead Space
     3. ZombiU
GENRES OF VIDEO GAMES: DESCRIPTIVE NOT
       EXCLUSIVE (CONTINUED)

•Misc
 1. Minecraft
 2. Secondlife
EXAMPLES OF SELECTED GENRES
INTERESTING FACTS YOU MAY
NOT KNOW ABOUT VIDEO GAME
CULTURE
• Persistent worlds
• Gabe Newell
• Angry Kirby Syndrome
WHY ARE THEY PLAYING: THE MULTIPLE
            LEVELS OF REWARD

• Boredom
•   Escape
•   Hyperfocus
•   Compensatory strategy
•   Hang out with friends
•   Lack of Boundary Setting
•   Compulsivity
•   Sunk Cost Fallacy
•   Trolling (i.e., bullying)
WHY ARE THEY PLAYING: THE MULTIPLE
            LEVELS OF REWARD
• The Band Wagon Effect
     They’re doing it so I wanna, too = conformity.
•   Stimming/Perseveration
•   Extrinsic and intrinsic motivation
•   Operant Conditioning
•   Stress relief
•   Fun!
•   Fear-Anxiety
•   Feel a sense of progression
•   A combination of things
WHY ARE THEY PLAYING: SOCIAL
           RELATIONSHIPS
             (CONTINUED)


• Social relationships & social
  standing
    Online (secondary life)
       Status achievable

  Reality (primary life)
    “limited” in abilities,
     acceptance, achievements, etc.
WHY ARE THEY PLAYING: ENGAGEMENT
              (CONTINUED)

• The Art of Video Game Storytelling
    1. Engaging storyline
       Linear narrative vs. interactive storyline
       Heroism
       Creativity
       Agency
       Strategy
           Conflict resolution
    1. Graphics
       Immersive
    1. Holding control
WHY AND HOW ARE THEY PLAYING:
             ENGAGEMENT
             (CONTINUED)

• Flow – Engagement
   Involved, focused, concentrating

   Sense of ecstasy

   Greater inner clarity

   Sense of serenity
WHY AND HOW ARE THEY PLAYING:
           [DIS]ENGAGEMENT
              (CONTINUED)

• Dissociation – Disengagement
  Reduced capacity to:
     Edit or manage immediate
      impulsive response(s) to a situation

  Time oriented separation
WHY AND HOW ARE THEY PLAYING:
            DISSOCIATION VS. FLOW
                 (CONTINUED)

In flow gamers experience: Engagement
       o Gamer-actualization – players playing characters
         representing who they are or who they could be.



In dissociation gamers experience: Disengagement
       o Gamer-substitution – tendency to detach from
         reality, create a fantasy life that in the end, likely
         feels empty (i.e., only short-term pleasure is
         experienced).
WHY AND HOW ARE THEY PLAYING
         (CONTINUED)
EVALUATING VIDEO GAME USAGE OF YOUR
              STUDENTS


• Ask open-ended questions
 1.  What is it like to be you in
    reality vs. virtual reality?
 2. What makes gaming
    enjoyable for you?
 3. Be curious about their game
    playing choices!
TIPS: HOW TO BETTER UNDERSTAND YOUR
      STUDENTS’ VIDEO GAME CULTURE

• Reddit.com/r/gaming+games+ludology
• Urbandictionary.com
• Gamerankings.com
• Metacritic.com
• Esrb.org
• To learn more about various video game
  documentaries:
   • http://www.pixelprospector.com/i-history-of-
     video-games/
EVALUATION OF VIDEO GAME PLAY :
UNDERSTANDING VIDEO GAME PLAY IN
           CHILDREN
EVALUATION OF VIDEO GAME PLAY :
   UNDERSTANDING VIDEO GAME PLAY IN
              CHILDREN

• Children’s brains are not fully
  connected:
   • ↓“white matter” to the frontal lobes
     = sluggish communication.
   • In children, the part of the brain that
     governs judgment (i.e., frontal lobe)
     is the LAST to be fully connected!
EVALUATION OF VIDEO GAME PLAY :
UNDERSTANDING VIDEO GAME PLAY IN
           CHILDREN
EVALUATION OF VIDEO GAME PLAY :
      UNDERSTANDING VIDEO GAME PLAY IN
             CHILDREN’S BRAINS


The Teen/Child Brain:

Fast-Growing Synapses      + Undeveloped Frontal
                             Lobe
                                                               =   A Child’s Brain


Promote speedy and efficient   The area of the brain
learning.                      responsible for reasoning and
                               judgment.
EVALUATION OF VIDEO GAME PLAY :
UNDERSTANDING VIDEO GAME PLAY IN
           CHILDREN
EVALUATION OF VIDEO GAME PLAY :
UNDERSTANDING VIDEO GAME PLAY IN
           CHILDREN
EVALUATION OF VIDEO GAME PLAY :
UNDERSTANDING VIDEO GAME PLAY IN
           CHILDREN
EVALUATION OF VIDEO GAME PLAY :
UNDERSTANDING THE PROBLEM OF
     INDIVIDUAL STUDENTS
EVALUATION OF VIDEO GAME PLAY : TREATING
             THE PROBLEM

                         The Team should decide
                         whether or not abstinence or
                         moderation management is
                         needed or is the goal.
SUPPORTING AND INSTRUCTING STUDENTS
       WHO PLAY EXCESSIVELY
SUPPORTING AND INSTRUCTING STUDENTS
       WHO PLAY EXCESSIVELY
SUPPORTING AND INSTRUCTING STUDENTS
         WHO PLAY EXCESSIVELY

• Environmental accommodations and supports
  (Contd.)
   Redirection
   Termination
   Gradually modify activity/environment
   Support for difficult situations
   Peer support and understanding
   Systematic desensitization
   Systematic reduction of support
SUPPORTING AND INSTRUCTING STUDENTS
       WHO PLAY EXCESSIVELY
SUMMARY AND TAKE HOME POINTS
SUMMARY AND TAKE HOME POINTS
• What does this mean for you, as a teacher,
  moving forward?
  Be mindful of behavioral patterns
      Behaviors = Clues
  Know your boundaries of competence
      Ask for help from professionals in the
       field
  Team should consider unique ways on how
   to intervene
      Teach Student
         o Independence
         o Boundary Setting
QUESTIONS?

Email or call Anna DiNoto at:
 E-mail: annascaps@gmail.com
Phone: 425.390.4177

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Video Games: A Presentation For Teachers

  • 1. THE CULTURE AND INFLUENCE OF VIDEO GAMES ON CHILDREN CHILDREN’S INSTITUTE FOR LEARNING DIFFERENCES August 31, 2012 Presenter: Anna DiNoto Phone: 425.390.4177 E-mail: annascaps@gmail.com
  • 2. - I’m Anna DiNoto, MA, LMHC ABOUT THE PRESENTER - I’m a graduate student @ AU in Seattle - PsyD candidate - I have a small private practice for all ages (Redmond, WA.) and I’m a behavior specialist for Seattle-based group homes and skilled nursing facilities - My specialty is emotional dysregulation, and the populations I work with that are experiencing this issue are typically problematic technology users and ASD/DD populations - I’m in the midst of writing my dissertation & applying for internship for a fall 2013 start-date - For more information, feel free to ask or visit my website
  • 3. PRESENTATION OBJECTIVES - Define video games. - Explore the various forms (i.e., genres) of video games your students are playing. - Learn why kids are playing and their motivations behind playing. - Learn some tips on how to better understand their video gaming worlds. - Learn a little brain science behind video game play in children. - Understanding how gameplay can become excessive. - Learn the value of assessing video game usage in your students. - Learn ways to approach and treat excessive game play. - Summary. - Leave some time at the end of this presentation for questions & case presentations !
  • 4. A STARTING POINT: WHAT ARE VIDEO GAMES? A video game is:  A system designed to be experienced. • Difficult to explain until you witness and experience video games.
  • 5. GENRES OF VIDEO GAMES: DESCRIPTIVE NOT EXCLUSIVE •Action/Arcade 1. Pac Man 2. Geometry Wars 3. Katamari Damacy
  • 6. GENRES OF VIDEO GAMES: DESCRIPTIVE NOT EXCLUSIVE (CONTINUED) •Beat ‘Em Up 1. Double Dragon 2. Castle Crashers 3. Lollypop Chainsaw
  • 7. GENRES OF VIDEO GAMES: DESCRIPTIVE NOT EXCLUSIVE (CONTINUED) •Fighting 1. Street Fighter 2. Mortal Kombat 3. Smash Bros.
  • 8. GENRES OF VIDEO GAMES: DESCRIPTIVE NOT EXCLUSIVE (CONTINUED) •Platformer 1. Super Mario Bros. 2. Super Meat Boy 3. LittleBigPlanet
  • 9. GENRES OF VIDEO GAMES: DESCRIPTIVE NOT EXCLUSIVE (CONTINUED) •Adventure 1. Maniac Mansion 2. King’s Quest 3. Limbo
  • 10. GENRES OF VIDEO GAMES: DESCRIPTIVE NOT EXCLUSIVE (CONTINUED) •Driving/Racing 1. Mario Kart 2. Need for Speed 3. Gran Turismo
  • 11. GENRES OF VIDEO GAMES: DESCRIPTIVE NOT EXCLUSIVE (CONTINUED) • Role-Playing 1. Japanese (JRPGs) oFinal Fantasy oPokemon 1. Western (WRPGs) oElder Scrolls oFallout 1. Strategy RPGs oFinal Fantasy Tactics oDisgaea
  • 12. GENRES OF VIDEO GAMES: DESCRIPTIVE NOT EXCLUSIVE (CONTINUED) • Role-Playing (Continued) 1. Action RPGs o Diablo o Torchlight 1. Massively Multiplayer Online RPGs o Theme park World of Warcraft Knights of the Old Republic o Sandbox Ultima Online EvE Online
  • 13. GENRES OF VIDEO GAMES: DESCRIPTIVE NOT EXCLUSIVE (CONTINUED) •Shooter • Traditional 1. Wolfenstein 2. Doom 3. Halo • Modern Call of Duty 1. Gears of War 2. Team Fortress 2
  • 14. GENRES OF VIDEO GAMES: DESCRIPTIVE NOT EXCLUSIVE (CONTINUED) •Action-Adventure 1. Grand Theft Auto 2. Red Dead 3. Metroid
  • 15. GENRES OF VIDEO GAMES: DESCRIPTIVE NOT EXCLUSIVE (CONTINUED) •Sports 1. Madden 2. Tony Hawk’s Pro Skater 3. Mario Tennis
  • 16. GENRES OF VIDEO GAMES: DESCRIPTIVE NOT EXCLUSIVE (CONTINUED) •Simulation 1. The Sims 2. SimCity 3. Microsoft Flight
  • 17. GENRES OF VIDEO GAMES: DESCRIPTIVE NOT EXCLUSIVE (CONTINUED) •Casual 1. FarmVille 2. CowClicker 3. Angry Birds 4. Cut the Rope 5. Plants v. Zombies 6. Words with Friends 7. Animal Crossing 8. WiiFit 9. Nintendogs
  • 18. GENRES OF VIDEO GAMES: DESCRIPTIVE NOT EXCLUSIVE (CONTINUED) •Puzzle 1. Tetris 2. Bejeweled 3. Portal
  • 19. GENRES OF VIDEO GAMES: DESCRIPTIVE NOT EXCLUSIVE (CONTINUED) •Rhythm • Dance Dance Revolution (DDR) • Rock Band • Dance Central
  • 20. GENRES OF VIDEO GAMES: DESCRIPTIVE NOT EXCLUSIVE (CONTD.) • Survival Horror 1. Resident Evil 2. Dead Space 3. ZombiU
  • 21. GENRES OF VIDEO GAMES: DESCRIPTIVE NOT EXCLUSIVE (CONTINUED) •Misc 1. Minecraft 2. Secondlife
  • 23. INTERESTING FACTS YOU MAY NOT KNOW ABOUT VIDEO GAME CULTURE • Persistent worlds • Gabe Newell • Angry Kirby Syndrome
  • 24. WHY ARE THEY PLAYING: THE MULTIPLE LEVELS OF REWARD • Boredom • Escape • Hyperfocus • Compensatory strategy • Hang out with friends • Lack of Boundary Setting • Compulsivity • Sunk Cost Fallacy • Trolling (i.e., bullying)
  • 25. WHY ARE THEY PLAYING: THE MULTIPLE LEVELS OF REWARD • The Band Wagon Effect  They’re doing it so I wanna, too = conformity. • Stimming/Perseveration • Extrinsic and intrinsic motivation • Operant Conditioning • Stress relief • Fun! • Fear-Anxiety • Feel a sense of progression • A combination of things
  • 26. WHY ARE THEY PLAYING: SOCIAL RELATIONSHIPS (CONTINUED) • Social relationships & social standing Online (secondary life)  Status achievable Reality (primary life)  “limited” in abilities, acceptance, achievements, etc.
  • 27. WHY ARE THEY PLAYING: ENGAGEMENT (CONTINUED) • The Art of Video Game Storytelling 1. Engaging storyline Linear narrative vs. interactive storyline Heroism Creativity Agency Strategy  Conflict resolution 1. Graphics Immersive 1. Holding control
  • 28. WHY AND HOW ARE THEY PLAYING: ENGAGEMENT (CONTINUED) • Flow – Engagement  Involved, focused, concentrating  Sense of ecstasy  Greater inner clarity  Sense of serenity
  • 29. WHY AND HOW ARE THEY PLAYING: [DIS]ENGAGEMENT (CONTINUED) • Dissociation – Disengagement Reduced capacity to:  Edit or manage immediate impulsive response(s) to a situation Time oriented separation
  • 30. WHY AND HOW ARE THEY PLAYING: DISSOCIATION VS. FLOW (CONTINUED) In flow gamers experience: Engagement o Gamer-actualization – players playing characters representing who they are or who they could be. In dissociation gamers experience: Disengagement o Gamer-substitution – tendency to detach from reality, create a fantasy life that in the end, likely feels empty (i.e., only short-term pleasure is experienced).
  • 31. WHY AND HOW ARE THEY PLAYING (CONTINUED)
  • 32. EVALUATING VIDEO GAME USAGE OF YOUR STUDENTS • Ask open-ended questions 1. What is it like to be you in reality vs. virtual reality? 2. What makes gaming enjoyable for you? 3. Be curious about their game playing choices!
  • 33. TIPS: HOW TO BETTER UNDERSTAND YOUR STUDENTS’ VIDEO GAME CULTURE • Reddit.com/r/gaming+games+ludology • Urbandictionary.com • Gamerankings.com • Metacritic.com • Esrb.org • To learn more about various video game documentaries: • http://www.pixelprospector.com/i-history-of- video-games/
  • 34. EVALUATION OF VIDEO GAME PLAY : UNDERSTANDING VIDEO GAME PLAY IN CHILDREN
  • 35. EVALUATION OF VIDEO GAME PLAY : UNDERSTANDING VIDEO GAME PLAY IN CHILDREN • Children’s brains are not fully connected: • ↓“white matter” to the frontal lobes = sluggish communication. • In children, the part of the brain that governs judgment (i.e., frontal lobe) is the LAST to be fully connected!
  • 36. EVALUATION OF VIDEO GAME PLAY : UNDERSTANDING VIDEO GAME PLAY IN CHILDREN
  • 37. EVALUATION OF VIDEO GAME PLAY : UNDERSTANDING VIDEO GAME PLAY IN CHILDREN’S BRAINS The Teen/Child Brain: Fast-Growing Synapses + Undeveloped Frontal Lobe = A Child’s Brain Promote speedy and efficient The area of the brain learning. responsible for reasoning and judgment.
  • 38. EVALUATION OF VIDEO GAME PLAY : UNDERSTANDING VIDEO GAME PLAY IN CHILDREN
  • 39. EVALUATION OF VIDEO GAME PLAY : UNDERSTANDING VIDEO GAME PLAY IN CHILDREN
  • 40. EVALUATION OF VIDEO GAME PLAY : UNDERSTANDING VIDEO GAME PLAY IN CHILDREN
  • 41. EVALUATION OF VIDEO GAME PLAY : UNDERSTANDING THE PROBLEM OF INDIVIDUAL STUDENTS
  • 42. EVALUATION OF VIDEO GAME PLAY : TREATING THE PROBLEM The Team should decide whether or not abstinence or moderation management is needed or is the goal.
  • 43. SUPPORTING AND INSTRUCTING STUDENTS WHO PLAY EXCESSIVELY
  • 44. SUPPORTING AND INSTRUCTING STUDENTS WHO PLAY EXCESSIVELY
  • 45. SUPPORTING AND INSTRUCTING STUDENTS WHO PLAY EXCESSIVELY • Environmental accommodations and supports (Contd.) Redirection Termination Gradually modify activity/environment Support for difficult situations Peer support and understanding Systematic desensitization Systematic reduction of support
  • 46. SUPPORTING AND INSTRUCTING STUDENTS WHO PLAY EXCESSIVELY
  • 47. SUMMARY AND TAKE HOME POINTS
  • 48. SUMMARY AND TAKE HOME POINTS • What does this mean for you, as a teacher, moving forward? Be mindful of behavioral patterns  Behaviors = Clues Know your boundaries of competence  Ask for help from professionals in the field Team should consider unique ways on how to intervene  Teach Student o Independence o Boundary Setting
  • 49. QUESTIONS? Email or call Anna DiNoto at: E-mail: annascaps@gmail.com Phone: 425.390.4177