On Second Life and addiction

I wasn’t going to say anything on the sad story of the Korean couple who allegedly left their baby to starve while they spent time in the virtual world Prius Online, because, you know, it seemed a bit exploitative, but I noticed that a few other blogs had referred to the issue directly or indirectly, and of course I couldn’t resist putting my two cents worth into the comments, (though it turns out that last post wasn’t inspired by the Korean incident after all), so I thought I might as well draw a few thoughts together and post them here.

Actually I’m not going to address the Korean story directly, since all I know about it is what I’ve read in the papers, and in cases like these one really needs to have all the facts before formulating any opinions. Instead I’ll say something more general about the concept of internet addiction – whether it exists at all, and, if so, what can be done to help those suffering from the problem.

My personal opinion is that problematic use of the internet should be regarded as a pathological behaviour, and that it is best thought of as an impulse-control disorder. I first became interested in the topic after reading Caught in The Net, by Kimberly Young, who did a lot of the early work in this area, and who runs the Center for Internet Addiction. Her book is aimed at a lay audience – she does tend to throw around terms like “obsession”, “compulsion” and “addiction” a bit freely – but her conceptualisation of dysfunctional online activity, drawing on the model of pathological gambling, is basically sound.

The existence and nature of internet addiction is still the subject of academic debate though. I thought Jerald Block made a good case a couple of years ago in an editorial in the AJP, Issues for DSM-V: Internet Addiction, but the draft DSM V, out last month, fails to include it. Interestingly the draft also proposes to move pathological gambling out of “Impulse-Control Disorders Not Elsewhere Classified” and into “Addiction and Related Disorders”, a move that has been labelled one of the “The 19 Worst Suggestions For DSM5“.

This argument about classification may seem a bit arcane, but it reflects a division of opinion that was also evident in the discussion of the Korean case; to what extent does labelling a particular behaviour an “addiction” absolve the person concerned of responsibility for their actions?

When it comes to MMORPGs (which for the sake of this argument we’ll take as including Second Life) there is a tendency among pro-game writers to deny that virtual worlds have any addictive properties at all, and to focus instead on the personal characteristics of the “addicts”, and especially their “personal responsibility” or lack thereof, when seeking to explain the problem. This is evident in the posts I linked to above, and more so in the comments, and is understandable when one considers that politicians and the media are quick to stir up moral panics about the supposed corrupting influence of games on society.

It’s true that impulse-control disorders are rooted in individual psychopathology, which in turn develops from the complex interaction of neurobiology, psychodynamics, cognition, social factors and environment. However I think it has to be acknowledged that games, and especially MMORPGS, have features which may promote problematic use in vulnerable people.

What are these elements? The ability to produce feelings of mastery, to increase confidence in social interaction and to explore hidden aspects of personality, which can combine to boost self-esteem. (These are of course the same things that make the worlds attractive in the first place.) Add in the variable reward schedules that are designed into the games to a greater or lesser degree, and you have the potential to set up cycles of dysfunctional behaviour.

This doesn’t mean that games are inherently dangerous, since clearly the vast majority of players manage to use them without coming to any harm. It does suggest though that there is a particular subset of players for whom over-use of games might become a problem, and raises the question of whether game developers like Linden Lab should be responsible for raising awareness of the possible hazards among residents of their worlds. I would argue that there should be some material about recognising the signs of internet addiction included in the orientation process, and perhaps a timer built into the viewer that that pops up after, say, two hours on the grid and suggests that it might be time to take a break. I can’t see this happening though, since steps like these could be construed as an admission by the Lab that they are aware of the potentially harmful nature of their product, which would presumably expose them to some sort of liability.

What of treatment? In general terms, my experience of treating this sort of problem has convinced me of the importance of taking a non-judgemental approach. Although therapy for impulse-control disorder does focus on the choices that the client makes in certain situations, with the aim of helping them regain a feeling of control, over-emphasising “personal responsibility” is usually not helpful. These clients start with low-self esteem, and the condition further erodes their confidence in their ability to take charge of their lives, so reminding them that they could have avoided the mess by making different choices tends not to make them feel any better. Instead it’s more useful to focus on the positives, the areas of their lives that they feel they can manage sucessfully, and try to build on these.

It’s interesting that discussion of addictions, and particularly process addictions (which, as mentioned above, I prefer to conceptualise as impulse-control disorders, though plenty of people would disagree with me), often takes on a rather moralistic tone, with implicit, or sometimes explicit, condemnation of addicts for failing to take “responsibility” for what they do. I tend to think that this position represents a defence against acknowledging the extent to which everyone is a potential “addict”, a projection of intolerable unconscious “irresponsibility”. I think it’s healthier to recognise that we are all fallible humans, and we can all make bad choices, and remember that when we do mess up it’s nicer if people treat us with sympathy and compassion, rather than going on and on about “personal responsibility”.

In internet addiction specifically the treatment with the best evidence base is CBT – Young published a paper on treatment outcomes in 2007. There was also an interesting paper last year from the International Gaming Research Unit at Nottingham Trent University last year looking at various treatment approaches to videogame addiction, including 12-step, CBT and Motivational Interviewing. 12-step programmes for internet addiction are widely available – at On-Line Gamers Anonymous for example – but I’m not aware that these have been rigorously evaluated. I’m not as familiar as I would like to be with the published work coming out of South Korea and China, where they take this problem very seriously, but what I have read suggests that behavioural and family therapy approaches are useful, in younger populations especially. I expect there will be a lot more research into treatment of internet addiction published in the West over the next few years, and the best therapeutic options should become more evident.

A Radical Game

Readers may be wondering what has happened to my grand plans to launch a grid-wide insurrection to bring democracy to Second Life. I haven’t forgotten about it completely, but I have been distracted by some real-life political activity; I realised that if I had time to spend on agitation in an imaginary world, then I had no real excuse for dodging my responsibilities in my local community, where the issues are rather more pressing.

I was also a bit discouraged when I read Annabelle Boyd Jones’s B.A. thesis (OK, when I read the abstract of Annabelle Boyd Jones’s B.A. thesis) The Disconnect Between Journalism and Governance; A Critical Analysis of the Interaction of Journalism and Governance in the Virtual World Second Life, in which she concludes that journalism (and what is SLS if not citizen-journalism?) has had “negligible influence over the structure and direction of governance”. Ms Jones was awarded first class honours, so I guess her work is fairly robust, though I felt her selection of SL sources was a little restrictive, taking in the usual suspects like the Herald and New World Notes, plus the now-defunct AvaStar and Reuters SL, though also Your 2nd Place and Second Thoughts, the latter amusingly characterised as “incendiary”.

On the other hand… My re-engagement with local politics isn’t entirely attributable to guilt-tripping; thinking about democracy and radicalism in the context of Second Life reminded me how stimulating political activity can be, and primed me to get back into it. I ended up re-reading most of Trotsky’s The History of the Russian Revolution, which really catches the excitement of the times, as the old order collapsed and a new world of limitless possibilities opened up. (John Reed‘s Ten Days that Shook the World, and Warren Beatey’s epic film Reds, based on Reed’s life, are equally inspiring.)

It can be argued that Second Life is a similarly fresh political landscape, and the challenges faced by anyone trying to build a progressive movement on the grid would be comparable to those in front of the Bolsheviks as they sought to galvanise the population of Russia around a new ideology in 1917. It would follow that, just as there are lessons for revolutionaries today in the events of October, agitating in SL might teach us something about organising in real life. Role-playing revolutionary games in Second Life could provide the intellectual space where ideas about engaging people with radical politics can be tried out and refined, before being fed back into offline experience.

For example, I was thinking about how I might go about recruiting members to an SL Communist Party, and naturally I fell back on my fairly extensive experience of doing similar things in the real world. Thinking about how to translate this on to the grid forced me to consider what worked and what didn’t, what were the really essential steps and what was just habit, what was outdated and what still applied. All this was still in my mind the other day when I met with some people to talk about what kind of intervention we can mount around the forthcoming UK General Election, and my contribution to that discussion was certainly informed by the thoughts I’d had about Second Life. Time will tell how useful these grid-derived insights are going to be of course, and the process would undoubtedly have been more valuable had I started it about a year ago, so that I could have gone through a few iterations of virtual party building and generated more feedback, but it felt as if I had been able to look at things from a new angle.

Does this mean that I am softening on my immersionist position and coming round to a more augmentalist viewpoint? Not really, because I still think that what happens on the grid has no direct significance outside of the game world, and that no matter how good a virtual simulation might be, the lessons learned only become valuable if they are applied to action in the real world.

The idea that games can be useful in preparing us for more serious affairs is hardly new of course; it’s something we have been doing in one form or another since the dawn of humanity. Wellington said that the Battle of Waterloo was won on the playing-fields of Eton, (though Orwell thought that the opening battles of all subsequent wars had been lost there.) Perhaps the outcome of future conflicts will be decided on the sims of Second Life.

Brother, can you spare me an ISK?

More virtual-life-imitates-real-life news from the futuristic universe of EVE Online, where EBANK, one of the game’s largest financial institutions, has frozen all deposits after new management discovered a 1.2 trillion ISK (InterStellar Kredit) hole in the accounts.

At first glance this seems to be a repeat of the Second Life banking fiascos of 2007, but, to be fair to the directors of EB, they do seem to have been trying to run a proper retail banking operation rather than just a glorified Ponzi scheme, with interest paid to depositors theoretically covered by interest charged to creditors.

The initial stories of EB’s troubles focused on the embezzlement of 250 billion ISK by the bank’s former CEO, but what really seems to have done the damage is the spectacularly high level of bad-debt provision. Just about the whole of EB’s loan book looks to be unrecoverable, a failure of risk-management that makes even the most delinquent of real-life banks look ultra-cautious.

It is, I think, another example of cargo cult consciousness, the belief that you can capture the essence of something by replicating its superficial form. In this case EB did the things that a real bank does, like taking deposits and making loans, but without the social infrastructure than underpins such a business in the real world, like a legal system that allows creditors to pursue their debtors and seize their assets. More importantly, institutions of finance capital can only exist in the context of a system where there is actual value being produced, rather than an imaginary universe where work ultimately counts for practically nothing.

It’s surprising that anyone still believes that banking and other financial wizardry can magically create wealth, rather than just existing parasitically on the labour of the workers, given that recent events in the real world have shown up the masters of the universe for the frauds that they are. (ISK also stands for Icelandic Krona, and we all know how well that’s been doing recently.) A certain suspension of disbelief is required to enjoy the experience of EVE Online; perhaps for the more avid players their time in New Eden detaches them from reality altogether.

Twixt and between

Although I have a link to heavyweight academic virtual world weblog Terra Nova in my blogroll, I must admit that I hardly ever look at it. This is partly due to time constraints, since when I do start reading it I often end up spending hours browsing through the papers they link to, but is mostly because I hate to be reminded that it is possible to build one’s career around research in this area, instead of having to work for a living.

Anyway, I visited the site the other day, and came across the story of Loyola University (NO) professor Dave Myers and his alter-ego Twixt. It’s a bit involved, but I’ll try to summarise; Myers is a fan of MMORPG City of Heroes/City of Villains, commonly referred to as CoH/V, in which players take on the role of, you’ve guessed, comic-book good- or bad-guys, and battle it out to save/destroy the world, or whatever. As I understand it the bulk of gameplay involves players banding together to fight computer-controlled adversaries, known as PvE play. However there are also areas set aside for PvP play, that is for direct conflict between the players’ characters, with one side, Heroes or Villains, supposedly emerging victorious.

Myers noticed that in one of these PvP areas, known as Recluse’s Victory, or RV for short, not a lot of fighting went on, contrary to what might be expected. Instead the players would fraternise across the Hero/Villain divide, using the space as a social club instead of a gladiatorial arena. Myers decided to see what would happen if he disrupted this social equilibrium by attempting to achieve the ostensible goal of the zone, that is defeating the other team. His heroic avatar Twixt began enthusiastically killing villains, a course of action which had not entirely unpredictable results; he became spectacularly unpopular, was vilified on CoH/V-related web forums and received death-threats.

Myers wrote up his take on the events that unfolded in a paper “Play and Punishment: The Sad and Curious Case of Twixt” which he published last year. The story came to wider attention when his local paper covered it last month; this in turn provoked responses in the blogosphere and a lively debate in the comments section of Myers’ own blog.

Myers is an academic who has been writing about video games for years, so, as might be expected, his analysis of the matter is somewhat impenetrable to a reader unfamiliar with the finer points of the field, but as far as I can see his argument is this; he was playing by the Rules, as set by the game designers, and where these conflicted with the social conventions established in the RV, he had the right, if not the duty, to breach the latter, since the Rules are the same for everybody, and thus more democratic than the conventions established by what may very well be an unrepresentative clique of players, and which, like all social conventions, apply differently depending on where you are in the social hierarchy.

His critics attack him on several fronts, most cogently when they say that he is wrong to distinguish between the Rules and the conventions that have grown up around them through player consensus; both are important in the production of the game experience. Some note his apparent delight in the annoyance he caused to the established community and accuse him of being a griefer, or even a sociopath. Others charge him with violating academic ethics, on the grounds that his study caused upset to a lot of people who were never asked for their consent to be part of it.

I am not particularly impressed by Myers’ position; he has a point in his observation that socially-generated rules can be oppressive, and favour one group over another, but the solution to that lies in constructing a more democratic society, not in sticking rigidly to some code of conduct handed down by an external authority. It’s unclear why he gives so much weight to the intentions of the game developers, who are after all fallible humans, and who he himself attacks for failing to defend the integrity of their creation. He does himself no favours with the style of his response to criticism, which is needlessly antagonistic.

Myers’ whole attachment to the ideal of the Rules seems a little extreme, given that we are talking about a video game. He repeatedly makes the point that social rules poison the purity of game rules, and that this is important because of the crucial role that games play in human development. I presume that he expands on this thesis in his other work, but it seems awfully heavy baggage to hang on a minority pastime involving imaginary men in tight lycra costumes. One can only imagine that he intends it as a metaphor for some weightier social issue, like the Death of Respect or somesuch.

It all positively begs to be analysed, something that Myers himself seems to have anticipated in his blog post “Four types of game-related bloggers“, where he identifies “The Psychoanalyst” as someone who “believe[s] that play is best evaluated with reference to the outside-the-game intentions of players rather than the in-game outcomes of their play [and] that different players play games for different reasons, which may or may not be (but most often aren’t) determined by the game”. That sounds reasonable to me, especially if we broaden our definition of “playing the game” to include things like “writing about the game in a blog”, or “publishing game-related learned papers”.

So where do we start with Professor Myers? What did he mean when he likened his journey as Twixt to a “bad high school experience”? Is it significant that he teaches at Loyola, a Jesuit University? Does he worry that some in the academic community might feel that the study of video games lacks gravitas? What’s with his identification with a superhero, battling not only the villains, but also the treachery of his supposed allies?

With a little imagination (OK, with a lot of imagination) it’s possible to flesh things out a bit. We can see an unhappy young Dave at high school, resentful of the popular clique he outwardly disdains, but secretly longs to be accepted by. There may be unrequited love – for the girl next to him in science class who he can’t pluck up the courage to talk to, or perhaps the captain of the football team. His parents are emotionally distant, and he can never meet their expectations however hard he tries. His Jesuit education teaches him to respect and fear authority. He chooses as a career the study of technologically-mediated escapism, but he is painfully aware that he is living vicariously at two degrees of separation, only able to watch as others live out their fantasies in a virtual world. On the outside he is a mild-mannered professor, but inside he seethes with rage, with dreams of destructive omnipotence that at once seduce and terrify him.

Of course it’s equally possible, indeed rather more likely, that Myers was perfectly happy at school, dating every member of the cheerleading squad on his way to being voted “most popular” and “most likely to succeed”, before delighting his loving parents by embarking on a stellar college career. He’s probably not even a Catholic, never mind a Jesuit. He is perfectly happy with his job, which consists of being paid to play video games, then jetting around the world to address conferences about it, and is at ease with his self-image; a playfully intellectual merry prankster, who punctures pretension and fights injustice wherever he sees it.

Does it matter that I’m able to conjure up such widely disparate images of Professor Myers’ psyche, or that I could come up with a dozen more if I thought about it for another ten minutes? Not really, because we’re not talking about Dave Myers, resident of New Orleans La. here, but “Dave Myers” a character in an ongoing game/narrative of which the “Twixt” episode and my awareness of it is but one chapter.

I’m not sure if I have a bit-part in Dave’s story – as a snarky psychiatrist/blogger who appears in an exposition-heavy cut-scene to fill in some backstory – or if he’s a player in my drama, part of an interlude in which we establish my character as an an uncannily perceptive student of the human condition. I can only hope that some meta-blogger is following all this, and will explain it to me sometime.