Friday, July 27, 2018

Priscilla Zamora: Summary/Response 3


Allison, Sara E, et al. “The Development of the Self in the Era of the Internet and Role-Playing Fantasy Games.” Psychiatry Online, 1 Mar. 2006, ajp.psychiatryonline.org/doi/full/10.1176/appi.ajp.163.3.381.

Summary:
This article is a case study on the patient known as Mr. A. Throughout the article, the authors are discussing various facts about Mr. A’s personality and mental disorders and abilities, even going as far back as his childhood. Their focus being on how Mr. A perceived himself. They want to find out how the development of the self is correlated to video games, specifically, online role-playing games. In their conclusion, they find that these video games are both beneficial and harmful when it comes to developing one’s self.

Response:
I enjoyed reading this article. I found myself agreeing with it a lot. I really do believe that we make our avatars to be who we want them to be. That is, we make our avatars into better versions of ourselves. In the article, Mr. A’s avatars were always something incredible that he felt he could never live up to. This leads me to further believe that the way we perceive ourselves impacts our gaming experience.

I believe that self-confidence and your perception of who you are really do dictate how you are going to act socially. These also dictate how one reacts to video games and the online identity we have. Social anxiety is very important to research of this type because it shows us that people who have it are more likely to turn to video games to “escape reality”.

I believe the most important take-away of this article is that one should learn to be comfortable with who they are-the good and the bad. If you think about it, it makes complete sense. When we do not feel inadequate with who we are, we are less likely to turn away from outside social interactions.

I thought it interesting that the authors compared gaming addiction to drug addiction. They did this with the mention of the hormone dopamine. I both agree and disagree with this. Dopamine is a “reward” hormone. We get this with various things: food, affection, etc. To have tried to use this idea as an argument was silly to me because if we wanted to use dopamine as a factor in this, we would have to talk about food and love addictions as well. Still, I do agree that when playing video games, dopamine is released into our brains because we play video games for enjoyment.

The only thing that I would change about this article is for it to have included more than one patient. It was interesting to see how many social/psychological issues affect our perceived selves. Not everyone has the same mental/social capabilities, so it would have been interesting to see how these authors would have discussed a different patient with the same studies being done.

Quotations:
“…Mr. A had a lifelong history of…and anxiety about new social situations…” (381).

“…Mr. A relied upon this activity as a means of escape, allowing him to avoid the unpleasant anxieties of his internal world” (383).

“…some research on Internet game players has shown that repetitive playing leads to dopamine release in the nucleus…” (383).

“In other words, he could put on a new identity like a new suit of clothes, becoming someone who walked on water, healed others, and cast lightning bolts, in stark contrast to his daily experience of himself as inadequate” (384).

“…adolescents and young adults may need encouragement and assistance in accepting the diverse aspects of the self that are often in conflict with one another” (358).

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