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Proceedings of the Seminar: Seminar - Video Games: Addiction? Induction? Regulation.

Proceedings of the Seminar: Seminar - Video Games: Addiction? Induction? Regulation.

24/02/11

The Centre d'analyse stratégique organized a seminar

Video Games: Addiction? Induction? Regulation.

Tuesday, November 23, 2010

In turn represented as vectors of entertainment, technology innovation, broadcast media or cultural goods, video games are the subject of a growing enthusiasm but also raising concern.

Summary of debates

To take full advantage of the growth potential of video games, it is now desirable to enrich the content regulation systems and practices.
Centre d'analyse stratégique has wished to contribute to this reflection inviting experts for discussion at the working seminar "Video Games: Addiction? Induction? Regulation. ".

A number of lessons can be learned from these exchanges:

1. In recent years, the use of video games known strong growth in France according to recent statistics. For example, a study by the National Observatory of video games in 2010 states that 39% of the French have played in the last six months and that players are an average age of 35 years.

2. Sociologist Lawrence Trémel is cautious about these figures conceal a wide disparity of practices in terms of duration and frequency of play These data, by conveying the reassuring image of the "responsible adult player", would qualify the need for regulation.

3. aggression or even violent behavior by inducing video games would be real only in a small minority of cases and only for people already struggling. Many believe that, like other media to their beginning, video games are of concern primarily because of the ignorance of which they are subject, especially from older generations.

4. The existence of an addiction to video games is heavily debated. If Marc Valleur , medical center chief Marmottan considered to have received five years of consulting almost 250 people addicted to video games (mostly men aged under 30), Mark Griffiths , professor of psychology, believes that it any cases presented in the literature brings together all the clinical criteria for addiction (mood changes, lack, neglect of other activities, relapse ...).

5. All stakeholders agrees on the other hand the existence of improper use of video games. These cases may develop in the most vulnerable people in order to fill gaps. They often hide other disorders, including depression. For the psychiatrist-psychoanalyst Serge Tisseron , these practices occur when excessive individuals do "play more for fun but to reduce displeasure" pathological gambling while representing an escape from reality. In addition, more than the game itself, it is often the media, specifically the Internet, which is responsible for these uses déraisonnées.

6. These situations of misuse remain minority admittedly. Many regret therefore the gap between the small number of cases and their high media profile. For others, it should still address the issue head on, to experience the best of the potential of video games.

7. Achieving a multidisciplinary investigation at the national level on the uses of video games would compensate for the lack of data and avoid erroneous evaluation of risk and stigmatization of video games. Furthermore, in order to enrich this investigation, should encourage publishers to open the databases of online gaming servers.

8. Interest tools to reduce connection time (backup, clock, day / night) is debatable. David Cage , video game designer, is skeptical as to their feasibility (transnational markets, technical constraints) that on their potential effectiveness. For Olivier Mauco , design engineer in political science, it would be difficult to implement these tools that would change the entire game mechanics (time management, with levels) and that ultimately alter its logic. Instead, according to Justine Atlan , director of the Association e-childhood, backup systems at any time and parental control of playing time are desirable because they would give parents the opportunity to exercise their authority and limit conflicts with their children.

9. In addition, parents should have more information on video games. If the qualities of the PEGI signs are recognized by all, this system remains largely unknown. To fight against this, several tracks are proposed: launching an information campaign with INPES; implement interventions in schools on "best practices and digital" and incorporate these themes in the Brevet Informatique et Internet college students; encourage the development of applications for Smartphone original (just like the one to obtain complete details of a game after scanning its bar code).

10. Finally, it should be noted the importance of video games for younger children, in particular to establishing new forms of socialization, expression and develop useful skills for their professional future. Video games could be powerful and creative spaces, such as the National contest encourages STEM Video Game Challenge launched by President Obama in the U.S.. Tisseron Serge calls for "a positive settlement of the use of video games" and a valuation of all the possibilities they offer. From this perspective, the Centre d'analyse stratégique will focus in 2011 on educational inputs for video games.

 


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