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—ROBERT J. SAWYER

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DOTA 2 DEFINED

Mugot (2016) describes DOTA 2 as a free-


to-play multiplayer online battle arena
video game developed and published
by Valve Corporation.

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PREPARE

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One of the reasons for playing according to research

Online gamers are motivated by variety of things like cooperation, competition,


communication, escapism, flow and sociality (Frostling-Henningsson, 2009).

Benefits to competency honing

Kids are so attracted to these games because they are learning about important "future"
things, from collaboration, to prudent risk taking, to strategy formulation and execution, to
complex moral and ethical decisions. (Prensky,2006).
It exercises the mind by improving critical and strategic thinking abilities, promotes
teamwork, promotes social interaction amongst players, and relieving one’s self from the daily
stresses of life. (Lubanga,2014)
One of the social benefits
“It is now the common topic of the gamers, so everyone that is playing it
can relate with other people. It develops your leadership skills and promotes
teamwork and camaraderie.” (Rayo, 2012)

Psychological and Mental Benefits

Games like DOTA can elicit a range of emotions, positive and negative — including
satisfaction, relaxation, frustration, and anger. (American Psychological Association, Loria, 2018)
Positive relationship between problematic play and involvement among the online
players, suggesting that greater involvement in online gaming activity will also increase the
probability of problematic play qualities. (Kowert, 2014)

Impact on violence
One study out of Boston University found that youth violence rates
dropped about 29% between 2002 and 2014. Youth violence rates spiked from 1980
to 1994, according to the Urban Institute. But those rates started to plummet in the
1990s, dropping 34% between 1994 and 2000.
Psychological effect
Playing violent games increase aggressive behaviors, increases aggressive
cognitions, increases aggressive emotions, increases physiological arousal, and
decreases pro-social behaviors. (Austin, Pinkleton and Fujioka 2000)
It wastes valuable money, harmful to one’s health, wastes time, and destroys
emotional and mental stability. (Infantado, 2013)

Romantic drawback
Since majority of the gamers are male, the female usually sacrifices in a
relationship under DOTA 2. (Rayo, 2012)

The “trash talk”

Toxic behavior also includes behaviors like sending offensive messages or


intentionally helping the opposing team (Shores et al., 2014).
Flaming behavior can be defined as use of hostile expressions in relation to
other users in online communication. (Lapidot-Lefler and Barak, 2012)
Toxic Behavior
There are many negative behaviors present in online gaming, for example
cyberbullying, cheating, harassment and griefing. These terms are often grouped
together and called toxic behavior. (Kwak, 2015.)
Griefing is a toxic behavior can be divided into four categories: harassment,
power imposition, scamming and greed play.

Cyberbullying

Cyberbullying differs from griefing, as cyberbullying is meant to harm the


target, whereas griefing is aimed more towards ruining the enjoyment of the target
as a playstyle for certain players. (Paul, 2015.)

Mental feedback and Addiction

The World Health Organization recently decided to add “gaming disorder”


to its list of mental health conditions in the update of the International Classification
of Diseases (ICD), released June 18. (Loria (2018).
Responsible Gaming and Ways to help DOTA 2 addicted players
Firstly, consumers should be informed about potential addiction risks that
can be attributed to playing online video games. Secondly, game publishers should
implement proper referral services.(Rooijet, 2009)
Thomas (2018) states verbal communication is one of the best means to
help an addict.
The emotional support given by the community is powerful and beneficial
for people who struggle to free themselves from their abusive behaviour. (Dr. Gabor
Mate, TIME)
Cognitive Behavioral Therapy

The addict will undergo a series of steps to change gaming behaviors and
perceptions about the relevance of video games by clarifying the way that people’s
thoughts and emotions interact.. (Thomas, 2018)
Social Cognitive Theory

Self-regulation is characterized by an individual’s management of their own


behaviour through self-monitoring, evaluation against perceived standards, and self-
administration of consequences for their own behaviour.
CONCEPTUAL
FRAMEWORK
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studying.

Reference : The basics you can find anywhere 5 Steps To Successful Storytelling Published on April 5, 2014 Featured in: Marketing & Advertising
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MATRIX
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“The heart and soul of good writing is research; you should
write not what you know but
WHAT YOU CAN FIND OUT.”

—ROBERT J. SAWYER

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THANK YOU

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