2014年12月10日 星期三

Addiction is a Subject Related to Habits

An annotation for Gretchen Rubin’s Are You “Addicted” to Something?
Addiction is a Subject Related to Habits
         
          After reading the article written by Gretchen Rubin, I rather think that addiction is a subject related to habit. In the article, Rubin mentioned a list of factors which was put forth by Mark Griffiths. Apart from the question of “what’s a true addiction?”, the list provides a way to think about whether a certain habit is making it harder to live a life that reflects our values and contributes to our long-term happiness. According to this definition, a behavioral addiction is marked by salience, mood modification, tolerance, withdrawal symptoms, conflicts and relapse. However, the assay would not be clear enough if it isn’t represent with an example, so I would discuss the six aspect along with my mother’s habit on playing app games.

          My mother brought herself an Iphone during summer vacation, and that is also when she started to gain the habits of playing app games such as candy crush. This behavior had become the important activity in her daily life (salience), for she spent thirty minutes to an hour on playing games after having breakfast, lunch and dinner, sometimes even before going to sleep as if she is following a prescription given by the doctor. Basically, I think the most interesting part during the observation of mom is that it is pretty easy to predict whether she is winning or losing in the game, for the behavior of playing game changes her mood by providing a rush of excitement or sense of calm or a shout of remorse (mood modification). None the less, since the difficulties of the game advanced eventually level by level, it is quite hard to go on to the next level as easy as turning one’s hand over on level one when you had the same limitation of life chance, which is five lives per chance. So mom began to purchase “life “ in the online store, and that represents the stage when more and more behavior is needed t get the mood boost (tolerance). However, what happens when she fail to pass the level even with the purchase of extra lives? Well, mom would be depressed and put down her phone to take a break, but after finishing all of the housework, she would return once again back to her wonderland, and that is how the behavior returns after being given up (relapse)

          There are still two aspect I had not talked about, which is withdrawal symptoms – a person feels lousy or irritable when unable to engage in the behavior, and conflict – the behavior causes conflicts with other people, interferes with other activities, or causes a person to feel a loss of control. Though this list might seemed a little too underestimate the problems of addiction, I think with our self-knowledge, and being in control of ourselves, addiction would not need to be seemed as a matter so seriously.

Candy Crush---Game Addiction Happiness

An annotation for Eliana Dockterman's "Candy Crush Saga: The Science Behind Our Addiction"
Candy Crush---Game Addiction Happiness

          According to the article published in TIME Magazine's technology and media section, which was written by Eliana Dockterman, it simply analyze the players' addiction within the game into several different aspect of discussion. On the one hand, from the interview with Tommy Palm, who is one of the game's designers, Dockterman then realized what tactics King (the creator company of Candy Crush) used. While on the other hand, Dockterman also called a few psychology experts and players to understand the back-story on why Kings' tactics worked so well to make Candy Crush so irresistible.


          "Perhaps the most genius element of Candy Crush is its ability to make you long for it."(Dockterman) Since you can only get five chances, or say, lives at a time, thus, when you run out of lives, you will have to wait for another thirty-minute increment to continue the play. Owning to the fact that the game actually constrains its players from getting more lives, it urges its player even more to yearn after it. And also, that effortless constraint test the humanity of which people have a stronger desire to thing they aren't able to get in reach. Another reason that deals with humanity is that human are suckers for sweet talks. Even though we all know the truth, which “Good advice jars on the ear.”, and "Bitter pills may have wholesome effects." But still, we tend to be hoodwink by the flattering speech. For example, once you made more than one matches of the candy role in one move, words will pop up on your screen accompanied by a voice that says, "Sweet" or either "Delicious" consider how many combos you complete. Dr. Kimberly Young, a pioneering expert on internet and gaming addiction, called this a "Positive reward". In addition, she believed that it is an essential feedback for player immersion, for that people will feel better about himself or herself.


          Besides, for the humanity part King deals with their tactics, there is also psychology factors they managed to affect. For example, many people might questioned," Why choosing candy instead of other symbols, such as biscuit, fruit, or even cute animals?" or questions like, "While there is so many similar games available, why Candy Crush?" Palm gave a direct response to those questions, "Many people have had a very positive feeling about Candy since they were kids." Thanks to the happy memories with candy during childhood, players therefore coincidentally tied the positive association and pleasures derive from eating into the game, and moreover, it lead out their inner child. With Psalm later on continued, "And it (candy) makes for a real nice visual game board with a lot of color and interesting shapes." For the homepage seemed like a traditional Candy Land Board, and with the game pieces designed as candies, players incline to believe they are transported into an entire Candy Land experience, which is far away from reality.  
 
Reference:
Dockterman, Eliana. "Candy Crush Saga: The Science Behind Our Addiction"TIME.