Thursday, April 23, 2009

the visual part II

"the woman saw that the tree was good for food, and that it was pleasant to the eyes,” Genesis 3:6 KJV

It is easy, very easy, for my generation to fall asleep at the switch with regards to the dangers of digital addiction. First of all, many of us older fogeys have little interest in video gaming or social web sites as we either are content with our lives, busy as they are, or these things are past our comfort zone in this computer age (yet there is a spike among retired folk who have more time). Secondly, I see where many parents are enamored with anything involving computer skills, and the thought of their children and grandchildren learning how to navigate their way around the world of the web is a point of pride: “My child is learning the future!” Thirdly, we are only now becoming aware of the reality of digital addiction and the threat it has become.

In 1995, a New York psychiatrist, Dr. Ivan Goldberg invented the term, “Internet Addiction Disorder,” as a joke to parody an association manual just released cataloging all the known mental disorders. To his surprise, he received a rash of mail from people and colleagues confessing their “addiction.” It is no longer a joking matter. South Korea is the most wired country on earth with a 97% broadband penetration into homes versus only 67% in the U.S. The S. Korean government now estimates up to 30% of those under the age of 18 are at risk of internet addiction. Internet cafes have proliferated to the level of some 20,000 so-called “PC Bangs” where rows and rows of mainly young boys and men line up to play video games. The Korean government has now set up 200 counseling centers and has trained more that 1,000 internet addiction counselors. Two week camps are set up to treat young people in “p.c. free” zones where the aim is to restore a “lost childhood” with real time activities with real people. China has over 300 treatment centers and estimates about 10 million adolescents qualify as addicted. It has ordered online game operators to install “fatigue” systems that post warnings and diminish point rewards after three hours of play.

The next version of the Diagnostic and Statistical Manual from the Psychiatric association, due out in 2012, very well could contain some form of disorder designation for digital addiction. If so, it would mean that treatment for internet addiction could be covered by your health insurance. This is the world we are now entering. I cite all these dismal statistics just to make the point that the power of the visual has assumed enormous proportions and poses a very real threat to normal, human health and development, especially among young people. We have created a powerful machine and now must learn how to control it.

How big is this business in the U.S.? Studies say 97% of American teens aged 12-17 play video games using a variety of devices and half of them do so every day. We know that boys are especially cued to the visual and, not surprisingly, 99% of them are players versus 94% of girls. 65% of males are daily gamers versus only 35% of females. 27% of teens play games with strangers on line. About one third of parents do not or only occasionally check the ratings before they allow their children to play a game. In 2008, World of Warcraft was the most played game in the U.S. at about 11 hours per week per gamer.

Houston, do we have a problem? Sorry if this is depressing. I wanted to get your attention.

(to be continued)

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