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Interview: Andrew Campbell – Director of Prometheus Research Team, University of Sydney

(Published earlier today on Metaverse Health)

Over the past couple of years I’ve had the opportunity to chat with Andrew Campbell on a couple of occasions. As Director of the Prometheus Research Team, Andrew is heavily involved in the area of mental health and technology. I’ve always been struck by Andrew’s objective view of gaming and virtual worlds, which he rightly sees as simultaneously providing significant opportunities and challenges.

I caught up with Andrew to discuss his work and perspectives on mental health, gaming and immersive virtual worlds.

DH: Can you describe the main focus of your clinical work?

AC: The main focus of my clinical work is divided into two categories. Firstly, research. My primary job is an academic researcher and teacher in the field of Psychology. I conduct research particularly in the area of Cyberpsychology, which is the study of how technology is impacting human behaviour, both in good and bad ways. Secondly, I am a general practice psychologist who specialises in child and adolescent mental health and behavioural problems. My clinical work to date has been focused on treating children with ADD/ADHD, anxiety and depression, conduct problems, as well as parental counselling and family therapy.

DH: What led your career to the stage it is at today – what got you into the issue of mental health and technology?

AC: In 1997 I was finishing my undergraduate degree in Psychology and Education at The University of Sydney and decided to spend some time in the United States working as a teaching assistant at a few universities. I became captivated with work being done by a handful of academic psychologists in the US at the time who were focusing on how the internet was going to be a revolution to impact human behaviour and society at large.

I read everything I could get my hands on at the time to do with online relationships, virtual societies and even gaming communities that were developing international reputations and new cultures in cyberspace. I asked myself at the time ‘could this be the start of a new movement in human enrichment?’ and set forth to find out the good and the bad (and the down-right terrible) aspects of spending a lot of time engrossed in an online world, be it chat, gaming, shopping, finance, politics etc. Thus, my interests turned toward career aspirations to develop psychological research and an applied track record in the use of information communication technology and the use of other technologies in helping the ‘human condition’.

DH: Arguably the number one and two areas of broader public interest with mental health and technology is gaming and violence and addiction. What percentage of your work is spent dealing with actual or perceived issues in those areas?

AC: To date, my clinical work as a generalist psychologist in child and adolescent mental health has only touched lightly on these issues. I have mainly dealt with traditional mental health concerns of parents over their children, but of those clients I have seen about gaming violence and addiction, I’ve noted that the parents themselves do not know anything about the games their children are playing. They tend to have a view that all games are violent or addictive. Given this, I normally direct parents to learn more about what their kids enjoy about their game in order to learn more about behaviours they may be modeling from the game. For example, two of my client’s parents had no idea that strategic games such as ‘Age of Empires’ actually have huge cognitive and historic learning benefits. The game is akin to modern day chess, with historical lessons of ages past. Other games that promote team play
increase problem solving skills in a collaborative environment, therefore promoting team work and clear communication strategies.

Adversely, some team playing games are based on a violent theme, such as the popular game ‘Counter Strike‘. Overall, through my work I’ve found that parents do have concerns about violence and addiction to games, but really do not have an understanding of games themselves. This is troubling in an age where gaming is increasing in popularity across generations and content is still not regulated well by Government or other ‘watchdog’ agencies. As such, parents need to be cognisant of the types of games out there – their pluses and minus points – and be involved in selecting and learning about the titles with their children in order to curtail negative behaviours related to certain genres.

DH: The issue of technology and its influence on behaviour has been around for decades, with the TV / Film and violence link being hotly debated for most of that time. Before we get onto gaming / virtual worlds, is there yet any empirical agreement on TV/Film and violent behaviour?

AC: As surprising as this may sound, no, there is not any empirical agreement on TV/Film and violent behaviour in contemporary society. Incidents such as the Columbine School Massacre and more recently, the Virginia Tech shooting have led psychologists to argue for renewed policies censuring violent films and TV shows from minors and suggestible personality types. Although games are becoming a popular target for connecting atrocious violent crimes to the perpetrator, TV and Film are still front runners in the causation of violent behaviour in, not just the younger population, but the population in general.

DH: The popular media perception of gaming is that there is at least an anecdotal link between the regular playing of violent games and violent real-life behaviour. From your work, have you seen any evidence of this?

AC: Unequivocally, no! To say that violent games or even violent TV/Film is causation for a violent crime is ludicrous. I won’t go so far to say that violent games, TV or Film have zero impact on violent crimes, but to look at it as a sole causation does not address the pathology of the individual to begin with, let alone motive to carry out the behaviour that may lead to a crime. Ergo, playing a violent game is no more likely to trigger someone’s violent behaviour than eating your favourite food is going to motivate you to become a chef! In my private practice, any child who has presented with conduct disorder or oppositional defiant disorder, or even anger management problems, may or may not have been a gamer – however – all have had pathology and environmental problems that
have led to their disorder that are more consistent and pervasive than just playing a violent video game a few hours a day.

DH: Is there actually an argument that gaming can have an ameliorating effect on real-world behaviour and if so, is there research supporting this?

AC: Yes, a number of studies have shown wonderful results helping people to ameliorate either behaviour or, in some cases, the management of pain. My own research has looked at how biofeedback video games that encourage the player to control a task on a screen using their breathing technique, has led to improved attention and relaxation strategies in ADD/ADHD children. Other research has shown that virtual reality games that are immersive can actually help in the treatment of PTSD. One of the best breakthroughs in serious games has been the treatment of burn victims from the current Iraq and Afghanistan wars. These patients have to undertake pain dressing changes and skin grafts. During these procedures, the patient plays a game called ‘Snow world’ which immerses them in an environment that triggers their subconscious into believing they are in a cool and calm environment that distracts them from the pain of the treatment they are receiving. The research in all these examples is very new, but compelling. It is beginning to influence the game developers in entertainment to consider the market for ‘serious games’. This has already commenced with popular programs such as the Nintendo Wii releasing Wii fit and associated sports programs to tackle obesity.

DH: In regards to addiction and online gaming or virtual world environments, what’s your overall take?

AC: My overall take on addiction is that it is possible in either the virtual world or gaming environments online. What needs to be clarified is what aspects of these activities and functions are ‘addictive’. To say we are addicted to the Internet is like saying we are addicted to shopping – what items are we addicted to? The internet houses many areas of interest. It is obvious to posit that sex addiction offline could also be met online, as could be gambling. But gaming offline vs gaming online has different stimulus effects I would theorise.

Also, virtual worlds – what do we gain in socialising in these worlds that we don’t in our offline world? Is there such a thing as addiction to socialising?! Most likely not, because socialising is part of being human. Therefore, what is the attraction to these worlds that stimulates us highly enough to spend hours online engaging with strangers vs. meeting strangers in the offline world? The answer probably lies somewhere between the functions of pursuing anonymity, creativity, cerebral connections and/or reducing the chance of being socially awkward – all reasons one person may prefer the online world.

DH: If addiction is only quantifiable in a small component of the population, is that component larger or smaller than other behaviours such as substance use, gambling etc?

AC: I think if we look at gaming addiction in comparison to substance use, for example, we can quickly conclude that substance abuse is both physically and psychologically damaging and perhaps more wide spread globally across ages, genders and cultures. But the damage of gaming addiction is growing in certain cultures, such as in Asia where gaming is an accepted pasttime for all ages and genders and thus could be on the rise without society realising it since it is not an illegal behaviour or even an invasive or obviously destructive past time compared to drug taking.

prometheus However, it is psychologically damaging both in psychosocial relationships, employment responsibility and accountability and can even affect our general health to a large degree. You might therefore say that although substance abuse and gambling are faster and
harder-hitting addictions, gaming addiction is fast becoming a contemporary societal problem that is slow to build in destructiveness,
but easier to ignore.

DH: For those who do require actual treatment for addiction, what’s your take on the use of online treatment when the issue is related to online behaviour i.e. addressing the traditional view that you can’t use the mechanism for facilitating addiction to treat the addiction itself.

AC: One of the earliest therapies provided online by Psychologist, Dr Kimberly Young, was treatment for online addiction. She began this service, online, in the early 1990′s. Although it has been a growth industry for Dr Young and others who believe in her treatment modality, I personally find it to be flawed therapy and lacking in best-practice evidence. Addiction, be it to specific functions of the internet, gaming, substance abuse, gambling etc, is an extremely difficult pathology to treat, let alone treat well. Therefore, all scientific practice indicates that addiction therapy should be done in a face-to-face or group counselling environment. It requires ongoing resource support utilising mentors, friends and family. It is something that may (but only in very specifically suitable cases) use the internet as a support tool, but in all other regards addiction, especially to internet functions and gaming, should be done away from the primary stimulus.

DH: With growing immersiveness in gaming and in virtual worlds more broadly, what do you see as the mental health challenges and opportunities?

AC: Research right now is looking out how we can harness immersive environments, be they virtual worlds or games, for tackling problems in health, behaviour and education. The challenges we face at the moment are actually not to do with the quality of the environments being delivered to consumers over the internet or through off-the-shelf games, but more through the cost of developing serious games or health purpose virtual worlds by the commercial sector. In addition, we are facing a health professional vs tech industry challenge in trying to have these two expert bodies effectively harness the ideas that are scientifically based delivery of health interventions. In short – the health professionals need to learn more about the tech industry and vice versa. Once this bridge is finally built, I believe we will be entering a new error of technology consumerism – games for wellbeing and ICT for personal health management.

Popularity: 1% [?]

The Watch – virtual worlds in the news

1. Virtual Worlds News (USA) – Report: Virtual Worlds Growth to Skyrocket. “Market research firm Strategy Analytics today released its forecast for growth within the virtual worlds sector and to say it sees growth would be an understatement. Overall, the firm said it sees the global population of virtual world users growing from 186 million today to almost 640 million by 2015 — that’s almost one hundred million new players a year, a nearly 25 percent compounded annual growth rate. The fastest growing demographic is kids between the ages of 5 and 9 which the company predicts will grow 27 percent; the current largest segment of virtual worlds players, tweens and teens, should grow by some 21 percent, according to the company.”

2. UQ News (Australia) – Virtual worlds and video games explored at teaching conference. “Not all academic conferences include sessions on the Nintendo Wii, but an upcoming UQ event is happy to explore new boundaries in the name of better teaching. Taking place on June 18 at St Lucia, the Blended Learning Conference will link researchers from Australia and abroad to discuss innovative approaches to education. Among the participants are Caroline Steel and Dr Helen Farley – two UQ researchers who are helping establish virtual learning environments in the realm of Second Life. Dr Farley, who holds joint appointments with UQ’s Centre for Educational Innovation and Technology (CEIT) and the School of Philosophy, Religion and Classics, said the applications of virtual learning were endless.”

3.VentureBeat (USA) – Intel Labs prototypes virtual world for scientists. “Intel is showing off a number of cool research projects today at its research day event in Santa Clara, Calif. But the coolest of all is a project called ScienceSim, which is an effort to create interconnected 3-D virtual worlds that scientists can use for experiments. The worlds will be able to connect to each other as needed, says Intel chief technology officer Justin Rattner. The company will debut the effort, in concert with university researchers, at the SuperComputing 09 conference later this year. The idea is to create a prototype of what Rattner says will become the “3D Internet.” The research platform will focus on immersive scientific collaboration and will be based on the OpenSim technology.”

4. OC Register (USA) – ‘World of Warcraft’ quest leads to Laguna. “Get your orcs, trolls, elves, dwarves and Forsaken ready.
The “World of Warcraft” has descended upon a museum near you. The Laguna Art Museum has recently opened a new exhibition, “WoW: Emergent Media Phenomenon,” which explores artwork created for and inspired by the world’s most popular massively multiplayer online role-playing game. The show runs through Oct. 4. For those of you who don’t play video or online games, “World of Warcraft” is a highly graphic computer-based experience with an intensely loyal following – about 11.5 million subscribers. Created by Blizzard Entertainment, which is headquartered in Irvine, “WoW” (as it’s known) has spawned its own art, action figures, board games, comic books, manga and novels.”

5. Accounting Web (USA) – Taxation of virtual goods is on the drawing board. “The National Taxpayer Advocate has raised the question of whether the tax code should allow for tax-free transactions of virtual goods. Taxpayer advocate Nina Olson, in a report to the IRS earlier this year, said that in 2005, about $1 billion in real dollars changed hands in computer-based environments. Online gamers or social networkers use real money to buy virtual currency, which is then used to buy virtual goods. Those ‘goods’ can be objects, such as virtual birthday cakes posted to social networking sites, or actions, such as the ability to get to a more advanced level in an online game, explained Lora L. Abe, director of marketing for Gambit, a payments engine for online games, in Venture Beat.”

6. CrunchGear (USA) – Interview: Rob Burkinshaw, game designer and creator of homeless Sims. “Yesterday we posted about Alice and Kev, homeless Sims that exist entirely in the world of Sims 3. They are a family. Alice is a girl with the traditional adolescent pre-teen worries but she’s saddled with a father who is high-strung, hates kids, and is generally a misfit in the orderly world of the Sims. They are homeless in that they live in a house with no walls and sleep on park benches. They have no source of food except for things given to them from other Sims or stolen in the course of the day. They can’t get clean in their own home – there’s no bathroom – and Alice’s sleep is interrupted constantly by Kev’s rants. Rob Burkinshaw created the experiment, called Alice and Kev, as an examination of game theory and a test of his in-game photography skills but it quickly morphed into one of the most heart-breaking stories I’ve read in a long time.”

7. Sydney Morning Herald (USA) – Sordid world of razor gangs reborn for virtual tourists. “HE fleshpots of Sydney’s Darlinghurst and the Cross are havens for sleaze, binge drinking and boozy violence. Cocaine dealers, standover men, pimps, junkies and sex workers abound. Tales of vendettas and gang murders are vicariously thrilling law-abiding newspaper readers. The State Government, desperate to curb the escalating violence, is about to enact a law forbidding criminals from associating with each other. What’s this city coming to? The year is 1930, the days of the 6 o’clock swill, when early closing times created a lucrative market in after-hours booze. This colourful period of local history is relived in a new interactive GPS game called Razorhurst, designed by Darlinghurst resident Richard Fox.”

8. ZDNet Asia (Singapore) – Youth Olympics virtual world to debut early 2010. “Singapore Technologies (ST) Electronics has been appointed to create and operate a virtual world for the inaugural Singapore 2010 Youth Olympic Games–the first time such a concept will be used for an Olympic event.
In a press statement Thursday, the company announced its wholly owned subsidiary, ST Electronics (Training & Simulation Systems), was awarded the contract by the Infocomm Development Authority (IDA) of Singapore. Dubbed “Virtual World for Education and Youth Engagement”, the three-dimensional virtual world is scheduled to be ready early next year, the IDA said in a separate statement Thursday. The virtual world will help promote friendship and connect youths from the 205 territories taking part in the Games, the Authority added.”

9. Canada.com (Canada) – Virtually nasty: cybersex is pushing the boundaries of human behaviour. “Was it real for you too? Human-computer sexual interaction – whether using interactive stimulus-toys or engaging your `virtual self’ in fantasy romps with mythical creatures – is slowly gaining in popularity, but as the line between the real and virtual experience blurs, sex educators are faced with some tough ethical questions. Emerging technologies offer individuals greater access to diverse sexual practices, says sex educator and online columnist Cory Silverberg, who spoke this past week at the annual Guelph Sexuality Conference in Guelph, Ont.”

10. Massively (USA) – Second Life moves to 1.23, opens adult continent, allows more content. “Linden Lab has released the new viewer, bringing Second Life up to 1.23 a few days earlier than expected, off the back of a very short release-candidate cycle. The new viewer brings three things with it: The new Adults-only continent (formerly Ursula and now Zindra), user-verification by documents or payment-status, and a new Adults-only content rating that opens up Second Life to more extreme sexual and violent content. At least so long as it is confined to the adult continent and no child avatars are involved, of course. That this was all done as a adult-continent rather than an adult-grid suggests that Linden Lab’s intergrid interoperability isn’t ready for prime-time yet.”

Popularity: 1% [?]

Merged realities – events and issues for virtual worlds

auntie-build-challenge For anyone looking for something fun to do on Sunday night, try ABC Island in Second Life.

The next ‘Aunties Building Challenge’ is being held, starting 8.30 pm AET (3.30 am SL time). It’s a great way for newer Second Life residents to learn the ropes of content creation while more experienced people can enjoy the overall challenge.

2. Timothy Burke at Terra Nova has an interesting piece on how there’s more to virtual worlds than Second Life and World of Warcraft. Who’d have thought?

3. Eyefliez will be hosting “A Midsummer’s Eve Relay For Life Benefit” to promote cancer awareness, with all proceeds going to Relay for Life:

- Two stages, all day long – Live Musicians, DJs and Live Acts including:
—- Tone Uriza
—- Lexie Luan
—- Bones WriterX
—- Squidfisher McMillan … and many more!

- Freebies from local stores
- Treasure Hunt

Did you know that if you counted 10 people around you, one of them will die of cancer? Note that says WILL, not ‘could’. There is no cure, YET! Prevention and awareness saves lives! All money donated to RFL goes directly to international programs, research, and helping those who can’t afford treatments.

Popularity: 1% [?]

Weekend Whimsy

1. Man vs Second Life

(Thanks to Doubledown Tandino for the heads-up on this one)

2. ICS Ballet’sMist (Mitikas Stage) in Second Life

3. Rev Mark’s Farewell from Anglican Cathedral of Second Life

Popularity: 1% [?]

Australia revamped

australia build cellar Back in May 2007 we covered the launch of a sim in Second Life called Australia. Up until a month or so ago, things hadn’t altered much until the sim’s change of ownership when it’s previous owner sold due to real-world time contraints. Now run by Australian Second Life developers Top Dingo, there’s been a significant remodification.

Top Dingo partners Noel Jacobson (SL: Pants Lilliehook) and Amanda Hassett (Mahala Peccable) spent just under a month creating some impressive experiences, from red-dirt outback to a South Australian winery and Opera House. Some are indeed enhancements of builds already in existence but the overall effort is so much more than that. It all just seems to fit together a lot more effectively and there’s some real visual delights spread throughout. A highlight for me was the Centrepoint Sydney Tower with its 36-degree Sydney panorama.

Aesthetics have always been a matter of individual taste, but for me, the work done by the Top Dingo team has placed the Australia sim in the same league as the BigPond and ABC presences as far as their visual appeal and focus on building a community rather than a ‘brochure sim’.

A few pictures from the Australia sim:

australia-sim-1-sml

australia-sim-5-sml

australia-sim-4-sml

Check it out in-world

Popularity: 2% [?]

Zindra: Second Life’s adult continent

As announced on the Linden Lab blog, Second Life residents now have access to the new adult-only continent called Zindra, for the next two weeks. There’s already a bunch of Linden-created content up and running, although not surprisingly there are dozens of empty buildings this early on in the piece. I’m a sucker for pretty and Zindra is indeed pretty in places. The real fun begins as the adult-content is migrated from the current mainland. The process for doing that will likely be fraught with challenges but now’s your chance to look at where you may like to be relocated to.

To view Zindra you’ll need to download the 1.23 Second Life Viewer update and have age-verified your Second Life account.

Below are some pics I took while exploring Zindra, enjoy:

zindra-virginland-2

Plenty of open space at present

zindra-park

No shortage of green space

zindra-dam

One of three hydro-electric dams

xindra-full

Waiting to access Kama City

Zindra-virgin-land

Land anyone?

Popularity: 9% [?]

Merged realities – events and issues for virtual worlds

visionquest Starting on the 20th June, the Virtual Worlds Story Project is running Vision Quest:

This Second Life version of a Vision Quest is designed to spark your imagination and encourage you to “see” in new and thought provoking ways. Participants will have a choice between one of two Story Trails to pursue:

Story Trail #1: Told through the perceptions of a person who is blind.

Story Trail #2: Told from the eyes of a seeing eye dog named Max.

Each trail will have a specific set of clues to find and follow in order to tell your story. These clues will include everything from finding actual physical objects and interacting with them to doing a bit of online sleuthing in order make your story more authentic. No matter which story you choose, you must use MAX the seeing dog (free to all participants) to find the physical clues hidden on the sims. Other requirements for the story will be explained in the instructions.

2. Lifenaut are running competition to win a pair of Prober X-130 digital video recording glasses per month. To enter you’ll need to sign up for a Lifenaut account and within a one-month period, teach your avatar 1,000 lines of conversation, upload 100 files to your Lifenaut mindfile and compose 10 journal entries.

3. Need to transfer one of your Second Life builds to OpenSim? It won’t be long before you can do so.

Popularity: 2% [?]