social anxiety

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  • A video game for the socially anxious

    by 
    Jessica Conditt
    Jessica Conditt
    02.20.2015

    Italian developers Sebastiano Morando and Francesco Lanciai didn't set out to make a game about social anxiety disorder when they created Sym. That idea spawned from the drawing of a character, a black figure with one eye disintegrating into a stark white background. Morando was inspired by this image, picturing pieces of the character as separate personalities fighting for control; a grotesque analogy for a teenager coming of age. "I was never diagnosed with social anxiety disorder," Morando says. "But in high school, I was really shy and talking with other teens was so difficult for me. When I discovered the existence of social anxiety disorder, the intense fear of social interaction, I wanted to delve deeper into it."

  • Claims that MMOs are a 'threat to public health' are 'exaggerated' says new study

    by 
    Bree Royce
    Bree Royce
    12.18.2014

    Dr. Rachel Kowert, lead author on the relationship between shyness and online gaming paper that we covered back in October, has just released another study relating to MMOs, this one investigating the psychosocial causes and consequences of online video gameplay. Due to be published in the science journal Computers in Human Behavior in April 2015, the paper seeks to improve on past research that links online video gaming to loneliness, depression, social anxiety, poor self-esteem, and social incompetence. Kowert and her colleagues from the Universities of Muenster and Hohenheim studied 4500 gamers over 1- and 2-year periods to determine whether negative psychological traits are a consequence of engaging in online games like MMOs or simply act to draw people to online games that help them compensate for those negative traits (the "social compensation hypothesis"). MMORPG gamers will be happy to know that the findings suggest that the latter is true; no, your MMOs won't make you depressed or suddenly unable to manage interpersonal communications: The results uncovered here do not support the claims that exposure to, or prolonged engagement within, OVG [online video game] spaces negatively impacts players' psychosocial well-being. In that respect, concerns regarding OVGs being a threat to public health seem to be exaggerated. These findings do, however, provide the empirical evidence for a social compensation model among young adult participants, indicating that OVGs have likely become alternative social outlets for young adult players with [low] social and psychosocial resources, as reflected by lower reported life satisfaction and social competence. In fact, the effect was strongest for young gamers: "For adolescent players, being a member of the online game playing community was found to bolster their reported life-satisfaction." Stay tuned later this month for a full Massively report on Kowert's MMO-related research.

  • Where Are They Now? 2012 personalities, including the blind player and his 'guide dog'

    by 
    Lisa Poisso
    Lisa Poisso
    01.17.2013

    At last, our look back at five years of WoW personality interviews rolls around to the duo everyone's been asking about: Hexu and Davidian, the British soldier blinded in Iraq and his redoubtable "guide dog" guildmate who steered him through full participation in current raid content. Their story exploded across the internet after we interviewed Davidian here on WoW Insider, and Blizzard recognized the dynamic duo with in-game helms with flavor text alluding to their inspiring bond of friendship. Hexu and Davidian are both still playing World of Warcraft -- but the duo is together no more. As of the new year, the ever-energetic Hexu has been raiding on a new rogue, Dirtypawz, in Unqualified on Stormrage (EU). "I know!" he replies to my unspoken exclamation of surprise and sadness. "It was just that people were only raid logging, and it got boring -- but it was all amicable and cool. I still speak to people in Die Safe. I just wanted to do more than raid three nights a week." Hexu/Dirtypawz says a "very nice bloke" named Vatic is serving as his current raiding "guide dog" helper. "The people in the guild are all nice people," he adds, "and there [are] always things going on." We'll visit with Hexu/Dirtypawz next month about how he's settling in and dig into his tips for the many sight-disabled players who've written to us during the past year trying to reach him for advice. Meanwhile, Davidian reports that the year since we interviewed him has been packed with recognition and encouragement. "The publicity was just unreal," he says. "Even to this day, I get people coming to our server just to say how much the story inspired them and restored their faith in the gaming community. The biggest thing of all, though, was the fact that it made its way to Blizzard, and myself and Ben got signed copies of the collectors edition of Cataclysm signed by at least 50 members of the Blizzard team, and [we] received in-game pets also. Then to top it off, having in-game items with our names on them was just outstanding -- I mean, to be immortal in a game that we love to play is just, well words couldn't possibly describe it." All good people connecting to play a game that's close to our hearts ... Keep reading for more updates about people who love World of Warcraft, from our interviews during 2012.

  • Guild helps anxiety-ridden players get by with a little help from their friends

    by 
    Lisa Poisso
    Lisa Poisso
    07.19.2012

    We've all sweated through those teeth-grinding firsts: that moment when you step into your first guild raid or zone into your first Arena or even first click into the Dungeon Finder without the moral support of your best buddy. Sometimes WoW can seem like an intimidating, unfriendly place. But for players with social anxiety, those feelings persist, blocking them from the ever-expanding range of activities the game offers. Some tremulous players, however, have found a way around this roadblock: a guild designed especially for players with social anxiety. ... To be quite honest, I had doubted the idea of a guild created for the socially anxious or shy. I expected everyone to be quiet and to stick to themselves or to be divided into tight, unapproachable cliques. I am pleased to know that I was incorrect in my assumptions. After my application was accepted, I was invited into the guild and welcomed warmly. No one asked about my spec, gear level, age, gender or location and I doubt they ever will. At the same time, any questions I had the courage to ask in guild chat were answered in a polite and constructive manner. In the brief time that I have been a member thus far, I have seen every request for help answered (even if it was a polite decline), and the kind of generosity and friendly interaction one should expect from a guild. I have not felt the isolation and awkwardness associated with being the "new guy." There are also guild events on many different nights of the week, so everyone has a chance to do something regardless of scheduling. ... With that said, if you are considering Swords, give it a try. There's no pressure even if it's not for you. You never know unless you try. -- Kuro / Anatole

  • Report: EA acquires social games dev Playfish

    by 
    James Ransom-Wiley
    James Ransom-Wiley
    10.15.2009

    Industry sources claim EA has completed a deal to acquire social games developer Playfish, report Inside Social Games and Silicon Alley Insider. Unconfirmed estimates put EA's buyout bill at $250 million, while ISG believes Playfish could earn as much as $75 million in revenue this year alone. That's alotta money for those janky, little games on Facebook, right?For years, EA has been dabbling in social gaming -- a slightly less dirty designation than "casual gaming" -- starting with the launch and consolidation of the EA Casual Entertainment division in 2007, and then with the creation of EA Blueprint expressly for social ventures in 2008. The company has done plenty of outside spending, too, like throwing some dollars at Napster creator Shawn Fanning for his Rupture service. Just this week, EA launched Pogo Puppies for Facebook -- which actually competes with Playfish's Pet Society (pictured above) -- and scooped up social games publishing technology company J2PLay, as reported by Games.com.It's difficult to predict how EA Casual's major investments in social gaming might affect the EA Games label -- makers of the kinda games we care about -- but let's just hope there's a mighty thick wall between the two divisions. Okay, so maybe we've got some social anxiety, but we just can't stand the thought of our extravagant, big-budget, dim-the-lights, and shut-out-the-world games go the way of the dodo.[Via Industry Gamers]Source – Is EA Going to Buy Zynga or Playfish in Social Gaming Bid? [Inside Social Games]Source – Rumor: EA Acquires Playfish For $250 Million [Silicon Alley Insider]