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Showing posts with label Games. Show all posts
Showing posts with label Games. Show all posts

Monday 11 June 2012

The rise of risky Internet casinos gambling among youths

Betting among youths more popular with rise of Internet casinos

PETALING JAYA: Gamblers are getting younger and increasingly using the Internet to try their luck in hopes of striking it big.

Besides gambling in online casinos, there are also bookies as young as 13, who take bets in school on football matches.

Gamblers Rehab Centre Malaysia president David Chiang said young punters were a worrying trend, with some already becoming habitual gamblers at 15.

Youths usually gamble over the Internet because it is not regulated. They will obviously get stopped at casinos because of their age. So they turn to online casinos instead,” he said.

Chiang said youths could also deceive their parents into believing they were conducting research over the Internet when they were actually gambling online.

Addictive vice: Two boys visiting an online casino website. Teenage gambling is becoming more rampant with easy access to Internet casinos and young bookies taking bets in schools.
 
“Parents will easily believe them because the Internet is such a huge part of the lifestyle of youths today,” he said,

Chiang said young people were able to gamble in online casinos because they could borrow credit from online brokers, who offered their services on the websites.

“If the teenage gambler loses the credit, the broker would then pay the online casino first with a credit card. The teenager has to repay the broker in cash,” he said, adding that besides betting on games like roulette and poker, young gamblers were also fond of sports betting, especially football.

“The youngest habitual gambler I know is a 15-year-old. Habitual gamblers are actually addicted to gambling but they are not aware of it,” he said.

Chiang said that while the problem of teenage gambling was widespread across the nation, another alarming trend was schoolchildren borrowing money from loan sharks to pay their gambling debts.

“Some Ah Long know the teenagers' parents are rich enough to pay off the debts so they have no qualms about encouraging them to take loans,” Chiang said.

He said young people resorted to gambling because many of them wanted a quick way to get money to buy better handphones, computers and branded goods.

The centre expects a surge in calls to its hotline at the end of Euro 2012, mostly from gamblers who have lost their bets.

MCA Public Services and Complaints Department head Datuk Seri Michael Chong said he had received six cases of gambling problems involving those aged between 16 and 18, amounting to RM200,000 so far this year.

“This is considered an increase because last year I received fewer than 10 cases. I've already got six and it is only June,” he said.

Chong said he believed the cases highlighted were only the tip of the iceberg, adding that the youths he met were already in serious trouble and needed to seek his help.

“There are many out there who choose not to seek help,” he said.

About 80% of gambling cases involve the Chinese, with the other races making up the remaining 20%, he added.

By YUEN MEIKENG meikeng@thestar.com.my 

Related posts:
Students and More youngers hooked on online gambling lives away ... 
Fifa World Cup, Sports Betting & Internet Gambling 
The shame of the game 
Cyber addicts, angry mum sets up 'rehab' centre for you! Apr 16, 2012

Thursday 31 May 2012

Are you raising selfish kids?

Most children are egocentric, more so in these modern times. There are ways to get them to see the world beyond themselves.

YOU often hear parents complaining about how today’s children are not as obedient, thoughtful and polite as those of previous generations.

This is especially true in Generation Y and Z kids, who are also known as “Generation Me”. Generation Y and Z includes those born in the digital age and who have been familiar with using smartphones, the Internet and digital gadgets from a young age. There are varying opinions on when exactly the generation began. Some say those born in the 1980s onwards while others point to the 1990s or even the noughties.

Gen Y and Z children have a greater sense of entitlement, demand for instant gratification and generally disregard others’ needs. In simpler terms, they appear to be more selfish than kids in generations before them. It used to be family first, community’s interests, and country’s pride. Now, it is “me” first.

Get this: The GoGetter — Land & Water puzzle will be yours if you come up with the best story on ‘Games/puzzles my kids love to play’ for June.
 
With all manner of advertising being thrown at us these days, it is not surprising that children don’t always know how to separate wants and needs. They seem to think they need a lot of things, with some even believing they have the right to demand for materialistic possessions. Parents who overindulge their children will give them the impression that they are entitled to these luxuries.

If a child is selfish in nature, he or she will not know how to care for others and this will eventually lead to social and relationship problems.

ParenThots shares some methods to ensure your child sees the world beyond himself or herself.

Book reviews 

Geronimo Stilton is the Famous Five of the 21st century. The comforting news is that the English in the book series is sound, the stories set in various countries offer lessons in Geography and culture, and at least your kids are reading! Definitely recommended.

Childhood Allergies is written simply so that parents can get a clear idea of what allergies are about and what symptoms to look out for.

Bully stories 

There are quite a few bully stories this week, including one from a man in his 60s who says he still can’t forget what happened when he was six years old as well as a letter to bullies from a former victim.

The voting for the best bully stories ends tomorrow. So, do click on Like at the end of the story or on the post about your favourite bully story on the ParenThots Facebook page (facebook.com/parenthots).

Father’s Day contest 

This is the last week to win a netbook computer for your dad through the Dad Deserves An Asus contest. Just log in using your Mystar ID, answer the three objective questions and complete the sentence: “Dad needs an Asus netbook because ...”

You can enter to win for your husband, father or even yourself (if you are a father). The prize should go to a father. We will check!

The contest closes June 3.

Win a puzzle 

If your child loves puzzles and games, you will want to know about the Win A Puzzle promotion. Just write in about the topic of the month (the topic changes every month) and you stand a chance to win a puzzle. There is only one puzzle to be won every month. The puzzles are sponsored by educational toys company BRAINet.

For June, the title to write on is “Games/puzzles my kids love to play” and the word limit is 700. The prize for June is the GoGetter – Land & Water.

The last day to send in entries is June 20. Go to ParenThots for more details.

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Jun 29, 2011

Sunday 29 April 2012

A father's lament: The real world is not a game!

Learning should be fun, but that doesn't mean we should be trying to hook kids into playing computer games that just happen to teach. 

There was something about the Mama Bear family tech conference a week ago that creeped me out. I am the father of a 5-year-old boy, and perhaps a third of the people at this conference were trying to build apps for him. All the apps were well-intentioned. All were, at some level, educational.

Still, all the apps felt wrong to me. I wanted my son to have nothing to do with any of them.

I've been trying to understand why these educational apps were getting under my skin to this extent. It's not like I'm anti-technology when it comes to my child. He plays Angry Birds. We watch TV (together). He's a child of technology; how could he live in my house and not be?

A psychiatrist friend, listening to me rant about how these apps are trying to wilt my son's brain, sympathized, but not completely. Yes, he said, computer games can be addictive. In fact, in his opinion, teaching kids to expect the world to work like a computer game deprives them of learning real-world life skills.

But, he said, a truly good educational app can be effective like a book, or a teacher. You can't stick everything that pops up on a kid's iPad into the "evil" category.

So where are the really good apps?


The Vinci Tab II is an Android tablet preloaded with educational software for kids up to 5 years old. 
(Credit: Rafe Needleman/CNET)

A few days ago, I handed my son a Vinci tablet to try out. This is another well-intentioned product for young children. It comes with pre-installed educational games carefully geared to kids up to about my son's age (actually he's a little old for it, but I occasionally make him earn his keep as a product reviewer).

I had the same feeling of foreboding about this product as I did about many children's apps I see. The Vinci reinforced this, unfortunately. While the game did in fact have educational payloads, the mechanics were, for the most part, dumb. How does pressing a button at exactly the right time to jump over a beach ball on-screen teach anything but how to operate a game, no matter what the game says it's supposed to be about?

The boy liked the tablet and its apps. But it's how he liked them that bothered me. The software sucked him in, and whatever lessons it tried to teach him were obstacles that seemed about as interesting as the flatly drawn beach balls. The real red flag came when I told my boy it was time to put the tablet down. He was so dialed in to the game mechanics that he panicked. He wasn't in learning mode, he was in addiction mode.

Did he retain the factoids and basic math and spelling skills he learned while playing? I think so. But I don't want him learning this way.

There is hope, though.


On the DIY app, kids snap pictures of their projects. On the Web site, shown, family and friends can award badges.
(Credit: Screenshot by Rafe Needleman/CNET)
 
Yesterday, I read about the launch of DIY, a site and app for kids that's supposed to be a social destination for them to share their creative projects. They upload photos of stuff they've designed, built, written, or drawn, and then their friends and family members can award them badges.

Something about this site appealed to me as a father. Why was it better than all the learning games, with their impressive educational pedigrees? I couldn't put my finger on it. So I called up DIY's CEO, Zach Klein (formerly of Vimeo). Klein isn't a father himself, but he understands the child's mind. In a few words he crystalized for me what I find distasteful about most kids' programming.

"They are gravity-fed," he says. "There's a path of least resistance to get to the next screen." The player's job is to find that path, he says. Games like this "infantilize children."

The real world doesn't work like this. There are no shortcuts in life. You don't get a big reward for each tiny action. Real rewards take real work.

DIY, he says, "gives children more responsibility than they are used to, not less." And the rewards aren't programmed. They come from peers and family. "We want kids to feel satisfaction, but we're suggesting it will take time and craft and love to earn it."

DIY is in a very early stage, and is too basic at the moment. In the interest of protecting kids, there's no personal information anywhere on the system; kids' identities are masked behind handles, and if a family member awards a kid a sticker, the kid can't see who it came from. But the thinking of DIY is right, at least to me: Encourage kids to engage with the real world. Use social-networking mechanics to reinforce it.

I loaded the DIY app on to my old iPhone 3G. I plan to let my boy use the app on this device without supervision. It's the first app I've seen that passes that test for me. I'm not sure he'll use it, but I bet he will. And I like it, because it's an accessory to his physical world, not a replacement for it.

Rafe Needleman

Rafe Needleman

Rafe reviews mobile apps and products for fun, and picks startups apart when he gets bored. He has evaluated thousands of new companies, most of which have since gone out of business. Feeling lucky? Send pitches to rafe@cnet.com. And watch Rafe's tech issues podcast, Reporters' Roundtable.

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Cyber crooks target gamers; E-gambling dens menace ...

Wednesday 7 March 2012

The shame of the game

Stories by NATALIE HENG star2@thestar.com.my

Games are bad only when the line between entertainment and obsession is breached.
 
TAKE a peek at the iPad, iPhone or any smartphone that belongs to a parent, and chances are you’ll find screen upon screen of game apps. A lot of these apps were downloaded onto the device by their tech-savvy kids. And most of these parents may tell you that their children and teenagers are hooked on mobile, computer or interactive games – at home, out in the malls or during outings with family or friends.

Apart from these downloadable ones, there are also multi-player video games at home and an array of free games on social networking websites like Facebook, which is frequented by the kids as well. The gamers are indeed spoilt for choice.

Parents may be resigned to such widespread availability of games as an inevitable part of modern life, but when play becomes extreme, the obsession will undoubtedly be detrimental to the development and well-being of the child. It’s therefore absolutely essential for parents to monitor the young ones’ gaming activities before the situation gets out of hand.

© San Jose Mercury News/ MCT
To be sure, gaming itself is entertaining and harmless if it’s done within limits, and controlled. Being addicted to video or online games, however, is a serious matter.

Keith Woo should know. It stole a huge chunk of his youth until one day when he was 24, a near-death experience jolted him into reassessing his life.

Getting off the game wasn’t easy; he had spent seven years playing a text-based multi-player online role-playing game called MUD (Multi-User Dungeon).

That aside, Woo had done it all – everything from first person shooter games like Team Fortress and Call Of Duty to massively multi-player online role-playing games like World Of Warcraft.

The years of relentless MUD gameplay culminated in Woo’s online character being at the top of the virtual food chain. To maintain his leading status the lad would neglect his studies for a psychology degree and spend an average of 14 hours per day slaying fictional monsters in his student accommodation in Subang Jaya, Selangor.

“I really messed up college ... I skipped classes and handed in late submissions,” he confesses in a recent interview in Petaling Jaya, Selangor.

Game for it: Nick Foong (left) and Keith Woo from Generasi Gemilang often help youth and their parents tackle gaming issues. — FAIHAN GHANI/The Star
 
Woo’s experience is every modern parent’s nightmare.

“My parents would get upset and make a lot of fuss and noise about me gaming both at home and outside,” admits Woo. But for him, it was the ultimate form of escapism. As a sanctuary of high adrenaline and excitement, the realm gave Woo a skill and prowess – and respect – amongst the online gaming community that he reckoned was more than he could ever achieve in the real world.

Today, Woo, 28, has turned his life around. Escaping serious injury in a car accident early one morning after a gaming session at a cyber cafe with his friends, the young man had asked himself: what has gaming ever really done for me?

For years he had been running from personal problems – in study, financially and with regard to his relationship with his family.

“I realised, you know, my parents weren’t going to be around forever, and what would happen then?” he recalls.

Getting on the wagon, so to speak, was a difficult process. He received a great deal of flak from the game’s online administrators when he requested to delete his character and block him from playing. They asked him: “Why don’t you just cut down on your play time?”

“I said to them, ‘That’s the problem, I can’t. I keep coming back, I keep playing, I can’t stop; you guys have to help me stop.’ ”

Red flags

The former gaming addict now works full time with Generasi Gemilang, a non-profit social welfare organisation, where he is a leader for its cyber wellness programme. Part of his job is to reach out to both youth and their parents through workshops, talks, courses and counselling. He teaches parents about video games, and even how to play them, and educates young people about cyber wellness.

He doesn’t blame video games for his past addiction. He hasn’t even stopped playing them. The difference is that, he has a balanced life.

“Gaming is recreational for me now,” he explains, adding that important things like work and having a non-virtual social life take precedence, which is what “cyber wellness” is all about.

“It’s about the positive use of the Internet and having a healthy, balanced life,” concurs Nick Foong, Generasi Gemilang’s head of cyber wellness. “The Internet and games are here to stay. We all love our social media, it’s there to enhance our lives but it should never be the centre of it.”

Though Foong, 42, can’t say for sure how serious the scourge of gaming addition is in Malaysia, he has encountered enough cases in his line of work to know that it’s cause for concern.

The definition of being addicted to gaming, he says, doesn’t depend on the number of hours spent playing, it relates to whether the habit is disrupting a person’s normal life.

Neglecting important things like school, work, and personal hygiene are some of the signs. Disturbances in the sleep cycle, reclusive behaviour, self-isolation and uncharacteristic behavioural changes are also major alarm bells.

Woo recounts a typical scenario where things have begun to go downhill.

“Shouting at my parents, for example, or throwing a huge tantrum when asked to stop playing, skipping meals, or lying about my video game usage.

“One or two such incidents here and there are probably normal. But if you notice them happening with uncharacteristic frequency, there may be a problem.”

Dealing with it

Before you throw your child’s console out the window, take a deep breath and resist the urge.
“The thing we recommend not to do is to just turn off the game and get the child all excited and angry,” says Foong.

There is usually a lot more to a gaming addiction than the game itself, he stresses.

“Games are not inherently bad, it’s how the individual uses (or abuses) them.”

Aside from being “fun”, research suggests that some people get hooked because games offer a source of self-validation or positive reinforcement for things lacking in other areas of their lives. Rewards, personal freedom, a sense of control and a connection to other players, to name a few.

Rewinding the clock on Woo’s addiction offers an insight into why he, and many other youths, are more likely to cross the line between a healthy amount of recreational game playing and obsession.

The first signs of his addiction appeared in secondary school when he would head straight for a cyber cafe after class, play until six or nine in the evening, and continue gaming into the early hours of the morning.

In school he would talk about the game at every opportunity, and he was usually so tired from playing the night before that he couldn’t concentrate in class. Worse, at the time he was having a lot of problems at school; he wasn’t doing well academically nor socially.

“But when I found out I was good at Counterstrike, I suddenly became a person that was really recognised.”

For him, gaming was also an excellent way of running away from family issues.

“By immersing myself in the virtual world I could disassociate myself from reality. I could forget my problems, feel good about myself, and feel like I was achieving something,” he remembers.

He made it to college but his problems persisted; he continued to avoid dealing with them. He would be so engrossed in the world inside his computer that sometimes days would merge into one another, and the only breaks he took were for food and going to the toilet.

In Woo’s case, the reasons for developing a gaming addiction are evident.

But Foong points out that banning the game only deals with the immediate symptoms, and not the underlying causes. In today’s technology-driven society, such a “solution” also poses practical problems.

He says there will come a time, in college, for example, where laptops are necessary. In most neighbourhoods, there are also cyber centres scattered in convenient locations.

In the end, he notes that “banning” video games may end up being counter-productive, and may increase the likelihood that, in order to feed their addiction, the person you are trying to help starts lying about their game usage.

In a bid to enforce their “ban”, parents often ask how they can check on or monitor their child. The truth is, there is no easy solution to this.

The only real way of ensuring their children are spending as much time as they say they are is trust, which comes from having a healthy relationship with them.

“It won’t be easy and the problem won’t just go away overnight. You have to be committed to helping them and accept that it may take time.”

It is interesting to note that some psychologists see “addiction” as a kind of attachment disorder, with humans being driven by an inherent need for pleasure and gratification. When people are unable to establish these things through interpersonal relationships, they hypothesise that we turn to substances and eventually become addicted.

Nurturing parenting, on the other hand, has been correlated to high self-esteem in children, which is said to reduce the risk of addictive behaviour.

In other words, if a long-term solution is what you’re looking for, the objective should be about building trust with the child, so that you can help them with their problems.

Spending time with them is the first step, says Foong. In addition to building a bond, it serves to directly help cut down the number of hours spent gaming.

“Rules without relationships will always lead to rebellion. And when I say spending time, I’m not just talking about the token dinner.” Quality time could be in the form of one-on-one sessions, watching a movie, doing sports, washing the car.

“Find out what the child is interested in doing; doing that regularly will help to break the routine habit of gaming,” he advises.

Bonding sessions

Foong also suggests parents step into their child’s shoes and learn about the game. This will help them understand what is so appealing about it, and also provide a common ground where they can connect and bond with their child.

He recounts how this really helped to build a relationship between a niece and her aunt after a family tragedy thrust them together.

“The aunt wanted to find out how to connect with the niece, who would usually come home after school and spend hours playing MapleStory, so we advised her to learn the game. Woo taught her the basics of the game.”

Foong asked the aunt to take her laptop into a public space, the living room, and play it.

“When the niece came in she said her usual ‘Hi’, and then ‘Wah, you play MapleStory!’ The niece sat down and they talked for almost 45 minutes, just about MapleStory.

“Eventually, they started talking about other things too, like school, her teachers and her friends.”

Bonding is an important exercise.

“It’s about earning trust, most often parents won’t approach the issue through conversation. It will be an interrogation, which, for teenagers especially, won’t work,” says Foong.

Once a bond has been established, the next step is to find out what motivates the person, so that a productive alternative to gaming can be found.

In the case of 17-year-old gamer Brian (not his real name), his mother discovered he had an interest in learning to play the guitar and bought him one, signing him up for classes.


It worked. Brian took to his new hobby and now spends fewer isolated hours at his computer while he practises his guitar and meets up with friends to jam.

Foong stresses that once the foundations of a relationship have been established, it becomes easier to address the gaming issue successfully.

“Boundaries and limitations to the number of gaming hours per day should be mutually agreed upon by both parties. If a child has had a say in setting their own rules, they will be more likely to stick to them.”

As much as most parents would love to hear it, however, there is no universal benchmark for how many hours of gaming per day is acceptable.

“The situation shouldn’t be judged on how many hours are spent playing, but whether they have managed to balance between gaming and other important activities.

“Each person’s time management skills may differ, but when a person finds time to play games, to study, to be with friends, to do sports, to be with family, that’s what we should be aiming for.”

If you suspect that you or someone you know has a gaming problem, there are a number of websites that offer advice: try www.video-game-addiction.org or On-line Gamers Anonymous at www.olganon.org.

How do you control your children’s gaming activities? Or, do you? E-mail us at star2@the star.com.my.

Saturday 24 December 2011

Cheating Spreads Like Infections In Online Mulitplayer Games




Cheating Spreads Like Infections In Online 

Mulitplayer Games

If you have friends who cheat, you are more likely to become a cheater, according to computer scientists who say this can be used to label you as a potential cheater kfc 12/23/2011


Online gaming is a multi-billion dollar industry that serves millions of gamers around the world. But it suffers from a problem: cheating. Some players give themselves an unfair advantage by using 'cheat software' to see through walls or to automatically shoot moving characters

Cheat software is banned but in the sophisticated economies that have evolved in these worlds, cheaters can generate a significant income by using it. The developers of multiplayer game APB Reloaded, estimate that cheatmakers can make up to $50,000 per month.



The trouble, of course, is that cheats poison the experience for legitimate players. The temptation is then for all players to cheat which leads to an uncontrolled escalation of illegal activities and the eventually destruction of the gaming environment.

So gaming communities invest significant resources into finding and stopping cheaters. In the Steam Community, for instance, which has some 30 million users, cheats are clearly labelled so that other users can see them and so that servers can prevent them playing games from which they are banned (although they can play other games).

Cheaters cannot easily start new accounts because the games they buy are linked to their old accounts and access is non-transferable.

So an interesting question is how cheaters behave in this social network.

Today, Jeremy Blackburn at the University of South Florida in Tampa and a few buddies study a social network of about 12 million gamers on the Steam Community of which some 700,000 are cheaters.

What they find is interesting. First up, cheats stick together. The data shows that cheaters are much more likely to be friends with other cheaters.

Cheating also appears to be infectious. The likelihood of a fair player becoming labelled as a cheater in future is directly correlated with this person's number of friends who are cheaters. So if you know cheaters you are more likely to become one yourself. Cheating spreads like flu through this community.

Finally, being labelled as a cheat seems to significantly affect social standing. Once a person is labelled as a cheat, they tend to lose friends. Some even cut themselves off from friends by increasing their privacy settings

Blackburn and co say they've even seen newly labelled cheaters commit 'social suicide' by cutting themselves off from all their friends.

While this work gives a unique insight into the social behaviour of cheats, Blackburn and co say it also points to a new angle of attack for gaming communities hoping to stamp out cheating.

Their idea is to use the structure of the network to predict the likelihood that a given player will become a cheat in future. In other words, the number of friends who are cheats determine how likely this player is to becoming infected with the 'cheating virus' in future, so to speak. They say they expect to do more work on this in future.

Nobody knows exactly how the Steam Community developers detect and label cheats now. The details are strictly guarded, as would be expected in this kind of cat and mouse game.

But however it is done, the new method is a kind of pre-crime detection rather like the movie Minority Report. That's a dangerous avenue to tread. The labelling of individuals as potential cheats itself has significant moral, philosophical and legal implications that will need to be teased apart and examined before it can be employed in the real or virtual worlds.

Ref: arxiv.org/abs/1112.4915: Cheaters in the Steam Community Gaming Social Network


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