Journal of Leisurability Volume 27 Number 2 Spring 2000 Computer Game Play as a Potential Catalyst for the Social Integration of People With High Physical Support Needs Jason Liverton* Journal of Leisurability, Volume 27, No. 2 (2000), pp. 35-44 Introduction While physically active leisure pursuits such as camping in the outdoors, athletics, and other physical sports have been shown to significantly contribute to the social integration of those with intellectual, sensory, and mild physical disabilities, it is important to recognize that many "people by the nature of their disability are often prevented from competing or participating with able bodied people" (Roarty, 1986, p.11). One such group often prevented from engaging in physically active leisure pursuits with able-bodied peers are people with high physical support needs. Therefore, to facilitate the social integration of people with high physical support needs, it is important to examine the potential effect of other inclusive leisure activities such as the playing of computer games. Leisure Preferences of People With High Support Needs Research conducted by Hedrick (1986) into the effect of integrating peers with, and without, disabilities through instructional tennis programs, found that during the initial stages of integrated participation, subjects without disabilities perceived their disabled peers to be less competent than themselves. As a consequence, it is important to investigate the potential of an activity, which, while facilitating socially integrated leisure intervention, delivers a successful experience for people, with and without high physical support needs. According to Roarty (1986), many people with disabilities enjoy playing computer games, painting, playing a musical instrument, communicating, playing chess, and gambling, all of which are considered to be passive leisure activities. This conclusion was also supported by research studies conducted by Rosen and Burchard (1990), and Crapps, Langone, and Swaim (1985) who both found that the majority of the leisure activities engaged in by people with disabilities tended to be passive in nature and home based. Lockwood and Lockwood (1991) found that watching television, going to the movies or theatre, and attending social activities with family and friends were amongst the most frequently engaged leisure activities of people with high support needs. Hanley (1996) also identified listening to music (35%), watching television (35%), going to the movies or drive in (26.8%), reading (16.9%), arts and crafts (14.2%), and playing computer games (12.6%) to be among the most frequently engaged leisure activities of people with disabilities. Similarly, a study by Liverton and Patterson (1997) of a small sample of Australians and New Zealanders with neuromuscular disorders (i.e., a group with high support needs) found physically passive leisure activities such as spectating sport (50%), playing computer games (41%), listening to music (34%), watching movies (31 %), watching television (25%), gambling (18%), and the use of computer applications other than games (15%) to be amongst the most highly favoured of leisure activities. These findings suggest that many people with high support needs are unable to engage in physically active leisure pursuits with able-bodied peers, and as a result of their level of disability, prefer to engage in physically passive leisure activities. Thus, it seems important to investigate the effect of one of the cited passive leisure activities for facilitating social integration, computer game play as a catalyst for facilitating socially integrated leisure experiences. Computer Game Play's Potential as a Catalyst for Socially Integrated Leisure Several authors have identified that the playing of computer games is one of the most important passive leisure activities frequently engaged in by people with disabilities (Hanley, 1996; Liverton & Patterson, 1997; Roarty, 1986). A study by Liverton and Patterson (1997), found that over 70% of people in his study between the ages of 15 and 30 years with a neuromuscular disorder, preferred playing computer games to fishing in the outdoors. In addition, Journal of Leisurability approximately 40% of people with high support needs regarded playing computer games to be one of their most favoured leisure activities, with all participating at least once a week, either alone (80%) or with friends (50%) (Liverton & Patterson, 1997). Whilst the findings of these studies s. suggest that computer game play is popular with many people with high support needs, unless able-bodied people also seek the same leisure experiences, computer game play does not have the same potential as a facilitator of social integration. Therefore, it is important to examine the findings of leisure participation studies to ascertain if computer game play is also popular with the able bodied populations. According to pediatricians from the Frazier Rehabilitation Centre (USA), all children are inherently attracted to and highly motivated by computer games, especially those which occur in virtual reality settings (Klein, Mehl, Mehl, & Gupta, 1996). McClure (1985) found, in an attitudinal study of adolescents and older adults, that younger players enjoyed playing computer games and were more likely to have home access to a personal computer than older adults. From an Australia wide perspective, the National Recreation Participation Survey (1991) found that 11 % (n=2103) of the sample, that is subjects aged 15 years and over, played computer games (Veal, 1993). In addition, a national telephone survey conducted by McNair (1996) concluded that 41 (n=2055) of the sample, that is, subjects aged 18 years and over, had access to a personal computer in their own homes. To highlight the magnitude of computer game usage, in 1993 the worldwide computer game market was valued at an estimated 10 billion U.S. dollars (Jolivalt, 1994 cited in Samuel, 1996). Of that figure, the U.S.A market alone accounted for 5.3 billion dollars. In the same year, it was estimated that approximately 50 million households in the U.S.A., and 7 million households in France were equipped with a computer game machine. This equates to approximately one in three families with children in each of these nations being equipped for computer game play. In addition, children from the U.S.A, who own a computer game machine, on average, play one and a half hours a day (Jolivalt, 1994 cited in Samuel, 1996). Collectively, these findings suggest that computer game play is a popular leisure activity, which has strong catalytic potential for the fostering of socially integrated leisure participation between people with and without disabilities. However, unless both parties stand to benefit on a personal and social level from engaging in computer game play, shared enthusiasm for an activity is insufficient reason for it to be used as a catalyst. The Benefits of Playing Computer Games According to Galbally (1990), any form of technology, which serves as a catalyst for greater community integration and equitable leisure, education, and employment opportunities should be utilized. In particular, recent advances in computer and communication based technology present a great opportunity for people with disabilities to attain equal access to all lifestyle opportunities (Langer, 1985). Hedbring (1985) and Progner (1995) also claimed the importance of computer technology in the facilitation of social interaction of people with disabilities. Based on several years of direct observation and work with people who have profound learning and multiple disabilities, Pronger (1995) noted that feelings of success and challenge have often been exhibited through the playful application of computers. Hedbring (1985) supported these observations stating that advances in computer hardware, software, communication, and input devices have enabled many children with disabilities to interact more fully with their social environment. Durkin (1995) regarded computer game play to be a highly active, interactive, and involving social activity which can be shared by adults, children, and families alike. Computer game play should be viewed as an enthusiastic contest through which a sought goal can be accomplished rather than a highly competitive and addictive activity (Durkin, 1995). Although the findings of some research studies have suggested that computer game play incites violent or aggressive behaviour amongst children (Kinder & Page, cited in Samuel,1996), other research findings have suggested that computer game play can also contribute to the alleviation of stress and violence (Prezeau cited in Samuel,1996). To substantiate the benefits of computer technology based play for people with and without disabilities, several authors (Braun & Giroux, 1989; Hedbring, 1985; Elliot, 1987; Mitchel, 1985; Morlock, Yando, & Nigolean, 1985; Pronger, 1995) claimed a range of social and individual benefits. In terms of research on the social benefits of computer play applications, increased social interaction emerged as the most important outcome. Both Elliot's (1987) study of pre-school children and Progner's (1995) research with children with disabilities, found that playing problemsolving computer games acted as an excellent catalyst for the elements of socially interactive behaviour such as talking, sharing, and co-operation. Mitchel's (1985, cited in Braun & Giroux, 1989) study found that increased family ties and social interaction can be attributed to playing computer games. Research conducted on adolescent Computer Game Play as a Potential Catalyst for Social Integration computer game players by Morlock, Yando, and Nigolean (1985) and Braun and Giroux (1989) also supported the argument that frequent game play can be attributed to the opportunity to participate and compete with others. In addition, Prezeau (1994, cited in Samuel, 1996) has observed, by means of the communicative networking of teenage computer game players, that social reintegration occurred for many who had previously moved to the fringes of society, that is individuals who had demonstrated behaviour of an antisocial nature. In addition to facilitating social benefits, the interactive nature of computer technology also contributes to the benefits associated with solitary play experiences. Consequently, increased cognitive competence, independence, and personal satisfaction have emerged as individual benefits. A research study by Morlock, Yando, and Nigolean (1985) revealed that an important motive for solitary play is to master complex games. Braun and Giroux (1989) stated that computer games, "promote tremendous mental exertion in a sort of perpetual cognitive motor gymnastics" (p.100). Thus, according to Elliot (1987) and Progner(1995), a significant outcome of solitary computer game play is increased cognitive competence. In addition, Barnes (1980, cited in Elliot, 1987) found that pre school children who engage in solitary computer game play exhibited a greater desire for individual achievement, independence, and personal satisfaction. Based on the findings of these research studies, and comments from several authors, participating in computer game play can be highly beneficial for people with high support needs, both on a personal and social level. Thus, the playing of computer games may be regarded as an appropriate catalyst for the facilitation of socially integrated leisure participation. Background to the Study Aim Of Study To determine whether computer game play can legitimately claim to be utilized as a catalyst for the socially integrated leisure participation, however, an investigative study needs to be conducted on the effect that computer game play has upon the fundamental leisure concepts which underpin leisure socialization (the perceived leisure competence and control) and integration process. As such, the remainder of this paper will focus its attention upon a recently conducted study which examined the effect that a computer games social play setting (integrated/solitary), and resultant game play outcome (win/loss), has upon the perceived leisure competence and control of individuals with and without high support needs. Theoretical Framework Leisure socialization is a life long process through which individuals continually acquire basic knowledge about leisure and recreation, form fundamental leisure attitudes and values, and learn various leisure skills and motives (Iso-Ahola, 1980). Iso-Ahola (1980) further demonstrated the process of leisure socialization through his social involvement model. This model postulated that individuals' levels of perceived competence and perceived control were determined by their personal repertoire of experiences, and the imposed influence of social agents that occur through engagement in leisure activities. Inevitably, these acquired perceptions collectively determine individuals' levels of leisure involvement and the success of future experiences. Therefore, if individuals perceive themselves to be incompetent or controlled while at leisure, due to the influence of internal or external factors, the corresponding level of leisure functioning is also likely to be substantially lower. According to Seligman (1975, cited in Iso-Ahola, 1980), diminution of perceived competence, perceived control, and leisure functioning can result in the psychological state known as learned helplessness. Symptoms of helplessness include a lack of desire to participate in leisure activities, apathy, depression, chronic boredom, and the loss of self-esteem. For those who have experienced the effects of social deprivation, such as people with disabilities, the symptoms associated with helplessness are often present (Ellis & Niles, 1985; Iso-Ahola, 1980; Patterson, 1992). For people with disabilities, the causes of leisure incompetence and control diminution relate directly to the "wounding" practices exhibited by society (Wolfensberger cited in Thompson, 1990). Several authors have supported this notion, citing that negative attitudes, segregation, and labeling are amongst the most common practices that discriminate against people with disabilities (Iso-Ahola, 1980; Thompson, 1990; Yucker, 1977). Yuker (1977) further stated that these practices can only serve to reinforce society's misconceptions of difference and deny social agents the ability to relate effectively, learn similar things, and develop the same interests as people with disabilities. To assist people with disabilities in the restoration of their psychological and social skills, especially those relating to diminished perceptions of competence and control, a number of authors have supported intervention through socially Journal of Leisurability integrated leisure participation (Elliot, 1987; Hedrick, 1985; Iso-Ahola & Mannell, 1985; Kelly, 1978; Roarty, 1986; Shewchuk & Elliott, 1995; Yuker, 1977). While there is strong support for the restoration of perceived competence and control of people with disabilities through socially integrated leisure participation, the majority of these studies have neglected to address several factors. Firstly, none of the cited studies have taken into account the specific needs of different groups of people with disabilities, especially those with high support needs. Secondly, the cited studies have concentrated on leisure intervention through outdoor camping and physically active sporting pursuits, activities which could be regarded as inappropriate for people with high support needs due to the physical demands of an activity and the difficulties associated with gaining convenient access to an activity. Thirdly, according to Roarty (1986, p.11) many "people by the nature of their disability are often prevented from competing or participating with able bodied people" on an equal basis. As such, it is important to investigate the effect that a more appropriate form of socially integrated leisure intervention will have upon the perceived competence and control of people with high physical support needs. Several authors have identified computer based play as being one of the most highly sought after and beneficial of all leisure activities, especially for those with high support needs (Galbally, 1990; Hedbring, 1985; Langer, 1985; Liverton, 1997; Progner, 1995; Roarty, 1986). In addition, the present demand for computer game play by people with and without disabilities would suggest that would suggest that computer game play offers a great potential for facilitating socially integrated leisure participation (Jolivalt, 1994 cited in Samuel, 1996; McNair, 1996; Veal, 1993). Significance of the Study Research has suggested that participation in socially integrated leisure activities assists in the restoration of a person's perceived leisure competence and leisure control. Therefore, it is important to investigate how this process can be best facilitated. Leisure intervention which takes into account the specific needs and limitations of people with high support needs and encourages socially integrated participation therefore needs to be explored. After considering the frequency of engagement, the physical demands, the convenience of access, and the nondiscriminatory social application of the activity, computer game play was selected as the most appropriate form of leisure intervention. Due to the absence of studies pertaining to the specific leisure needs of people with high support needs, and their use of integrated computer game play as a facilitator of increased perceived leisure competence and leisure control, a comprehensive study of this kind would provide a significant contribution to the existing body of knowledge. Considering that both people with, and without high support needs alike seek out computer game play experiences, it can be hypothesized that integrated computer game play holds the catalytic properties necessary to increase the levels of perceived competence and control of individuals with high support needs. In an effort to substantiate this claim, the direct effect of computer game play upon levels of leisure competence and control was investigated. In addition, due to a dearth of information pertaining to the specific computer usage, behaviour of individuals with and without high support needs also prompts further exploration. Methodology A purposive sample of 60 subjects was selected, of which 30 had high physical support needs and 30 were able bodied. The subjects were between the ages of 12 and 35 years, and resided within South East Queens land, Australia. A quasi experiment of pretest-posttest-control group-design was conducted. Based on the functional ability and the researcher's assignment of interventionist treatments (integrated computer game play, solitary computer game play, and no computer game play), subjects were randomly assigned into one of the six test groups of ten. To effectively measure the anticipated changes to perceived leisure competence and leisure control, modified versions of Witt and Ellis' (1989) 20-item perceived leisure competence Likert scale, and 16 item perceived leisure control Likert scales were utilized. From these, pre and post intervention scores were obtained and the difference between each calculated. Likewise, a 3-point Likert scale was utilized to measure game outcome. In addition, a self administered survey questionnaire of closed ended and open-ended questions attained further data that related to the socio-demographic characteristics, and computer usage behaviours of subjects (Liverton, 1997). Computer Game Play as a Potential Catalyst for Social Integration Table 1: Socio-demographic Characteristics of Subjects Results The study found that neither integrated nor solitary computer game play (nature of participation) significantly increased (at the 0.5 level of variance) the perceived leisure competence (f = 0.60; d.f. = 2,54; ns) and or the perceived leisure control (f =.45;d.f. = 2,54; ns) of people with, or without high physical support needs (the functional ability of computer game players). In addition, it was found that the outcomes of computer game play were not significantly predictive of changes to either perceived leisure competence or leisure control. Finally, although the perceived leisure competence and control scores within gender, computer game play preference, and the primary source of computer varied significantly pre and post test, they did not have a significant effect upon the perceived leisure competence or control scores when added to each of the assigned factors (nature of participation, the functional ability of computer game players) (Liverton, 1997). In addition, a summary of the more noteworthy findings that relate to both the sociodemographic characteristics and the Computer Usage Behaviour of the study's subjects are outlined respectively in Table 1 and Table 2. Table 2: Computer Usage Behaviour of Subjects Discussion Leisure Intervention Catalyst: Computer Game Play Previous research studies have supported the positive relationship between leisure participation and perceived control (IsoAhola, 1980; Thompson,1990; Witt & Ellis,1989), and leisure intervention and perceived competence (IsoAhola,1980). To substantiate these findings, this study utilized computer game play as a form of leisure intervention. As previously identified, computer game play was selected on the basis that it is a frequently engaged passive leisure activity (Jolivalt, 1995 Cited In Samuel, 1996; Klein et al., 1996; McClure, 1985; McNair, 1996; Veal, 1993) which offers substantial benefits for all members of the community, especially those with high support needs Journal of Leisurability (Hanley,1996; Hedbring,1985; Langer,1985; Liverton & Patterson, 1997; Progner,1995; Roarty,1986). These benefits have increased social interaction (Braun & Giroux, 1989; Durkin, 1995; Elliot, 1987; Mitchel,1985; Morlock et al.,1985; Progner,1995), increased cognitive competence (Elliot,1987; Morlock et al., 1985; Progner, 1995), increased independence, and personal satisfaction (Elliot, 1987). Contrary to the previous findings however, this study found that as a form of leisure intervention, computer game play did not have a significant effect upon individuals' ability to increase their level of perceived leisure competence or control. Although computer game play, whether engaged in with or without another person assisted in maintaining levels of perceived competence and control, not playing computer games had the same effect. Therefore, whereas the playing of computer games can be regarded as an appropriate catalyst for the facilitation of the aforementioned benefits, the results of this study suggest that computer game play is not necessarily an appropriate catalyst for increased levels of perceived leisure competence or perceived leisure control. As such, computer game play, as a leisure interventionist treatment, may be ineffectual for increasing levels of either perceived leisure competence or leisure control. However it is noted that prior to group assignment, those who preferred to play computer games maintained significantly higher levels of perceived competence between the pre and post test. Likewise, those who already had home access to a computer also maintained significantly higher levels of perceived leisure control between the pre and post test. Thus, these findings suggest that previous involvement with computers and game play (ie. experienced versus novice) is likely to have already facilitated increased levels of perceived leisure competence and control. If this is the case, a "ceiling effect" may have been present during the intervention stage, that is irrespective of whether a subject received the intervention or not, a maximum level of perceived leisure competence and control had been established previously (Boston University School of Medicine, 1997). Functional Ability Based on the findings of previous studies, people with disabilities, especially those with high support needs, are perceived to be less competent than able bodied peers (Hedrick,1986), feel controlled by others (Thompson,1990), and differ in their desire to learn about the same things or develop the same interests, leisure or otherwise, as people without disabilities (Thompson,1990; Yucker,1977). Contrary to these findings, however, this study found that the levels of perceived leisure competence and control do not differ significantly amongst people of differing functional abilities, either before or after playing a series of computer games. Therefore, both for people with or without high support needs, the playing of computer games whether that be with, or without another person, appear to maintain an individual's level of perceived competence and control. Thus, it seems that the physical abilities of individuals do not necessarily determine the perception that they hold about their corresponding level of leisure competence and control. Nature of Participation Based on the previous findings, socially integrated leisure is highly beneficial for people with disabilities, especially those with high support needs (Crilley,1994; Hawkins & Freeman,1993; Hutchison & McGill, 1998). For the purpose of this study however, feelings of control (IsoAhola,1980; Kurtz & Propst,1991; Thompson,1990; Witt & Ellis,1989) and greater perceived competence (Hedrick, 1985; Iso-Ahola,1980; Searle et al., 1995) were found to be amongst the benefits attributed directly to participation in socially integrated leisure. Contrary to these findings, this study found that the levels of perceived leisure competence and control do not differ significantly between differing types of participation, or social settings, either before or after playing a series of computer games. Therefore, whether the person has a disability or is able bodied, computer game play merely serves to maintain levels of perceived competency and control, and it does so similarly for people who do, or do not (control setting) play a computer game with (integrated setting) or without another person (solitary setting). As such, the social setting that computer game play occurs in does not necessarily determine the perceptions that people hold about their level of leisure competence and control. Conclusion Based on the findings of this study, it could be deduced that regardless of a person's functional ability or the participatory setting that computer game play experiences occur in, neither factor alone or combined, significantly Computer Game Play as a Potential Catalyst for Social Integration increases levels of perceived leisure competence or perceived leisure control. In addition, although computer game play is regarded by many researchers to be highly beneficial as a form of intervening leisure treatment, it also does not appear to have the catalytic qualities necessary for raising the levels of either perceived leisure competence or perceived leisure control. While these findings appear to repudiate the findings of other leisure research literature, it is evident that regardless of the participatory setting that computer game play experiences occur in, it equitably contributes to the maintenance of perceived leisure competence and perceived leisure control, for people with and without high support needs alike. Bearing this in mind, as a leisure activity that is frequently engaged in for its own sake, computer game play can still claim to assist in the elimination of many of the physical barriers which have previously prevented people with high support needs and people who are able bodied from participating together in an socially integrated environment. References A.G.B. McNair (1996). National Internet Usage Survey Figures For July.; Internet Site -http://www.agb.com.au/welcome Braun, M., & Giroux, J. (1989). Arcade video games: Proxemics, cognitive and content analyses. Journal of Leisure Research, 21 (2), 92-105. 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Enhancing a sense of independence and psychological well being among the elderly: A field experiment. Journal of Leisure Research, 27 (2), 107-24. Shewchuk, R., & Elliot, T. (1995). Social support and leisure activities following severe physical disability. Basic and Applied Social Psychology, 16 (4), 471-87. Thompson, R. (1990). The healing (wounding). practices of recreation service delivery of people with disabilities. In B, Patching (Ed.), Leisure for people with a disability. Proceedings Of National Conference Department Of Tourism, Sport and Racing (20311). City: Old: Division of Sport and Recreation. Veal, A. (1993). Leisure participation in Australia: 1985-1991 A note on the data. Australian Journal of Leisure and Recreation, 3 (1), 37-45. Wilt, P., & Ellis, G. (1989). The leisure diagnostic battery: Users manual. State College, PA: Venture Yuker, H. (1977). Attitudes of the general public toward handicapped individuals awareness papers. White House Conference on Handicapped Persons (93-105). Washington, DC: White House. * Jason Liverton, (BA Honours (Leisure Management)) is currently a part-time Griffith University scholar undertaking a PhD (Leisure Management) thesis in the area of serious leisure as a vocational option for people with serious illnesses and disabilities. In addition, Jason works in the Therapeutic Recreation field in Brisbane, Australia, Computer Game Play as a Potential Catalyst for Social Integration working part-time as a disability awareness presenter for Access Arts Inc. and, voluntarily developing his own Disability & Leisure Consultancy Service and its associated web page (url; http://www.geocities.com/CollegePark/Lab/5515/). He has had several journal articles published and has been granted awards for both academic writing and community services. Other articles from this issue: The UN Convention as a Basis for Elaborating Rights of Children in Sport Kristine De Martelaer, Paul De Knop, Marc Threeboom, and Lies Van Heddegem Understanding Attention-Deficit Hyperactivity Disorder: Strategies and Consideration for Inclusion of Youth Barbra Litner and Lisa Ostiguy Recreation Programming for the Adolescent with Cancer Orazio Caroleo Leisure Education as a Rehabilitative Tool For Youth in Incarcerated Settings Brenda Robertson Appropriate Use of Documents: Documents may be downloaded or printed (single copy only). You are free to edit the documents you download and use them for your own projects, but you should show your appreciation by providing credit to the originator of the document. You must not sell the document or make a profit from reproducing it. 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