Paul Frenger, MD is a senior member of IEEE, life member of ACM and a practicing physician who has been professionally involved with computers since 1976. He has published about 200 articles in the bioengineering and computer literature, was editor of the ACM SIGForth Newsletter (5 years), Associate Editor for ACM Sigplan Notices (13 years), and has three computer patents. He is active in artificial intelligence, robotics, bioengineering, space science and green industrial design.
The author merged his human narcotic use emulator presented at OMICS International Conference on Addiction Research & Therapy, August 2012, Las Vegas, with his game-playing A.I. robot “ANNIE” (Android with Neural Network, Intellect and Emotions) to create an artificial entity which can exhibit the symptoms of electronic game addiction disorder (American Psychiatric Association). The author wrote a simple first person shooter test game program inspired by the 1993 PC game Doom. Program parameters were tuned to adjust game-play difficulty, i.e.: number and location of opponents, health restoration packs, ammunition and armor; the aiming accuracy of enemies and their speed of movement; placement of obstacles, windows and crossfire shooters. ANNIE, too, has internal variables which affect her game play: her dexterity and shooting accuracy, her frustration with missed shots or with hits on her by enemies, her navigation of the maze, her sensitivity to outside distractions, and her tolerance to game losses. ANNIE’s desire to continue playing when faced with increasing (simulated) hunger, thirst, fatigue, need for bathroom services or other distractions can be adjusted: resistance to body discomfort, pleasure responses to game success and prevailing mood. Results: by changing variables (of the game and the A.I.), ANNIE played the game safely, limiting her playing time and showing no signs of addictive behavior; or she succumbed to uncontrolled, habitual gameplay activity.
Yuko Takahashi has done MD and PhD and is a Professor of Nara Women’s University. He is a Smoking Control Consultant certified by Japanese Association of Smoking Control Science. He is President of Quit Smoking Marathon and President of Japanese Association of Smoking Control Science.
Since 1996 we have been providing a quit smoking support program using the Internet named Quit Smoking Marathon (QSM). It was the first health support program using the Internet in Japan. The participants who want to quit are provided knowledge about smoking hazards and the method of quitting smoking, but the most characteristic features of QSM is that it has been community based support containing training systems for quitters. The QMS is composed of three consecutive stages; STEP1, STEP2, STEP3. In STEP1, participants were supported interactively by the quitters in earlier programs through mailing lists and bulletin boards. In STEP 2 new quitters joined to the QSM community and were provided additional training programs to be supporters. In STEP3, quitters were educated to be supporters of new quitters to send supportive emails to new participants. We investigate the quitting status in each step. Quitting rate at the final day of STEP1 was reported to be 97.4%. In STEP2 (1 year after participating) quit smoking rate was reported 75.7%. In STEP3 (over 12 years since participated) the rate was 76.0%. Long term quit smoking support program is necessary and QMS is suggested to provide long-long terms support.