Parents Sue Gaming Companies Over ‘Video Game Addiction’, Because That’s Easier Than Parenting::Video game addiction. Sigh. Big sigh, even. Like, the biggest of sighs. We’ve talked about claims that video game addiction is a documentable affliction in the past, as well as the pushback that claim has received from addiction experts, who have pointed out that much of this is being done to allow doctors to get…
I don’t want to be all old man yells at cloud, but back in my day popular games were played a lot because they were primarily enjoyable for the story, the achievement of completing a particular level or boss, playing against friends, etc. And sure, you’d have the odd bad parent trying to claim their kid was addicted to Counterstrike 1.6, but it was broadly speaking nonsense. The vast majority of games were offline, or had very limited online modes built around direct competition with other players (FPS, sports games, etc), and publishers would get all their money from the initial sale, with only a few games having expansion packs, most notable The Sims.
But in the early 2010s a few things changed:
- broadband internet became ubiquitous in markets with high levels of existing gamers
- distribution of games swapped from physical media to downloads
- ’everyone’ had a pretty powerful computer in their pocket making it much more accessible
- a bunch of people in the industry started reading about positive psychology - the idea that you can create habits through rewards - and apply them to video games to increase playtime
- those mechanics turned out to be very powerful in driving particular user behaviours, and started to be targeted at monetisation models - and so we got loot boxes, etc
So we went from a situation where video games were fun for the same reasons traditional games, or sports, are fun. To one where many video games include a lot of gambling mechanics in their core gameplay loops - loot boxes being the obvious one, but any lottery-based mechanic where you spend real money counts - in an industry with no relevant regulation, nor age limitation. It is definitely possible for people to get addicted to these mechanics, the same way people can get addicted to casino games, or betting on horse racing, especially when for some games that is literally what the developer wants.
jozza@lemmy.world 1 year ago
This author seems pretty comfortable mocking the concept of games being addictive.
Loot boxes need to stop for sure, but things like limited-time content are 100% designed to form habits and ultimately feed gaming addiction. Season passes or weekly achievements require you to log on and grind out challenges at regular intervals to avoid missing out on rewards that are required for competitive play.
I know plenty of people who have had to make an active choice to stop playing certain games because they found they couldn’t play the game ‘on their own terms’. It sucks as an adult, but kids without fully developed brains capable of rational thinking would stand no chance.
bionicjoey@lemmy.ca 1 year ago
Hell, even subscription-based games like MMOs. After all, if you’re paying every month for something, you want to get your money’s worth.
jjjalljs@ttrpg.network 1 year ago
That’s part of why I never played WoW. I knew that I’d constantly be like “I’m paying for it I should be playing”.
darkdemize@sh.itjust.works 1 year ago
There’s a reason I used to call it World of Warcrack. That game was harder to quit than smoking cigarettes for me.
AeroLemming@lemm.ee 1 year ago
This is the real problem with subscriptions. Yes, they tend to be more expensive in the long run, but they also stress you out because you have to constantly think about whether or not you’re getting your money’s worth. If you buy a game, there’s no stress because even if you’re busy, you’ll have plenty of time at some point in the future to get your money’s worth.
scorpionix@feddit.de 1 year ago
Depends on the implementation: I liked Eve Onlines model where, yes, you had to pay the sub but your character would train skills even while offline.So at least to me there was less of this classical fear of missing out.
BrianTheeBiscuiteer@lemmy.world 1 year ago
I was quite addicted to a Facebook game back in the day. Never went more than a day without playing it and even then I had scripts to play the repetitive parts of the game while I was away. I might’ve spent $50 total on the game but I never really felt like I was missing out because of not spending money. When they got to the point where it was blatantly obvious I would miss rare items or other collectibles if I didn’t pay then I quit altogether.
I think the system could use a change but I still prefer minimal interference. It could do a lot of good if players were notified (monthly/weekly) how much they’ve played the game and how much they’ve spent. The “micro” part is probably what gets a lot of people and they never realize what they’ve paid in total.
Zaphod@discuss.tchncs.de 1 year ago
Yep, this is me. stopped playing at least 2 or 3 games they forced stupid unnecessary grind or daily/weekly quests (that are basically all the content there is) on me. Nope, not doing that shit anymore.