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It's clear when someone jump
from consoles, or a MMO game with clearly laid-out goals -- to something
like Wilson's There.com, or Linden Labs' Second Life. Until someone
gets wrapped up in some player-made distraction, there's really nothing
to do.
Players go for the sense of space; now more than ever, games
are transforming into something more than just chess. Beyond the effort
that goes into creating a game, or any other subtlety, games are creating
something new.
People who want to somehow
regulate away video games tend not to have even a vague idea of what
a game is. "Is it even up to society to decide that someone can't
play?" asks game designer Nathan Franklin.
Questions on regulation and
choice are legitimate no matter how you slice it, but especially once
a game creates a new kind of social space. Developers have a vast range
of opinions on game addiction, or what sometimes gets bandied as game
addiction.
There are serious reasons that we haven't heard the bulk
of these thoughts, not the least of which being that in the current
atmosphere, most shouldn't see the light of day. A number of people
reading this article are salivating at the thought of having something
that they can use against the industry.
A Noble Feud?
Games make a magnificent target.
It doesn't have to be addiction, violence, or any one thing. Games have
taken ridiculous hits at least since Dungeons & Dragons. In 1989,
after having lived through a lot of that flak, Gary Gygax wrote words
that still ring true.
"Oddly enough, we don't seem to have progressed
far beyond the Salem witch-hunt stage, 'Thar's demons in them-thar games!'
cry the fanatical opponents of RPGs... How can anyone alive today retain
such quaint superstitions? But once you're on the receiving end of their
hysterical attacks and the target of the propaganda they dish out, those
notions won't seem either quaint or democratic."
Gygax's notion, so well put
in his book Master of the Game, still seems branded into the minds of
gamers and developers. Are the developer haters and player haters all
dark-hearted cretins, or are their attacks a viable occupational hazard
of working with technology and art?
Comics, D&D and pretty
much all new popular music styles have been washed in battles between
the innovation of the pioneers and the doubts of the collective; the
war itself goes beyond the staples of nerd culture, popular culture
and even our millennium. Art and media have always had their critics.
Figureheads of western philosophy have joined in to float their criticisms,
many making valid points. Socrates, in Plato's Phaedrus, criticizes
writing as a technology which displaces memory. Even this Gamasutra
article, by Socrates' argument, merely appears to discuss the
topic of game addiction. This article cannot speak, answer questions,
or defend itself. Conversation was Socrates' weapon of choice; he felt
it far better a tool, in that the author of the written work can share
a true knowledge of their tangible learning.
Games have already weathered
their share of criticisms. Raph Koster makes a magnificent argument
against game violence being patently wrong and evil. Though there's
an ethical question in presenting any kind of image in any kind of art,
players do often see power ups rather than hookers that can be
run over. Or bunnies to be saved.
They're meeting game goals, and the
icing over the top tends to be secondary. Jerald Block has also done
great work at pointing out some of the flaws that have been carried
on by game violence researchers thus far. He shows that though pundits,
politicians, and researchers will go back and forth on the violence
issue, the link between games and violence is tenuous, if only for the
time being.
There's no real pussyfooting
around uncontrolled gaming, because many nasty anecdotes can be tied
directly to video games. Video games may not have been the cause of
the problems, but presenting a balanced case isn't a journalist's first
concern with a breaking story. It's definitely not a politician's concern
when fishing for support.
The man who died of 86 straight hours in a
Korean PC-room was autopsied after all of the sensational press reporting;
what the news media failed to come back and tell us was how he died.
It was deep vein thrombosis (DVT), the disease made famous by Dick Cheney.
At twenty-five, this man had died of a disease normally reserved
for genetically-inclined forty-plus-year-olds.
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In terms of sales, gaming addiction can be bad. If x hours of a player's total game time is spent playing a certain game, that means there is less chance that the player's money will be spent on a new game. If the game has a subscription model, then at least the company that maintains the game makes money, but either way, the rest of the industry misses out on the revenue opportunities and the player's available time. In a way, even the maker of the game can be hurt; if the game is too addictive, the player may not even buy other games from the same company.
On the other hand, game companies are slowly and surreptitiously embracing the idea of using game addiction for profit, even while some deny that game addiction can be harmful. Microtransactions are one example of exploiting addicts, since a game company can continue to make new things for addicts to experience in the environment they have become a captive to. Or, in the case of games that earn advertising revenue, a game company can keep a player's eyeballs in an environment longer, earning more ad revenue per play.
Games with a very short single-player campaign, while primarily cut short due to rising development costs, may also contribute to more frequent game purchases and may be another reason companies might want to foster game addiction. Perhaps it's no coincidence that "attach rate" has become a popular industry buzzword lately, and the systems with high attach rates also seem to have the games with short play-through times, while the systems with low attach rates have many games that last dozens or hundreds of hours?
So, even though it's important to inform the public that "game developers aren't crack dealers", it's also important for game developers to realize that their business practices may be reliant on some of the same principles that crack dealers use.
When a game ceases to be fun, is it really a game? Or something entirely different? Lines are definitely crossed for many people.
Because it's fun and one day I want to make a living at it and it can bring great social rewards and status.
People are addicted to making progress. Gaming simulates progress.
If you make playing games a way to make a living you're not just simulating progress anymore, you are now helping people make progress that is tangible and beneficial.
In society it's ok to allow your son or daughter to obsess about inventing something because it could bring about something of worth. But because gaming has no real tangible value for the players it's just considered a waist of time, a baby sitter, an influencer and now an addiction.
Make it so players make money playing games, all games... Nah that wouldn't work, because then everyone would suffer from workaholism.
There's always sumtin', huh?
From my personal experience, I have found addition in video games both real and unrewarding. Sometimes I find myself playing a video game not because I am having fun with it, but because I have associated games with "Fun" in the past, and as a result when I am not playing games I feel like I am having less fun. Even if it is not true. I will hold back from elaborating until I have thought about it some more.