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Gaming Addiction: Clearing The Air, Moving Forward
 
 
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Features
  Gaming Addiction: Clearing The Air, Moving Forward
by Neils Clark
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April 3, 2008 Article Start Previous Page 2 of 5 Next
 

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.

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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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Comments

Carl Chavez
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From a business perspective, gaming addiction is both bad and good.

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.

Monte' Jones
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Final Four!!! March Madness just a couple of buzz words used to let Fans know that college basketball is on and with so many people flocking to bars and friends homes to watch games for hours on end. Where are those same people who call video games addictive when a person will take off of work spend bill money just to get tickets to a game. I dont have a issue with basket ball or any sport for that matter but I use that as an example because it is something that most people are passionate about. The issue here is not with games but with people who lack the self control to know when to stop playing and take a break from it. The purpose of games all games are entertainment. So how do you entertain? You do this by giving people an escape from everyday life to whatever reality they choose. Some do this through drawing others through books and then you have video games. I enjoy the idea of being able to live a different life through the story of a game character and shaping that story how I see fit there is no other venue like that. you can go to the movies and watch a hero on screen but in video games you get to be the hero. I have been know to play a game from start to finish in a weekend fri-sun non stop but I can also go for weeks without picking up a controller. I am addicted to video games it is a natural high but you know what as much as I love them I also know how to find something else to do. I believe that you should remember that games are nothing more than books and movies meshed together to give you the best of both of both worlds. Now as for all those other people who have never put a hand on a controller or heard of Pac-Man or Pong I thank god for nintendo and the Wii because it is thanks to them that now more of the lines of who would be interested and able to play games are being broken and crossed. It warms my heart when I talk to someone 60 and up and they tell me they cant wait to get their own system because they saw one over someones house played a game on it. The only way I see for video games as a whole to be able to and forgive the pun get to the next level is to continue to reach out to all age groups so that the world can see what an art form video game design is. As a industry we have to take the charge where others are not willing to we have to challange these groups and politians on there own ground to prove that this is not an addiction but a new part of our culture as a whole and if it is embraced properly then we can cross lines not just in our country but world wide. You wrote that we as a country fear and shy away from that which is new well for as far back as you could research games, sports, arts, have been around since the dawn of man the only difference is that they have evolved with technology. The last thought I will leave you with is this if people can be encouraged to be actors, athlete's, doctor's and so on why cant they be encourage to use their passion for gaming to be tester's, designers, coder's and so on. Feel free to send me an email montejns@aol.com

Neil Sorens
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What rankles me is when game creators design for addiction instead of genuine enjoyment, either inadvertently or intentionally. Their litmus test of whether a game experience is suitable is: "does it make the player want to play the game longer?" rather than "will this experience be enjoyable for the player?" Those who say there is no difference probably never saw people sit in the same spot in a dungeon in Everquest for as long as 24 hours waiting for a certain piece of loot to be generated. Did the player enjoy that experience? Hardly--in fact, the player probably was not even paying attention to the game for a large portion of that time.

Shavaun Scott
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Agree muchly with Neil Sorens

When a game ceases to be fun, is it really a game? Or something entirely different? Lines are definitely crossed for many people.

John Petersen
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I'm addicted to gaming. Do you know why?

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?

Gary Swift
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I've seen many people who think it's a good thing when gaming expands and non-gamers are drawn to games by something like the Wi. I don't think it's going to be a good thing if someone like my father or John McCain become hooked on games. The real hope for a shift in how society views games lies not in older generations coming to understand gameplay, but in younger generations who already understand games growing older. Just as with other technologies, the older generations are more likely to remain alienated and even grow more detached and alienated as the technology grows and developes faster than they can learn and keep up with changes. How many people who don't understand how to program their own VCR (quite an old technology) do you expect to ever embrace more recent technologies like mobile text messaging or video gaming. Do you really think that someone like my father, whos only exposure to online gaming is what he sees on TV news will ever subscribe to an MMO? While my father may have no problem watching 6 hours of TV a night and even more on weekends, he'll always feel that an equal amount of game play time is an evil. He will c ontinue to turn on the TV the minute he walks in the front door after work and even have a TV in every room of the house (living room, bedroom, kitchen), but will tell me I have a problem when I log in to my MMO right after work to read in-game mail from my online friends. I say the gaming industry should continue to grow and expand its core audience until the numbers of young adults who play and understand gaming overwhelms the aging baby boomer population who will never be a part of or even want to be a part of that generation. If you think that "generating a meaningfull context" or "having frank and open discussions with compelling research statistics" is ever going to make the average baby boomer change his mind then you are dreaming and wasting your time. It's like thinking that you can write a great book about why pop music is just as good as classic rock and roll and expect a 65 year old Elvis fan from Arkansas to run out and buy the latest Leona Lewis single and like it. Good heavens, there are still people who are afraid that microwave ovens may cause health risks.

Jesse Crafts-Finch
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I believe the author makes a good point in that by ignoring the personal experiences of people who cry out against video games, we are in some respects acting just as misinformed as them.

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.


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