|
Other incidences have been
found in longtime gamers, without any family history of the disease,
for whom too much sitting was most likely causing premature DVT. Sitting
isn't unique to gaming in this day and age, and some of the people surveyed
worked desk jobs, but this example stands out as a reason to seriously
examine the health of the player.
And the programmer, for that matter.
These issues shouldn't be taken with a grain of salt. If gaming is impacting
health in negative ways, then shouldn't notions of what constitutes
"good game design" change with it?
But conducting balanced research
on game issues is like trying to swim up Niagara Falls. So far, too
many have taken the approach of blaming someone -- rather than trying
to understand why some players can't control themselves. Make no mistake,
there's a feud a'goin on.
There are people who want to dismantle the
gaming industry, without giving games a second thought. It's called
misoneism -- an unquantifiable yet undeniable fear of the new. We humans
are built to protect the hive against something foreign. When games
don't get an unconditional clean bill of health, and especially when
presidential candidates blast video games as dangerous, the collective
is in danger of turning into a wolf pack.
The people pelting games tend
to misinterpret what a game is, because they're distanced from its structure
yet close to the problems games are perceived to create. A lot of people
hate Liz Wooley, a woman who has crusaded against the games industry
because her son committed suicide while playing EverQuest. Outright
hatred of somebody in her position seems amiss. Nobody has to like emotional
and anecdotal approaches to the problem, especially when backed up by
emotional and anecdotal evidence.
The mob responds readily to these
stimuli. Most people out there aren't developers, gamers or researchers.
They aren't interested in grasping a game's richness, but they can imagine
being in Wooley's shoes. If regular people don't dismiss such critics,
the industry can't afford to either.
"Never argue with such
individuals, but feel confident to debate in public forum with them,"
wrote Gygax. "The weight of medical evidence and scientific fact
are the best ammunition to use."
That's good advice, but whose
evidence are we going to use? Most of the books on gaming issues are
punctuated by doom and gloom, and at least two more such books are forthcoming
this year. Even great scholars are strong-armed by popular medical journals
to use the phrase "Internet Addiction" (IA) when referring
to heavy game use. This is despite serious and ongoing concerns over
many different elements of IA's validity.
The researchers themselves
too often seem distanced from any real understanding of gaming, creating
data that serves to label gamers, misrepresent games and further mislead
the public. Worst of all, some gamers clearly have problems. Until we
explore this topic cogently, we're not in a position to help them.
We
can't say with any measure of certainty whether the games are at fault,
which makes the emotional attacks all the more frustrating. The critics
of gaming often have few qualms about leaning on adrift research, which
leaves the industry in an awkward position.
Meanwhile, the issues raised
by excessive gaming appear very real in the eyes of the South Korean,
Chinese and Singaporean governments, whether or not the analysts at
the helm have an adequate understanding of gaming. Korea currently treats
"Internet Addiction" (again, games inclusive) as one of its
chief public health concerns. South Korea has poured money into the
research, and as a result they've gone past the pigeonholed Western
gauges for IA.
The government then used that gauge of IA, which was
renamed the K-Scale, in order to assess what it sees as a pandemic.
Whether or not these governments see the legitimacy in gaming, the primary
concern is public health. And that's sensible. Good health is part of
good entertainment. The two compliment each other.
Just as too many governments,
researchers and regular folks seem distanced from games, developers
seem to sometimes distance themselves from a game's potential for causing
problems.
|
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.