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Through history, the artist hasn't had to explain his or her work, nor
understand how it affects physiology. That's a view that the industry
can take, though in some ways gaming goes beyond art. It's not a view
that can hold up with respect to the longstanding feud between innovation
and caution.
Playing two days straight tends
not to be fun; equally un-fun is being abruptly disconnected after you've
played your daily allotment of X, Y or Z hours. While the collective
can't do much about the people making nuclear weapons, harvesting killer
viruses or filming Saturday-night sci-fi movies, it can influence
the ways in which people use video games.
Game dependency, whatever
might invite it to spring up, is most certainly a textured and subtle
effect. It's influenced by social, economic, psychological and other
rich dynamics. Games are a subtle new place to interact, but regular
people won't care about that. If they get a bad gut feeling,
then most move on.
If a game bites them, then they bite back. It's natural,
and the voices of the bitten are drowning out the voices of the artists,
programmers and publishers who work hard to make games.
In the face of this feud, noble
or not, there are people who would take a critical design discussion
out of context.
Rally
The forces that be make certain
pieces of this topic near-impossible to discuss publicly, but it's an
issue that deserves refinement. Between developers, addiction isn't
a breathlessly exciting or fun topic -- but it's one that can come up.
If that happens in good company, then don't parry or force it away.
Let the conversation flow, just like any other. If you get the thumbs
up from your personal subconscious, then see where the conversation
takes you. Yammering opinions to the press can sometimes hurt the industry,
but that's not what we're talking about here. We're talking about putting
the player's health first, attacking addiction with creativity and keeping
distance from the fanatics. At least until more reliable research can
hit the scene.
The industry understands the
games, yes, but we're no better than game-hating fanatics when we scoff
at understanding the problems that may be caused by games. If you have
thoughts that you think could help to shape these conversations, you
can voice your thoughts in the comments below.
If the game industry is going
to be sustainable, and if games are going to live long enough to meet
their potential as a form, then society has to understand the health
issues in gaming. They need to be responsible, but so do we.
Facing
the issues may be as simple as showing that games aren't the cause,
but it's our level of concern that's more likely to win the heart of
the mob. Yes, regular folks need to educate themselves; gamers, parents
of gamers and game developers also need to educate themselves.
No, the quality of the information
in 2008, especially how it's presented, is not perfect. What can we
do about that? As we can understand ways to separate problem gaming
and amazing gaming, like wheat from the chaff, certain developers might
play a serious role in encouraging more responsible play and design.
Over anything else, whether we win or lose will depend on how we play
the game. The actions of developers and their players will speak loudest.
Game developers aren't crack
dealers. The people who make games are giving us something to do, and
they're good at what they do. While there are serious considerations
to weighing in on addiction, sooner or later the industry will want
to engage critics in dialogue.
If the research can't pony up and provide
reliable information, then it won't hurt to have discussed health issues
freely and openly among colleagues. Some kind of language for discussing
excess-balance might be a byproduct of those conversations, but it's
a distinct possibility that there wasn't much to talk about in the first
place. What are the truths and fictions behind the anecdotes?
It's high time someone figured
that out.
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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.