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…
The recent lawsuits against gaming companies over ‘video game addiction’ seem to overlook the importance of parental guidance. It’s easier to blame external factors than to address the root causes at home. The principles of the AA twelve steps teach us about taking responsibility and seeking personal growth, which can be applied to parenting as well. Just as recovering from addiction requires commitment and support, guiding children through their challenges needs consistent involvement and understanding. Instead of looking for quick fixes, parents could benefit from actively engaging in their children’s lives and setting healthy boundaries around gaming and other activities.
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.
This isn’t shitty parenting, companies are intentionally creating addictive mechanics in games. Instant gratification causes a release of dopamine, which keeps the person playing over and over again. It’s the reason why people “grind”.
They’re virtual Skinner Boxes. If you don’t know what that is, I suggest looking up the term and B. F. Skinner himself.
Parental controls are a thing on all of these systems aren’t they? If not they should be.
It’s like when parents go after the drug dealers than blame their own kid for doing drugs.
It’s also like when you ignore that video game makers research and develop how to make their game as addictive as possible and ignore an entire thread talking about it. Oh wait…
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.
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.
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.
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”.
I do feel like it’s kind of a bad thing that many large game devs employ psychologists specifically to come up with ways that psychologically addict players. They could be addicting even without being specifically designed that way, but going out of your way to ensure it is does, does not seem the least but ethical to me.
Like EA who use the same technics that casinos for their loot boxes. But you have better odds with casinos than EA…
EA is hardly the only one doing that. I’d even argue that there are far more offensive examples, sadly. Just look at the mobile market, it’s a cesspool of extremely exploitive tactics and even more accessible than traditional gaming.