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submitted 10 months ago by L4s@lemmy.world to c/technology@lemmy.world

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…

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[-] hellothere@sh.itjust.works 105 points 10 months ago* (last edited 10 months ago)

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.

[-] bassomitron@lemmy.world 29 points 10 months ago* (last edited 10 months ago)

I agree with all your major points, well said. I will only add that back in the late 90s, MMOs started to become more popular among PC gamers, and that those were definitely designed for mild addiction (to keep players paying a monthly fee).

After WoW took MMOs mainstream (by around 2010-2012 when its playerbase peaked), I feel that lines up perfectly with your observation that developers began incorporating more and more positive feedback loops into games. I only bring this up since I wonder if there's an actual correlation there (along with the other elements you pointed out regarding accessibility, etc.) or if it's just coincidental timing.

[-] d3Xt3r@lemmy.nz 16 points 10 months ago* (last edited 10 months ago)

It had nothing to do with WoW, smartphones were basically to blame. 2007 was when the iPhone came out, Android followed next year, and by the early 2010s, smartphones became ubiquitous. Both the App Store and Google Market exploded exponentially in the number of apps and games. Mobile game makers soon figured out that microtransactions brought in more money than upfront payments. All the popular games started exploiting this model, such as Angry Birds, Temple Run and of course the infamous Candy Crush.

King, the company behind Candy Crush, generates over a billion dollars of revenue per year - their turnover exceeding that of several traditional PC/console game makers. In 2012, they staggering 1000% growth in just an year - and that was the trigger. That was when everyone looked at them going, "tf, why the hell are we wasting so much time and money developing AAA games, and making way less money than some cheap mobile game?"

And the rest as they say, is history.

[-] Sineljora@sh.itjust.works 2 points 10 months ago

Yes! There’s a reason Microsoft bought Activision-Blizzard-King

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this post was submitted on 19 Nov 2023
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