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…
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.
I was quite addicted to a Facebook game back in the day. Never went more than a day without playing it and even then I had scripts to play the repetitive parts of the game while I was away. I might’ve spent $50 total on the game but I never really felt like I was missing out because of not spending money. When they got to the point where it was blatantly obvious I would miss rare items or other collectibles if I didn’t pay then I quit altogether.
I think the system could use a change but I still prefer minimal interference. It could do a lot of good if players were notified (monthly/weekly) how much they’ve played the game and how much they’ve spent. The “micro” part is probably what gets a lot of people and they never realize what they’ve paid in total.
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.
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.
Has everyone forgotten coin-ops? Or maybe I’m just old.
This started a long, long time ago, pretty much at the birth of popular casual gaming. It’s not part of the evolution, it was part of the blueprint.
The thing with coin-ops, and arcades in general, is that you still had to physically go somewhere, and have the coins to keep playing. If you walked away, someone would take the machine. Worst case scenario, the machine stopped working when it ran out of coin/token space.
I’m not denying that there are similarities, and that ultimately every game ever has been built on a fundamental mechanic of risk/reward, but it was rudimentary and broadly speaking deterministic and visible to the user (you knew how to get a free ball in most pinball games, for example).
The combination of easy payments, of very high amounts, and online competitive play where the high rollers can be multi-millionaires from anywhere in the world, and a pay-to-win mechanic makes certain modern games not just addictive, but financially crippling, if played by someone susceptible to addiction.
I agree, but I was responding specifically to the claim that the use of psychology to tweak the design of a game in favour of profitability happened in 2010 / 1990 / etc.
The fact that it’s now orders of magnitude worse is, of course, true, but it didn’t start there by any definition.
One of my first tasks in my game development career was to change the data type used for the main currency in [Famously Addictive Farm Simulator Game], because a user had exceeded the maximum value.
I eventually found out approximately how much IRL money this person had spent on this game…
6 figures. And not barely 6 figures.
People don’t spend that much because they’re just having fun.
There is absolutely something different about these kinds of games. It’s abusive and dangerous, and we should consider it a health hazard.
Yeah let’s just disregard the prevalence of gambling mechanics deliberately intended to induce addiction in minors to juice them for their parents’ cash.
Exactly. There’s a lot more nuance than just ‘oh video game good, can’t control addiction, bad parents’.
True but parents have a responsibility to look at the game before letting their children play it. Should the mechanics exist? No. But should the parents look into the game beforehand? Yes
This isn’t viable because the systems these companies use to get the kids gambling is not obvious, even to a watchful adult. This is by design. Companies are also not obligated to give any information parents can use to identify this. Lastly, a lot of these games are free to get into, so the parents have no reason to know/ find out their kid is playing fortnite for example.
Again, these aren’t circumstance, they are deliberate design choices to skirt the law and prevent potential action to stop it early.
True but parents have a responsibility to look at the game before letting their children play it. Should the mechanics exist? No. But should the parents look into the game beforehand? Yes
Switch the word ‘game’ with the word ‘drug’ and the word ‘play’ with the word ‘use’, and your comment still reads the same.
We still outlaw addictive drugs.
I highly doubt I will have the time to try all the new research drug-games my children acquire access to. Better stick to first party Nintendo games-drugs.
In all seriousness, PBS kids apps on mobile go hard, work on any device, and are fairly educational while being easy to use and fun enough to hold attention while being completely FREE.
We’ve paid for ABC mouse but the whole fuckin thing reeks of slot machine pokie stimulus while the puzzles and games crash often. The only thing that 100% works all the time is the store to exchange your “tickets”
Abc mouse is the highest rated most teacher recommended app and it’s fucking awful.
My 3 year old has gotten way more out of free software than any pay software that’s littered with addictive BS.
I would recommend:
GCompris
Khan academy kids
Learn to read Duolingo ABC
PBS anything
Two things.
First, teenagers are also children, and every product that you describe would not fit them, those are more for the very young.
Second, we’re talking about designing the game in such a way that it provokes the brain in the same way a drug would, in essence being a drug itself.
Do we though? Alcohol the most commonly used addictive drugs is allowed for adults and even children in many states as long as the adults approve and do it in in private residences.
Parents need to be better about paying attention to games. I remember telling my aunt about a game my 10 year old cousin wanted. She was horrified and said absolutely not. She bought it for him when he asked when they were in the store because she doesn’t take any time to pay attention to game They’re for kids. Even though games are clearly marked with any objectionable material. She “blindsided” by what was in the game when her son booted it up dispite the game be rated as mature, marking objectionable things and me giving her a play by play.
There are a lot of additive things that we expect parents to use their judgment on. Sugar for example. Until someone is talking to me about how we need a bad on soda and BS like that because parents can’t be expected to parent their kids about it, I don’t really care about the most optional of activities that is games. Children have extremely limited access if their parents don’t allow it. Theu buy the phones/tables/game consoles and robust parental controls have existed for a while.
Kids can be addicted to all sorts of things and it’s still on the parents. Because it’s technology we for some reason stop believing parents can do a thing. Oh however would the person who controls the internet ans the devices control their child’s access to social media (another one I see whining about) and video games. As a parent myself, I’m just under the impression that at least watching in my circle, the parents who don’t aren’t paying attention or don’t actually care that much, they just don’t like the outcome judgment.
Alcohol the most commonly used addictive drugs is allowed for adults and even children in many states as long as the adults approve and do it in in private residences.
Not to get dragged down into a IANAL argument, but children purchasing alcohol though is not legal.
And what you described is adults helping children get around the law.
The law still exists.
Comment does not read the same at all, and two of the most addictive drugs, alcohol and nicotine, are legal.
Now if you’d said “we still outlaw addictive drugs FOR KIDS”, you’d be right.
Switch the word ‘game’ with the word ‘drug’ and the word ‘play’ with the word ‘use’, and your comment still reads the same.
We still outlaw addictive drugs.
Comment does not read the same at all,
Well, let’s see…
True but parents have a responsibility to look at the drug before letting their children use it. Should the drug exist? No. But should the parents look into the drug beforehand? Yes
They read the same to me. Both of them are about parents watching what a child does (gaming or drugs) and having responsibility over the child, which no human being can watch another one 24/7 successfully (even people in prison get murdered).
and two of the most addictive drugs, alcohol and nicotine, are legal.
And children are not allowed to purchase those, because it’s harmful for them.
We, as a society, help the parents look out for their child by making laws to protect them.
I won’t read the article with such a stupid title.
In other situations they call it victim shaming. There is a reason laws exists to forbid gambling for minors. Many video games are built as loopholes to circumvent such laws. Publishers and producers must be punished for this. Parenting is not a relevant topic here, as we are talking about society.
In a society the distribution of parenting capabilities has large variability, and it does not always depends on the parents themselves, but also on environmental factors (such as work-related stressors).
As society we need to fight any predatory business model that exploits society and individuals weaknesses.
Yes parents need to parent their kids first and foremost. However, we can’t keep just giving video game companies a pass for intentionally making their games addictive. When they’re literally hiring psychologists to pinpoint target their games for a child’s brain, that’s also a problem. Both need to be addressed.
I also want to point out that a lot of these games purposefully misclassify themselves in the AppStore. Meaning if you are a parent and you say “I want my kid to have 1-2 hours of game time, but all research tools are allowed all the time” Some games will report themselves as “Information and Reading” to get around settings. I find oftentimes the more garbagey the game the more likely it will do that.
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.
They are, though to be fair they are usually very difficult and confusing to use, and in the case of Sony child accounts cannot be turned in to full accounts down the line so any purchases would have to be lost to enable a now adult to control their own account. 1st parties could do a hell of a lot better.
Nope! Why would the company intentionally limit the way they designed the game? That’s counterproductive.
Aren’t a lot of current games built with gambling mechanics built in? Is that not done with the intention of wanting a person to keep playing and buying? I agree parents should be policing their children’s activity, but these companies shouldn’t get a pass for creating the fire people burn themselves on.
In the past I might’ve been more critical of the parents, but honestly in this day and age?
Large publishers and developers exist to exploit people. They exploit workers by overhiring, overworking, and then firing them gracelessly whenever they’ve managed to push out the next paint-by-numbers turd they have planned. It releases to the public in an unfinished state, yet the consumer is expected to shell out hundreds of dollars not only for the base game, but for season passes, FOMO mechanics, in-game shops, gambling and other anti-consumer bullshit.
They scheme to create more and more insidious systems to keep the player hooked, all the while they’re abusing their workers, playing with their lives, and sometimes literally stealing from them.
The modern AAA gaming industry is worse than it ever has been, and these parents aren’t wrong; the games are designed to be addictive. They’d outright encourage people to mortgage their home and steal their parents’ credit cards if they thought they could get away with it.
There’s absolutely a level of addictive manipulation in some games targeted towards children, but on the other hand, you are responsible for making sure your child doesn’t participate in their systems. Fault on both parties.
Who’s educating the parents on what’s going on in the games? The casinos? The slot machines? The sports betting apps?
Where do the average learn about these things?
All well and good if you are fairly well educated and know about some of the psychology going on. But damn I do not have any hope for the next generation raised on tick tocks as the GOP dismantle public education.
It’s going to quickly get like Idiocracy in here all the while bystanders will say, but the parents working two minimum wage jobs to put food on the table and a roof over their head should have taken responsibility for their child!
People fall through the cracks and we all as society benefit when we are responsible enough to try to make sure the cracks can’t just swallow you whole.
Shit, I’ve got 3 university degrees and top certifications for my specify IT field and wouldn’t know much about this topic if it weren’t for Sout Park Freemium Isn’t Free.
We can’t depend on being educated or involved with children to protect them from 24/7 365 always online dopamine addiction to compulsion loops.
“Parents Sue Cigarette Companies Over ‘Tobacco Addiction’, Because That’s Easier Than Parenting”
When a company makes a product they don’t just KNOW is harmful, but BECAUSE it’s harmful, and they’ve ENGINEERED it to be harmful, for the sake of profit, it ceases to be solely about parenting.
The fact that most modern AAA games have some sort of “loot box” (aka actual gambling) mechanic, and those mechanics are literally identical to the design patterns for slot machines, seems to be completely missed by the author of this article. Gambling addition is a real thing, and pushing that psychological behavior pattern onto impressionable youths should be illegal. As a citizen of the US, I can’t legally go online and gamble with real money directly, but I can get the same “fix” by playing most of the big titles from EA (with real money, just one layer deeper, and with no way to get my winnings back into the real world), says a lot.
Absolutely. This isn’t just that kids like games and that’s bad, it’s that games are literally being made with conditioning tactics to get people playing them as a habit and paying. Not only they have loot boxes that are psychologically identical to a slot machine, but games as a service have mission and reward structures designed to get people returning as a habit, not because it’s fun. Look how many games have players going “I need to do my daily missions”, not because that’s fun, but because of a sense of obligation and Fear of Missing Out over trickling rewards.
I mean, the gambling industry uses some mobile games as learning material in how to snare players and trigger “that next button press” (source, I used to work for a large gambling company).
So, there are grounds to argue addiction on the same level as gambling addiction for some games.
I love it when the title of an article tells me the opinion I’m supposed to have.
The fact is there’s a lot of work that goes into designing games to drive behavior. The article details some of the work that game designers do to induce compulsive behavior, like occasional free gifts to keep people from getting frustrated with certain levels. The article then poopoos this idea by pointing out that heroin addicts never get free heroin from their dealers so this can’t be a real addiction. Wanna learn a fun fact that I know as a recovering addict that y’all don’t know? Your dope dealer will take a short. He’ll sell you a ten dollar bag for five dollars. Not every time, but every once in a while, and for the exact same reason that these games do it: he wants you stuck in, he wants you in his debt in particular and he wants you coming back to him. A sick junkie doesn’t make anyone any money, we mostly just lie in bed and sob. It keeps you in the reward loop, the same as free gifts to get you past frustrating parts of a video game.
The article also acknowledges that gaming addiction is in the DSM, but tries to dismiss that as well based on notes that say further research is needed. Further research is always needed for everything, especially to do with mental health. The fact that it’s in the DSM at all means that, while they may not have found the fire, they can feel heat and smell smoke. The article even concedes that 13 hours of gaming/day indicates that “something is going on here on a psychological level” but because it’s not at the level of an active heroin addiction it’s not worth discussing despite the author’s intuition that “something is going on here” combined with the opinion of the mental health community that, from the article about the DSM linked in this one, “There is neurological research showing similarities in changes in the brain between video gaming and addictive substances.”
I get it. I grew up in the 90s, when video games were new and scary and were gonna make us all smoke crack and shoot up our schools. This harmless hobby of mine was scapegoated into being the cause of so many of society’s ills, and it turned out to be 100% bullshit every time. But this is different. The people who design games are open about the fact that this compulsivity is what they’re designing for. The people who study this sort of behavior have already given the phenomenon a name, they’re studying it and they see it as a growing phenomenon. It’s likely to end up like beer, where there are people who can enjoy it sometimes in a healthy manner and people who can’t. From the psychiatry.org article linked in the OP’s article, it seems to be about 1% of gamers who develop problematic behavior around gaming.
Just chiming in to say that this is a garbage take. Games that are successfully designed to be addicting to adults are fishing with dynamite when it comes to targeting kids whose pre-frontal cortexes are still developing and lack the judgement and self-control to know when enough is enough.
Putting the onus on the parent isn’t fair, either. On one side there’s a massive corporation who employs psychologists to make their product more addicting. On the other side is a parent (or parents) who, yes, at worst are absentee and use screens as babysitters, but a lot of parents I see who struggle with this mean well but just don’t understand this world. They’re younger gen X or older millennials who weren’t into video games growing up, aren’t tech-literate the same way that this writer is, and simply want to help their kids get involved in the same stuff their friends are. They accidentally expose their kids to this greedy machine that wants to consume their every waking moment and thought for profit.
Yeah people really should experience candycrush before laughing something like this off, it’s genuinely addictive.