The social side of games: Difference between revisions
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=history= | |||
wondering if a lootbox is something that invites people to join a collective experience? | |||
=addiction and loneliness= | |||
Gaming disorder | |||
But the idea that someone can be addicted to a behavior, as opposed to a substance, remains contentious. | |||
Excessive game play is not a true addiction but rather a symptom of a larger underlying problem, like depression or anxiety | |||
fishing, baking, running — and yet we don’t typically pathologize those. | |||
indicating that compulsive game play and addictive drugs alter the brain’s reward circuits in similar ways; | |||
Addiction, they say, is compulsive engagement in a rewarding experience despite serious repercussions. | |||
The fact that video games are designed to be addictive is an open secret in the gaming industry. With the help of hired scientists, game developers have employed many psychological techniquesto make their products as unquittable as possible | |||
Perhaps the most explicit manifestation of manipulative game design is the rising popularity of loot boxes, which are essentially lotteries for coveted items: a player pays real money to buy a virtual treasure box, hoping it contains something valuable within the world of the game. | |||
guarantee rewards in exchange for effort. | |||
Why suffer in a world that has no place for you when you can slip so easily into one that is designed to keep you happy, and is more than happy to keep you? | |||
Maybe because at some point you’ll have to go back to the real world; which is your life? Are you alive? | |||
The economic and cultural ascendancy of video games has collided with a social crisis that we are only beginning to understand: the isolation, emotional stagnation and profound loneliness of American men | |||
Why do I game?’ ” Adair told me. “For me, it was so obvious that it wasn’t just that games were fun. They allowed me to escape. They allowed me to socially connect. They allowed me to see measurable progress. And they allowed me to feel a sense of certainty.” | |||
I’ve tried to branch myself out into a lot of hobbies that I take shallower dives into, rather than having one that occupies everything,” he told me. | |||
=the game= | =the game= | ||
**[https://hub.xpub.nl/soupboat/~flem/is_this_a_friendly_night_.html friends into friends experiment] | **[https://hub.xpub.nl/soupboat/~flem/is_this_a_friendly_night_.html friends into friends experiment] | ||
=bibliography= | |||
https://www.gamedeveloper.com/design/behavioral-game-design | |||
https://www.nytimes.com/2019/10/22/magazine/can-you-really-be-addicted-to-video-games.html |
Revision as of 15:22, 23 February 2022
history
wondering if a lootbox is something that invites people to join a collective experience?
addiction and loneliness
Gaming disorder
But the idea that someone can be addicted to a behavior, as opposed to a substance, remains contentious.
Excessive game play is not a true addiction but rather a symptom of a larger underlying problem, like depression or anxiety
fishing, baking, running — and yet we don’t typically pathologize those.
indicating that compulsive game play and addictive drugs alter the brain’s reward circuits in similar ways;
Addiction, they say, is compulsive engagement in a rewarding experience despite serious repercussions.
The fact that video games are designed to be addictive is an open secret in the gaming industry. With the help of hired scientists, game developers have employed many psychological techniquesto make their products as unquittable as possible
Perhaps the most explicit manifestation of manipulative game design is the rising popularity of loot boxes, which are essentially lotteries for coveted items: a player pays real money to buy a virtual treasure box, hoping it contains something valuable within the world of the game.
guarantee rewards in exchange for effort.
Why suffer in a world that has no place for you when you can slip so easily into one that is designed to keep you happy, and is more than happy to keep you? Maybe because at some point you’ll have to go back to the real world; which is your life? Are you alive?
The economic and cultural ascendancy of video games has collided with a social crisis that we are only beginning to understand: the isolation, emotional stagnation and profound loneliness of American men
Why do I game?’ ” Adair told me. “For me, it was so obvious that it wasn’t just that games were fun. They allowed me to escape. They allowed me to socially connect. They allowed me to see measurable progress. And they allowed me to feel a sense of certainty.”
I’ve tried to branch myself out into a lot of hobbies that I take shallower dives into, rather than having one that occupies everything,” he told me.
the game
bibliography
https://www.gamedeveloper.com/design/behavioral-game-design
https://www.nytimes.com/2019/10/22/magazine/can-you-really-be-addicted-to-video-games.html