A Man Who’s Spent $70k Playing a Mobile Game
wsj.com
wsj.com
For example, from this 2014 Recode article:
https://www.recode.net/2014/2/26/11623998/a-long-tail-of-wha...
> At a conference I attended last year, a representative of a gaming company — who declined to be named or interviewed for a story — claimed that his firm had worked with a Japanese game company with one player who spent about $10,000 per month on in-app purchases. The company, he said, had assigned an employee to cater just to that whale, to ensure that she was always satisfied with the game and therefore likely to keep coming back.
Of course, there's also the money spent on PC games, such as Star Citizen. Looks like the biggest spender is $30,000 (though the game hasn't been released yet):
https://www.polygon.com/2015/11/7/9687934/someone-has-spent-...
SC is a game in a genre that has been mostly dead for years (free economy space sim) so when someone buys in they are buying in in hopes of an old genre getting revitalized.
SC is also pushing the boundaries in terms of technology. No loading screens, vast universe that takes days (real time) to cross. 1/4 scale planets. Animations for everything, you turn your head in your ship it turns. You touch a control in your ship your character touches it. Multiplayer throughout the universe, sometimes with thousand of objects all on the physics grid synced up with all players. Basically all items have physical space, rather than just a DB entry somewhere (all on the grid). You literally stack inventory in your ship and secure it.
So with SC you are paying a lot to buy into a super premium space sim. Your purchases go to funding the game. The emphasis is not on the game's quality or on the mechanics itself but instead on taking advantage of your brains wiring and using the game as an outlet to get you to spend money in an addictive fashion.
With mobile games you are buying into a feedback loop which is solely designed to make money off of you. Usually with loot boxes and gambling mechanics.
tl;dr SC is expensive but it's more like an expensive premium good as apposed to a gambling simulator. So they are quite different in what you are getting for the high price.
Money isn't wasted if spent on something that makes the spender happy.
But certainly money a person earned themselves is theirs to enjoy. I'm spending mine driving around Africa, it's great not to go to work for 2+ years !
After quitting WoW, I realized it was a waste of time. During my addiction, I would have used this argument.
Mind, this was about 10 years ago, during Burning Crusade. If I had to start over, I'd do it all again -- had great fun.
To be honest, as ridiculous as it sounds, I really needed that to boost my self esteem. It has a lot of the same social constructs the real world has from which you can learn. That experience definitely helped me grow from being a socially awkward person to being more sociable and approachable, and having more belief in my own ability (.. even though it was just a game!).
I don't think school would've ever been able to do that.
I agree with what you're trying to say, but not with this statement in particular. I think it is possible to create a lovely game that unfortunately ropes in an addict as a side effect, but that isn't what the industry is about right now.
Game development conferences have been strewn full of talks specifically aimed at exploiting human psychology to generate additional profit - triple A games are designed around addictive loops constructed to provide maximum addiction and resource extraction for a minimum of game assets. I recall one slide in particular that measured the amount of profit per MAU and listed different game mechanics (PvP adds 10 cents per MAU, adding a fake rate-limit to your game adds 15 cents per MAU, cosmetics adds 7 cents per MAU, applying negative effects to your friends for your non-participation adds 13 cents per MAU, etc.) within a year, almost every large mobile game offering contained ALL of the mechanics on the list - and now their prevalence has leaked into other markets as well.
Accordingly, I'd say it isn't justifiable to build intentionally exploitative addictive systems just because some people can moderate their designed negative effects.
I don't think you're actually disagreeing. Taking advantage, as I put it, implies intent. To incidentally benefit from the consequences of an unfortunate side effect is not equivalent to taking advantage of the effect.
> Accordingly, I'd say it isn't justifiable to build intentionally exploitative addictive systems just because some people can moderate their designed negative effects.
This is the same statement in different words. "Exploit" is probably a more direct word to characterize the sentiment.
People like to ban and stigmatize these types of things, but I'm curious if it's possible to bake some protections into it. Kind of like how bars stop giving you drinks if you look drunk.
For example: stop a user with "you're spending money too rapidly (maybe some small sub-text/link about gaming addiction)" with a temporary 1-2hr block to force them to break out of their impulsive loop and question their actions, but are free to continue after that time.
It might make financial sense as it may keep the user spending money for a longer time period, without destroying their finances or making it become such a problem they have to stop altogether.
I'd be cautious here; video games are designed, artificial worlds where difficulty level is carefully controlled by the maker. They are designed to give you sense of accomplishment and empowerment, so they cannot be too difficult, whereas real world accomplishments can be brutally difficult to achieve.
That's a matter of opinion. You are not an arbiter of the human condition.
It's just anecdata, but being able to support an addiction doesn't mean you have control over it, nor that you're happy about having it.
Speaking of which, it's time for me to get off HN and do some real work.
“I spent half my money on gambling, alcohol and wild women. The other half I wasted.”
Is there a spectrum to addiction? A dopamine response is a dopamine response, at what point would an activity be classified as an addiction outside the hyperbole of "affects your job/relationship/eating/etc"
The new definition (preoccupation; seeking; increased "dose"; continuing when you know it's casing harm) is useful because it allows earlier intervention and covers a wider range of things that damage people.
The guy mentions "I did stocks and futures". If the guy is a (retail) trader, and he's half good at it then he could be making $5k per day, and in that lense, 70k is peanuts.
There are so many things we don't know about this story, that's a WSJ clickbait :)
Thus, it explicitly says he spends "most of his financial resources" on the game. For anyone to spend > 50% of their financial resources on a video game is clearly indicative of an addiction.
edit: This is not much of an article, it's more of a video. From the description:
> For this video, The Wall Street Journal met 31-year-old Daigo, who dedicates most of his time—and financial resources—to “Fate/Grand Order.”
> The gamer, who declined to give his last name, says he has already spent more than $70,000 collecting rare “FGO” characters... and has no regrets.
You can have your own preferences for what you would spend your money and your time on without trying to force your preferences on others.
I could be making a lot more money than I do, but I would rather waste my time on hanging out with my kids.
Don't be so quick to judge what other people waste their resources on.
Edit: See, even I am doing it there, thinking it's weird that other people waste time on caring about what other people waste time on. If you want to waste time on trying to convince people that they should be more productive, and that makes you happy, then go for it!
Live and let live.
"You need to get out and walk, and get a job.
You have too much time on your hands..."
----
"Bet Daigo is a supporter of Universal Income."
----
"Pathetic."
----
"I bet the girls are just lining up for this guy."
----
"These folks should be pitied, not celebrated.
Shame on the WSJ for giving him airtime."
----
"I bet the girls are just lining up for this guy."
----
"1. He isn't a man if he spends most of his time
playing a video game.
2. If this is our future generation...
we are all screwed.
3. Where did he steal the 70k?"
----
"The guy's brain is just going to be oatmeal
in 10 years..."
----
"Guy's lucky my parents aren't his.
He'd be out on the street so fast his butt
would be burning from road rash."
And people are puzzled by the hikikomori phenomenon in Japanese society. I think hikikomori exist in any nation/society where self-important "humans" react to another individual human being's life choices like this.Ironically, these "humans" probably think the completion of daily sudoku puzzles, perhaps the occasional game of something well-regarded like chess, and just doing their jobs, will preserve the integrity of their precious brains. These video game addicts are doing the same thing with "rare characters" i.e. solving puzzles etc.
The automatic assumption that the man is unemployed and leeching his parents' money is also amusing. I have met some of these "whales" that play gacha video games. Many of them have well-paid jobs and simply choose to divert their money towards what may seem to many to be a frivolous and silly, even ephemeral thing like the acquisition of video game characters.
I'm not saying this guy has got it figured out, he's probably neurotic on some level, but these comments are symptomatic of a society that will cause people to go in these directions of neurotic escapism. They're also demonstrative of a society that is itself scared or unwilling to acknowledge the existence of problems that drive people to such extremes, and indicates at a rotten core and an emptiness to the people who are so quick to cast judgement.
There were comments about how the money has been wasted and the man will wake up later in his life and regret everything. What do these people think they will do with their savings, assets and so on? Do they think that they can buy their way into an eternal afterlife? I don't think these people have acknowledged the possibility that when they're dead, that's it, and all the wealth they accumulated is meaningless when you're in the ground.
I'm not defending this person's behaviour. I'm not a video game addict or mentally ill (I smoke, but I don't see myself in this guy, so I don't think I'm biased). I just think there's a problem in any discourse where there isn't a single person playing Devil's Advocate, and I think it's hilarious that the people leaving such comments are so utterly blind to the fact that their attitudes are precisely the reasons why many people end up mentally ill.
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If domain is WSJ or FT, set referer="facebook.com".
That's it.
EDIT: BTW in case you don't know, Firefox add-on extension .xpi is actually just a zip in disguise. Rename it to .zip and open it as normal. You can then investigate the source. But I agree that it would be neat if the addons.mozilla.org allowed to see this directly on their page. Although on the other hand, this loses usefulness for larger addons.
https://news.ycombinator.com/newsfaq.html
People usually post workarounds. There's one elsewhere in the thread.