- It's not that games are addictive, it's that addicts are playing games
-If you aren't an addict then any negative consequences from playing games you experience are your own responsibility
- Parents need to balance their children's potential for overplaying games with a legitimate need to socialise online (and in games).
- Game companies can't reasonably opt out of offering "engaging" behaviour because if their competition offers it, they will lose money.
It's not really the narrative that I expect when I see someone discussing ethics ;-) It's not so much that I disagree with the points from a practical perspective, I just think that they have completely dodged all of the ethical implications of the behaviour of the game companies.
It's well known that strategies for engaging players can lead to negative consequences. Even if you can't make money unless you let players choose those negative consequences, it doesn't really absolve you of the ethical issue. As described by the person being interviewed, actual "addiction" talks about a compulsion for repeated self-harm. Even if the player is not an addict, it doesn't mean that they don't sometimes engage in self-harm. Giving them that option because there is no other profitable way to create the game, still results in self-harm by your player base.
One could write a lot about these kinds of issues, but I find it disturbing that someone apparently interested in discussing ethics in the gaming industry seems to be saying, "Yeah, there are problems, but they totally aren't my fault".