I Treated My Unhealthy Gaming Obsession with More Games
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My own experience is why I believe a lot of addictions find their roots in trauma. I was trying to escape the real world and found something better in the virtual.
In my case, gaming was response to depression. I would play immersive or competitive games.
Those would 100% hijack my brain so it couldn't focus on anything else. I especially love RTS games as they demand more attention that you have. Inadvertently making all your problems 'go away' (for a time).
You could also go on 45 minute walks.
People rarely engage in self harmful behaviors without any reason.
[1] https://journals.plos.org/plosone/article?id=10.1371/journal... [2] http://europepmc.org/article/MED/28348380
But I’ve also recognized that I will often turn to gaming when I’m not being challenged enough or fulfilled enough elsewhere. Recently I went through a year at work where I was pretty much coasting, and therefore being able to knock out several games or keep pace with friends in multiplayer titles replaced that sense of fulfillment I would normally have gotten from work that mentally stimulated me.
I feel your pain.
Games are incredible good creating challenges and rewarding effort. Both things are quite lacking in the corporate world.
In the last six months I switched jobs into one that's more demanding of my time and mental efforts, and my gaming volume dropped significantly. I haven't booted any of the multiple-hours-per-day games I got into for the last couple of months.
Personally, I'm absolutely ashamed of it, and that's probably why not many people talk about it? Earlier this week, I was working on a personal project and after writing like 5 lines of code, I would instinctively open reddit and see the same posts I had already read. This probably happened like 10 times until I actually thought about what I was doing, and I felt absolutely pathetic, like my brain was just a zombie. It just feels like such a... stupid thing to have problems with.
This sounds like pop science but might actually be real science- would like to know if there's any sort of listing out there determining how much dopamine is elevated by different activities.
With all of the "dopamine fasting" fads online these days the future will probably be quantifying dopamine effects with very unscientific scientific-seeming popular estimation techniques, possibly aided by wearables. Dopamine diets, dopamine retreats, dopamine fat camps.
And yet, maybe studying this field is one way to solve the overstimulation problem. It's not as if smartphones and junk food are exclusively a province of the developed world.
Unfortunately that wouldn't prevent it from being pop science. What does it mean that "dopamine is elevated"? Elevated where, how was it measured, and what is the supposed effect of it being elevated?
It is true that amphetamines work by increasing dopamine in specific areas of the brain, but that doesn't mean the rest of this is valid. Also note that pretty much everything else people say about neurotransmitters is bunk, depression is not caused by lack of serotonin and more doesn't make you happier.
I have my own view, just want to see if yours is similar to mine or is interesting in some other way.
One of the surprising results in this area, is that contrary to what was believed 20 years ago, dopamine levels rise prior to an anticipated reward. That is to say, we learn that some thing that our body "really wants" is coming and the brain gets flooded with dopamine before the thing is introduced into our body, or the event actually happens. So, like with sugary food, dopamine will peak before we've ingested it, possibly before we even even put the food in our mouth. This was a very unexpected discovery based on how we thought dopamine worked. This is why ritual can be so important for a lot of behaviors, the repeated actions create an anticipatory effect in the brain that allows for sort of a bigger positive feedback loop.
I wish I could find the paper it was a big enough deal, I thought it might be easy to google. Here's a paper from around the period I was thinking in any event if you are actually interested in how these things are measured. "Dopamine in motivational control: rewarding, aversive, and alerting" https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3032992/ That will lead you to over 266 referenced papers, and I'm sure the ability to measure has only gotten better in the last 10 years. I will warn you though, this is a total rabbit hole. I used to casually study neurobiology, and it's an amazingly fascinating topic.
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC26575/
See heading titled “Comment”.
I think only part of it is all of our newfound free time and easy access. There’s definitely an element of companies “optimizing” for engagement though, too.
I suspect the millions of years have wired our brains to expect the ever-presence of nature, to feed on, rely on it. It is the world of the past century or so that we were not designed for.
Besides that all of those F2P games make you invest in their ecosystem. Battle pass here, skin there. Free unlocks when you play certain game modes. That is the real crack, including unhealthy conditioning.
So if you are working for companies like Respawn, EA or Epic (or similar). Scratch yourself behind the ears. I would say I don't have an addictive tendency, but the amount of effort it cost me to get away from apex is higher then I would like to admit. I noticed playing those games didn't made me happy anymore, but I still felt like I've invested so much in it that I had to keep going.
I'm happy that the game had so many terrible design choices for me to make it easier to step away. But the moment these companies figure that out as well, I think they will trap even more customers
This claim is based on some EA whitepaper on the topic plus the players' own observations of the match-making system.
I can't support or deny this claim as I haven't looked into EBMM, but the terrible match-making system is what turned me off of Apex.
Of course if you're trying to devise a serious ranking, fun isn't what you're optimizing for.
The old days where you joined servers, got to know names, and formed communities offered a lot more than win/lose stats. Ultimately, I would say that is far more "engaging" but they neither want to run servers for us nor let us do it ourselves anymore.
Anyhow, here's a talk on engagement based matchmaking in Halo 5: https://youtu.be/0FoG4Jtpebs
Some people say it's too offensively focused to be a good spectator sport, but basketball is that way too.
Now in my mid-30s I was recently diagnosed with ADHD, and the medication has had the effect of basically eliminating all desire to play games. I still have a lot of the same obsessive behavioral patterns, but the need for a constant drip of dopamine rewards has dramatically abated so I can focus on more meaningful pursuits.
Also, getting married to a casual gamer and having a full-time job breaks game addictions pretty quickly too. When you find yourself caught within the clutches of a game, your inner voice saying "what the hell else do I need to be doing right now" is a lot louder with those pre-commitments.
Same with all the TV shows people talk about — too busy, I'll catch up on Game of Thrones when I am wheelchair-bound.
I think there's a lot to what the others are saying that it's an easy way to find "fulfillment" when it's otherwise lacking or feels too hard to reach. Which of course can make it a self-perpetuating spiral as it blocks achievement in other areas of life.
Retrogaming is awesome.
You go from pushing power to playing the game in 5 seconds. No intro level or cutscenes giving you a feeling of sunk cost.
They are designed for you to walk away from. When you die, game over, no reason to continue immediately.
They often have a shocking amount of depth. Looking at this games now as an adult vs when I was a child makes me appreciate so many more details and layers of complexity.
Its a shame we generally refer to this as retro gaming, because what it really is is a collection of design sensibilities that deserve to make a comeback. There are still some indie developers working like this. Braid comes to mind as a game that feels like this.
Point being, I don't think that gaming has to be as damaging as it is now, and I think its deeper than just all the engagement and microtransaction crap, its into the core of how games are designed.
We don't. Retro gaming is largely an aesthetic style. There are dozens of games like what you describe released every year.
edit: why would people downvote this question above?
That certainly is my preference for games these days: pick up, play, drop in 5 minutes.