Like someone who's very invested in their hobby, they could be dropping tens of thousands of dollars into it (depending on the hobby of course). Why are those not considered the same as wasting money on mobile games?
Like someone who's very invested in their hobby, they could be dropping tens of thousands of dollars into it (depending on the hobby of course). Why are those not considered the same as wasting money on mobile games?
The problem is the one time I tried mobile games I eventually started waking up at 3 AM because that's when some timer resets. At some point I started wondering where my life went so wrong.
Then I started studying the design of these games and I realized they are designed to cause this sort of addiction and harm. They employ the same strategies as casinos and drug dealers. They straight up subvert the reward center of people's brains to the point they harm themselves and even destroy their own lives.
Software like uBlock Origin is so world changing they should be built into our operating systems in order to help destroy the revenue of these abusive corporations.
This is an incredibly simplistic view of the problem, on multiple dimensions.
On one dimension, a question of to what length should we give companies the right to harm people. Because if something is knowingly designed to take advantage of the study of psychology to hurt people then that’s what this is.
On another dimension, the person spending the money is typically hurting others (spouse, kids... business partners) at least as much, but frequently more, than they hurt themselves.
Giving companies the freedom to do things like this takes away our freedom to live without others harming us. Its really hard to understand why this is even debatable.
https://news.sky.com/story/sugar-tax-consumption-of-sugar-fr...
It wasn't liked by the right-wing government, even though they implemented it in the first place. They financed a report that investigated it's effectiveness, and then tried to bury it because it showed it worked as intended.
Quite the conundrum. On one hand, it’s a neat tool for class warfare, an occasion to have a laugh about those bums who cannot control themselves, and drone on about Protestant values and work ethic. On the other hand, some chums would make less money, and we cannot have that.
Yes. This is more or less standard criteria for diagnosing mental disorders.
A. Persistent and recurrent problematic gambling behavior leading to clinically significant impairment or distress, as indicated by the individual exhibiting four (or more) of the following in a 12-month period:
1. Needs to gamble with increasing amounts of money in order to achieve the desired excitement.
2. Is restless or irritable when attempting to cut down or stop gambling.
3. Has made repeated unsuccessful efforts to control, cut back, or stop gambling.
4. Is often preoccupied with gambling (e.g., having persistent thoughts of reliving past gambling experiences, handicapping or planning the next venture, thinking of ways to get money with which to gamble).
5. Often gambles when feeling distressed (e.g., helpless, guilty, anxious, depressed).
6. After losing money gambling, often returns another day to get even (“chasing” one’s losses).
7. Lies to conceal the extent of involvement with gambling.
8. Has jeopardized or lost a significant relationship, job, or educational or career opportunity because of gambling.
9. Relies on others to provide money to relieve desperate financial situations caused by gambling.
A hobby like wood working doesn't push you to do woodworking every day and there are not people behind this non existing mechanism who design it like it.
Also normally a hobby costs money due to physical parts of that hobby. A software engineer as a hobby only needs some computer, would worker needs a metal saw.
The risk/benefit calculation of predatory gambling video games is overwhelmingly negative. It's really no big loss if they were to be outlawed straight up. We have much better games available for our enjoyment.
Look at organized sports, if you don’t show up enough times, you don’t get to play anymore.
It is human abuse.
Golf seems very similar to me. There's the random element. A friend described it as a feeling of continual frustration followed by a high when he hits a good shot.
You similarly can buy your way to 'success' with gadgets and training or investing more time.
There's the community of similar addicts that gather together and provide a social element and re-inforce each others addiction. People's marriages suffer to the degree that there is a term "golf widow" for someone who's lost their partner to the game.
But I can still see clear differences between golf clubs and casinos, and there's also similar differences between different mobile games. I feel it's worth delineating them, particularly as golf isn't constantly being replaced with a slightly modified version of golf that takes it 2% closer to being a Casino and casino's are heavily regulated for good reasons.
Golf is a game of 3D localization and mapping, wind analysis, projectile estimation, and fine-tune physique control...
If you are treating those elements as "random" you are missing large aspects of the game.
http://www.limitlessperformance.ca/blog/the-mental-patters-o...
> But the most accurate and refreshing response received to this day has been… addictive! And if you think about it clearly, what better one-word description encompasses all that we know of this exhilarating sport known as Golf. There is no description more encompassing of a sport such as golf!
> And this is best described by a psychological principle referred to as “intermittent reinforcement”. Intermittent reinforcement is the formula foundation for all forms of addition. Take gambling with a slot machine as an example. You lose, lose, lose, lose and suddenly you win! And yet, despite the guaranteed repetitive loss and the incidental win, people love to play slot machines for hours. Why is intermittent reinforcement so powerful? In its simplest translation, the reinforcement pattern that blooms into addiction must entail of high levels of reward and amusement without the predictability factors which can trigger boredom. It‟s the unpredictability of when the reward arrives that draws and engages people into the activity. The rewards that are distributed intermittently trigger and release significantly higher doses of a pleasure inducing hormone known as dopamine, than the same rewards distributed on a more consistent (predictable) basis.
> Can you think of another activity that features in more intermittent reinforcement than golf? No matter what level of golf you are playing, it is guaranteed that you are going to hit more shots that feel miss-struck than well-struck. Some may argue that the pros hit the ball well on almost every shot, but on the contrary the better you are the higher the standard to what constitutes a shot that delivers maximum satisfaction and reward. To a highly skilled golfer, maximum satisfaction is gained through a perfectly struck and executed shot. While by the same token, for the double-bogey player, a drive that is struck decently and stays in the fairway is also a cause for celebration.
If the game is implimenting direct purchases, where you buy Item X for Y price then I feel regulation is unwarranted even in the context of harmful levels of purchasing
However if the game is using a loot box system where the play buy a "chance" to "win" an item they desire, then I think that should be considered a "game of chance" like a lottery or slot machine, under which there should be some regulation to require the disclosure of odds, how many times their is a payout, etc etc etc
Diablo seems to use a Loot Box system, not a direct pay system
The difference to older tech like mechanical slot machines is that the game records everything the player does, and can then drop a "discounted" special offer at the right time to maximize the likelihood of keeping the player hooked.
There is also no disclosure as to if the odds are manipulated on a per player basis, which I believe there are a few patents related to changing the "drop" rate based on player behavior, this is similar and can be combined with your comment about monitoring to drop a discount at the right time
In the context of Diablo, I can not find the Odds of their loot boxes anywhere published.
You are allowed to be in any number of relashionships with other people, and some of them can be pretty weired.
However when someone is manipulating you and pimping you out, thats different.
You have the rirgt not to be stabbed, stolen from, or manipulated.
Cant believe you actually want to debate this.
How much should we allow others to enrich themselves off the addictions/compulsions of others?
I always thought that was a compelling point even when I was a libertarian for one year as a uni freshman. That people should be able to consume what they want doesn't finish answering the question.
the current line is drawn at 18+ and non-chemical addiction, or light chemical addition like nicotine. It is worthy of debate, whether psychological addiction ought to be included.
My guide would be that if it causes external harm, then it should be regulated, where external harm is defined as harm that, while undertaking said activity, would befall a third, unrelated party.