There are literally "engagement" engineers actively doing A/B tests on children to see what makes them more addicted or gets them to spend more money or time on their platform.
There are humans literally doing experiments on children to figure out what stimulus results in more addicted behavior.
[1]https://en.wikipedia.org/wiki/Operant_conditioning_chamber
That's the point with abusive techniques such as this - they become generationally intertwined.
Its about the kids. Those kids become parents. Those parents have kids. The abusive trauma transcends generations.
Just don't see the point in having multiple.
They’re fun and entertaining. I hardly feel addicted or preyed on moreso than when I buy any other entertainment product.
Preying on whales is exploiting psychological issues. New technology certainly does exist today to aid in this exploitation that didn't exist 30 yrs ago.
I love me some Gabby’s Dollhouse but the show is literally about a toy dollhouse that you can go buy.
What you may be missing, if you don't have kids, is just how insidious modern arcades are. They really opened my eyes in a lot of ways to the problem in general, since I just avoid a lot of the other modern invasive gambling mechanics. Most of the games are now just thinly veiled gambling machines. There are a few classics, like pacman still, and they eat quarters, but they are not programmed to randomly modify the game itself. Claw machines these days all have their claw strength randomized and is unknowable value that changes from play to play. And almost all the games I see at kids venues have some similar mechanic.
But it's not just the arcade. The rise of skinner boxes have become ever more weaponized (for lack of a better term?) in the last 30 years, as data collection has become cheaper and easier. I can't even imagine gacha mechanics in any of the games I played 30 years ago. Like, here, send Nintendo a dollar, and you can get a code for a better sword in Dragon Warrior? I would have mailed that dollar faster than you can imagine (I then would have shared the code, so of course this wouldn't work, but still, I would have sent the dollar). And for what? so they can make the games even harder?
This is a real problem beyond just teaching kids to ignore marketing. I don't have a solution other than trying to shield them until they're old enough that they're less likely to develop real addictions.
ETA: Exploiting adult whales is bad too, if that's the angle you were going.
Is Auto Zone exploiting people who like working on their cars?
I won't make any claims on the addictiveness of fortnite in particular. However, we should all be aware it is certainly engineered in some ways to capture as much attention and time as possible, and this is intentional. Not unlike in nature to the engineering behind cigarettes, although again no claims on efficacy.
The point being, we really need to be doing analysis further than "well they chose to do it". It's not that simple, and it's really never been that simple. Companies are dedicating billions of dollars on solving this problem. We should, in response, at least try to analyze it deeper than that.
We protect people(arguably not enough) from gambling and alcohol which are basically banking on a portion of the population becoming addicted.(tho I also do not make any claims on the addictiveness of fortnite or say, gacha games)
At what point is the level of manipulation from these companies messing with psychology too much? It's an open secret they are researching how to farm attention. Don't people that are susceptible to this stuff deserve some warnings like booze and slots? I'm all for personal responsibility but we've created lines with other things where people lose control. Idk why this should be treated different.
No idea if anything needs regulated or what exactly needs to change, but as you said, at least more analysis.
You might be interested to read about whales as it relates to loot boxes (in particular sections 1.E-F): https://digitalcommons.law.uw.edu/cgi/viewcontent.cgi?articl...
I don't know what autozone has to do with this particular discussion, but I'm not familiar with their business practices, so I'm not going to venture a guess.
Similarly, toys are fun to have for their own sake.
If you wanna be able to play as Batman or Mr Meseeks or the dog from Adventure Time, that's $60 already.
I can't deny they've made a crazy amount of money from convincing teenage boys that it's cool to buy outfits and play virtual dress-up. But compared to the must-have items of my youth at least you aren't excluded if you have no money.
The only way to escape kids TV shows that have advertisements between shows and advertisements within the shows themselves as product placements is to only watch public television (which is generally funded way less and has way fewer programs than commercial television).
Hell, shows like Transfomers have the toys as the stars of the show.
So now all your kids have the peer pressure of all their friends consuming popular media and owning toys and now you have to be the bad guy saying no to literally everything to escape.
You go to any store and the toys and sugary cereals are right here at eye height of your kids with cartoon characters and promises of prizes, toys, and sweepstakes.
So you’re basically between a rock and a hard place, either you are the “weird kid with the weird parents” or you buy into at least some of that consumerism, trying to approach it with some level of moderation.