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Old 03-09-2010, 05:47 AM   #1 (permalink)
aberkok
“Wrong is right.”
 
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Location: toronto
an astute look at video game addiction

Quote:
5 Creepy Ways Video Games Are Trying to Get You Addicted
So, the headlines say somebody else has died due to video game addiction. Yes, it's Korea again.

What the hell? Look, I'm not saying video games are heroin. I totally get that the victims had other shit going on in their lives. But, half of you reading this know a World of Warcraft addict and experts say video game addiction is a thing. So here's the big question: Are some games intentionally designed to keep you compulsively playing, even when you're not enjoying it?

Oh, hell yes. And their methods are downright creepy.
#5.
Putting You in a Skinner Box

If you've ever been addicted to a game or known someone who was, this article is really freaking disturbing. It's written by a games researcher at Microsoft on how to make video games that hook players, whether they like it or not. He has a doctorate in behavioral and brain sciences. Quote:

"Each contingency is an arrangement of time, activity, and reward, and there are an infinite number of ways these elements can be combined to produce the pattern of activity you want from your players."

Notice his article does not contain the words "fun" or "enjoyment." That's not his field. Instead it's "the pattern of activity you want."

His theories are based around the work of BF Skinner, who discovered you could control behavior by training subjects with simple stimulus and reward. He invented the "Skinner Box," a cage containing a small animal that, for instance, presses a lever to get food pellets. Now, I'm not saying this guy at Microsoft sees gamers as a bunch of rats in a Skinner box. I'm just saying that he illustrates his theory of game design using pictures of rats in a Skinner box.

This sort of thing caused games researcher Nick Yee to once call Everquest a "Virtual Skinner Box."

So What's The Problem?

Gaming has changed. It used to be that once they sold us a $50 game, they didn't particularly care how long we played. The big thing was making sure we liked it enough to buy the next one. But the industry is moving toward subscription-based games like MMO's that need the subject to keep playing--and paying--until the sun goes supernova.

Now, there's no way they can create enough exploration or story to keep you playing for thousands of hours, so they had to change the mechanics of the game, so players would instead keep doing the same actions over and over and over, whether they liked it or not. So game developers turned to Skinner's techniques.

This is a big source of controversy in the world of game design right now. Braid creator Jonathan Blow said Skinnerian game mechanics are a form of "exploitation." It's not that these games can't be fun. But they're designed to keep gamers subscribing during the periods when it's not fun, locking them into a repetitive slog using Skinner's manipulative system of carefully scheduled rewards.

Why would this work, when the "rewards" are just digital objects that don't actually exist? Well...
For the rest, click on the link in the title.

I found this to have some good ideas about gaming, and some of the ideas are scientifically sound (for a change, Cracked). I've long known about games like Diablo II that they were treating me like a rat in a maze, and since I realized this I look for something more in games.

Are you able to play games you know are doing this sort of thing to you (i.e. most of them)?

Do you think this knowledge could help one curb their time spent going after A NEW SHIELDZ!?
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