And now explain to me, what psychological tricks Minecraft uses that make you addicted to it.
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This is the same as Trump saying he was just challenging the results of the election.
Namely, nobody is trying to prosecute him for his legal challenges...and nobody is complaining that games are too entertaining. They are bold strawman arguments that most people see through immediately. "Complete bullshit" is now a common argumentative tactic.
People don't drink because vodka tastes good, assholes. "You're still playing!" is not proof of enjoyment.
For a long time I've argued that there needs to be stronger language differences between physiological addiction and psychological addiction, especially in non-academic discourse. Academic papers usually define their terms pretty well, and often use terms like "habit forming" or "dependency" instead of addiction.
A lot of work has been done to remove the stigma of addiction to shift the blame from the individual to the product, and I have no objections at all to that for physiological addiction. Nicotine, alcohol, opioids, etc.
The problem is that zealots have co-opted that model to try to ban anything they don't want other people to be able to enjoy. Comic books, television, videogames, marijuana, pornography- all of these have had the word "addiction" attached in news media without solid scientific evidence of physiological addiction. At the same time, you can find case studies of individuals with mental health disorders who get addicted to literally anything.. I'm not saying there are not individuals who don't have problems with these things, but a lot of the effort into stigmatizing and restricting these seems to have ulterior motives. It's parents who don't want to teach their children about responsibility and discipline. It's religious zealots trying to push their worldviews on others. It's large corporations trying to gain market share by attacking competing industries. In some cases like "sex addiction" it's used to try to excuse or justify criminal behavior and portray abusers as victims. It's notable that efforts usually go to just banning and shaming these things rather than helping the alleged "victims". At the same time, efforts at harm reduction for physiological addiction seems to be constantly undermined.
With all of that being said, there is a separate issue that applies to this case- consumer protection. History has clearly demonstrated that without regulation and enforcement, corporations will engage in all manner of activity to screw over every stakeholder (consumers, vendors, employees, lenders, etc) in order to enrich ownership.
Looking at videogames in particular, there are definitely marketing practices and pricing structures that need to be banned. I just hate this idea that "videogames = bad" when the real issue is corporate greed, and a lot of these issues apply to other industries too.
In counseling, we call those process addictions. Internet gaming, sexual addictions, gambling, shopping etc. are all process addictions. Psychological addiction isn't precise enough as any chemical addiction could have a strong psychological component as well, and almost always does because addictions create habits of use and habits are difficult to break. Also, for instance, we might have to ditch our drinking buddies when we have alcoholism because being around them triggers our urge to drink psychologically.
Loot boxes (for real money directly or indirectly) arent video games and those absolutely fucking should be banned.
I really, really need people to grok the distinction between engagement and entertainment.
The World Health Organization recognizes videogame addiction as a disorder, and the American Psychiatric Association says that the question of whether or not videogames can be addictive is "still being debated," but that "early evidence suggests that videogames are one of the most addicting technologies around
Its clear that games can be addictive and the concept of „whale fishing“ is openly discussed in terms of game design. Obviously, the weakest of us in terms of addiction make the standard because its those who are harmed.
Obviously, cash shops should be banned in games immediately.
Right: nothing inside a video game should cost real money.
If we allow that to continue, there will be nothing else.
But you can be addicted to anything, we can't shut down the world
You're intentionally dumbing down the topic to make your point sound better. You're simply describing the binary, whether addiction could be present or not. There are so many more obvious factors to consider. Addiction rate of users, personal and social impacts of that addiction, intensity of addictive behaviors, frequency of use in addicts, target demographic, marketing etc.
There's a reason gambling has a minimum age requirement, and loot boxes are a way around that to make money by letting children gamble.
and you think this is the only way or what gave you the intention this is a helpful response?
Obviously, cash shops should be banned in games immediately.
Upvoted specifically for that last part.
They try to make balantro a 18+ game because it resembles a card game. Meanwhile fifa is for 3+ year old and it's just a card oprning game where they fish money from some sad football fans and children. I have no faith in anyone in charge of that
I have to think part of this is just all the ancient representatives we have. They've lived long enough to know what gambling looks like, and what good ol' sports ball looks like, and by golly nobody can tell 'em any different!
Some of these are engineered to be addicting especially loot crates and stuff. A lot of them are just genuinely good.
They mention Minecraft, pretty sure that one was addicting since day 1 and completely unintentionally so. It's just genuinely fun and you can spend hours in it easily. Same with Factorio.
Not exactly a new phenomenon, I've seen my own parents up at 4am just because they wanted to sneak a peek at the new level they reached. My mom had hand drawn and annotated the entire Zelda 1 map. For a little bit, that NES basically ran on a UPS to not lose their progress.
For some reason US parents always want to shift the blame to companies for their own failures. It's her own damn fault she let this get out of control for 10 fucking years. Just like those that park their kids on an iPad all the time and then sues because their kid spends too much time on the iPad and cry out in the news how iPad babies are so bad. Who's given them the damn iPad?
I know a kid that is really into multiplayer Minecraft on Xbox and he is always after his parents for more Xbox cards so he can buy different skins and texture packs. Servers like Cubecraft and The Hive must be making a lot of money.
I think there's a core difference between loot boxes, which is out and out gambling, and gameplay. Both can be addictive, but they have very different consequences.
Gameplay addiction steals your time and maybe your social life, but that's it.
Gambling addiction also steals your money. And when that's gone, drives you to extremes trying to find more.
What is UPS besides United Postal Service?
My best contextual guess, me having no tech background, is something like Universal Protocol Server? I dunno
Uninterruptible power supply is the common use.
UPS is never United Postal Service. You might have meant UPS as United Parcel Service, or you might have mistaken USPS (United States Postal Service).
In this context they are using UPS as Uninterruptable Power Supply.
Ah! Yes thank you for straightening me out on all those details there.
Username suspiciously relevant
Concerning Minecraft, as I know the game it seems fine, playing Java on a survival server I run for friends.
However, I wonder what the experience is for the other millions of players, on Bedrock, highly popular monetized servers, etc.
What crappy casino-like techniques are used to monetize Minecraft in those contexts? I really don't know as I'm in my own Minecraft bubble, but I'm sure there are lots of examples as it's such a monumentally large game.
Hyper monetized minecraft servers can be reeeeeeally bad but i wouldn't say the offline play is designed to be addicting in the way that most modern AAA games are
Fine tuning a gameplay loop so people keep playing (and maybe spending money) isn’t as far from designing something to be addicting as most people would like to think. Hence why gaming and gambling addiction dovetail so well.
I think you’ve got some valid points but you’re completely ignoring how countless corporations have invested collectively probably trillions of dollars over decades into how to best reach and sink their talons into us.
Minecraft may be an “accidentally addicting” product (though I’d somewhat dispute it), but iPads sure aren’t just addictive by accident. No tablet is. They’re designed to be from the ground up, like every major social media app and then some.
Parents need to parent, but to act like any of us are on an equal footing with the Facebooks of the world is to completely misunderstand the imbalance of power here.
In some respects, I can see this. Games such as unscrupulous MMOs are often carefully engineered to distort your ability to manage time and money. However, many games are still produced as entertainment products meant to compete on a basis of artistic or entertainment value. The addictive aspect doesn't come from a manipulative design, but Rather just plain old fun, and in those cases similar arguments could be made about strawberries or books.
I would like to reiterate that there are addictive video games which really do try to manipulate you. Just like how a breakfast cereal might market itself as healthy and balanced while loaded with sugar and deceptive portion sizes, leading to unhealthy habits, a money first video game will contain elements carefully crafted to distort player's perception and reasoning.
It's just... All mixed together.
I know people tend to joke about having a Civ addiction, but the number of people who have in fact binged an entire night or more playing civilization and have experience addiction like relationships with it should tell you that the line is thinner than I think most people are comfortable with.
Few games are “just good old fashioned fun.” Every game is designed to draw our attention. The distinctions between intent/accident, “it’s just fun”/designed to be addicting, etc. are not always very clear.
Gamers can understand this. Casinos understand this. But how do you articulate the difference to a court or actually legislate against it? FOMO is usually used in a predatory way, like with daily rewards. Paid random lootboxes are definitely predatory, but other rng systems can be genuinely fun. Not an easy problem to solve without stepping on toes.
Dailies are probably something that could be solved with targetted legislation. Harmful to player mental health just to boost stats for investors. Some games need to limit progression, but there are loads of ways to do so other than dailies.
Heisenberg approves this.
This is really a thing?
Where do I line up to give my victim impact statement on the quality and longevity of games?
Addictive and entertaining are synonyms now?
Something really entertaining can feel addictive just because of that I think
Wanna try some super entertaining pills, or would you prefer a syringe so you can pump entertainment straight into your veins? First round is free, don't you want to be entertained?