GDC 2007: videogame addiction and developer responsibility

Addiction - Image 1At a round table discussion at the Game Developers Conference 2007 regarding the legitimacy of gaming addiction as a problem, researcher Neills Clark argued that being addicted/dependent on video games is slightly different from being addicted to other forms of entertainment. 

Games – MMOs to be particular – provide an alternate reality that can truly engulf a player. Moreover, MMOs, unlike other video games, are essentially indefinite.

Next Generation reports that in the same lecture, a Northumbria, UK senior lecturer named Dan Hodgson argued an alternative game design perspective. Just because a game is engulfing, indefinite, and engaging, doesn’t mean that one has to play it for really long sessions.

He says that a game can be designed so that it can be played in shorter sessions. A behavioral expert adds the supporting opinion that making shorter quests in MMOs can help curb compulsion.

Moderator Dmitri Williams tried to level things out by asking this analogy in response: what difference would it make exactly if, say, an alcoholic drinks from smaller glasses – but more rounds of drink –  instead of one or two big mugs of beer daily?

The discussion eventually pointed towards the concern of whether or not developers should have some responsibility for the health of it’s community. Does it mean that they should make a game less compelling, less involving, and less engaging, just so that a portion of their population doesn’t become dependent on it? Should the fun of those who aren’t addicted be curbed by those who feel the need to get attached to things?

Ultimately by the end of the discussion more questions and issues were brought up than solutions. At least now though, we know the things that folks have to tackle and work on.

Via Next Generation

Addiction - Image 1At a round table discussion at the Game Developers Conference 2007 regarding the legitimacy of gaming addiction as a problem, researcher Neills Clark argued that being addicted/dependent on video games is slightly different from being addicted to other forms of entertainment. 

Games – MMOs to be particular – provide an alternate reality that can truly engulf a player. Moreover, MMOs, unlike other video games, are essentially indefinite.

Next Generation reports that in the same lecture, a Northumbria, UK senior lecturer named Dan Hodgson argued an alternative game design perspective. Just because a game is engulfing, indefinite, and engaging, doesn’t mean that one has to play it for really long sessions.

He says that a game can be designed so that it can be played in shorter sessions. A behavioral expert adds the supporting opinion that making shorter quests in MMOs can help curb compulsion.

Moderator Dmitri Williams tried to level things out by asking this analogy in response: what difference would it make exactly if, say, an alcoholic drinks from smaller glasses – but more rounds of drink –  instead of one or two big mugs of beer daily?

The discussion eventually pointed towards the concern of whether or not developers should have some responsibility for the health of it’s community. Does it mean that they should make a game less compelling, less involving, and less engaging, just so that a portion of their population doesn’t become dependent on it? Should the fun of those who aren’t addicted be curbed by those who feel the need to get attached to things?

Ultimately by the end of the discussion more questions and issues were brought up than solutions. At least now though, we know the things that folks have to tackle and work on.

Via Next Generation

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