In my free time, I play America's largest video game game, arguing that video games are addictive and that children who play them experience anxiety, bad moods, and explosive physical violence. I came across many lawsuits against companies. and withdrawal syndrome.
In response to the lawsuit filed in Arkansas, video game developers involved in the legal dispute said, “The fact that the plaintiffs find video games too fun is not a basis for censoring video games.'' '', pointing out that he has also been criticized. It was praised for making the game more challenging and engaging, as reported in PC Gamer Magazine.
Regardless of the outcome of this lawsuit, video games have every incentive to keep players glued to their screens, and in fact, video games are trying to instill the gaming habit, and in fact, video game companies make most of their profits. from a small number of gamers. , who have thousands of dollars to spend but have little control over their spending habits. Some of them are children, as depicted in a note from. USA Today among them 17-year-old Canadian spent $7,600 on FIFA cardsor report of BBC of British boy emptied his father's account in the same game.
An entire YouTube channel is dedicated to opening random FIFA character packs for the ultimate team mode.
The most shocking thing is that these are atypical cases. These kids could be reprimanded and with a little pressure from the media the money could be returned to their parents, but there are others who spend the same amount or more on a regular basis. . While it is true that the majority of consumers interact with video games in a healthy way, it is precisely these people who are most likely to develop gaming addictions and disorders that predispose them to this type of video game manipulation. generates most of the profits.
These people who consistently spend thousands of dollars on microtransactions are referred to as “whales” by their peers. This inhuman analogy is often applied to the famous conference “Shall we go whaling?” By Torulf Jernstrom CEO of a mobile video game development company.
Pocket Gamer Connects Conference Helsinki 2016.
It explains how to “get hooked, create a habit, and become a player's main hobby.” Please check the importance of “gacha”. Or a random reward that emphasizes that no matter how much you spend, you can't directly get the card or item you want.
I quote the behavioral psychology book “Thinking, Fast and Slow?” Daniel Kahneman believes that in order for players to spend money, it must be immediately useful and a decision must be made, without having to think about what to buy or what will be sold. said it was important. For example, if you lose a match, sell them the opportunity to continue playing.
Similarly, it describes mechanisms that reward consumers and later threaten to take them away if they don't pay up. “Anchors are fun,” Trulf exclaimed in his talk, referring to the commercial tactic of offering (anchors) consumers exorbitant prices and then offering “discounts.” This is to manipulate the buyer, knowing full well that the buyer has no intention of selling these microtransactions at the original price.
Finally, Torulf introduces four ways to progress through the game.
- luck
- ability
- Paying
- invest a lot of time
He immediately warns the public against making games based on skill. Because then players would have no reason to pay.
The developers of certain video games try to get us to spend money by any means available to them, and the fact that their games are addictive only benefits them.
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