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Eroke

Member
Oct 27, 2017
518
The World Health Organization (WHO) has officially recognized "game disorder", which makes daily life difficult due to overplaying of games, as an international disease. With the spread of smartphones, etc., the problem of game dependency becomes serious, and the concern for harming health is intensifying. It is regarded as the same mental disorder as gambling addiction etc., and supports treatment research and understanding of the number of patients in the world. It will be effective from January 2022.


WHO added a game disorder to the latest edition of the International Classification of Diseases (ICD), which shows the names and symptoms of diseases in 18 years. Approved on the 25th at the annual general meeting held in Geneva, Switzerland. The ICD is referred to by medical institutions and insurance companies in the world as guidelines for diseases.

According to the WHO, (1) can not control the time and frequency of playing games by themselves (2) give top priority to the game (3) continue even though the problem is happening-and so on for more than 12 months. If there is a serious failure, it may be diagnosed as a game failure. When it becomes a game disorder, problems such as being unable to get up in the morning or hitting a thing or a person appear.

The WHO expects therapeutic research to move forward as the basis for diagnosing disease is clear. Accurate statistical data such as the number of patients can also be collected, which helps to grasp the situation in each country and region. Patients will be able to focus on treatment without having to work or school. It is up to the governments of each country to decide whether they will be eligible for insurance treatment payments.

The WHO's recognition as an international disease may affect the content development of game companies. Globally, there are still few specialized medical institutions that can cope with game disorders, and the establishment of a treatment system is likely to be an issue.

Although people who are having a negative impact on health and social life are still considered to be a part, game dependency is a social problem in each country. According to the Ministry of Health, Labor and Welfare, in Japan the number of middle and high school students suspected of having a pathological Internet dependency including online games has doubled in the past five years to an estimated 930,000. In Korea, there was a fatal accident due to overplaying of the game in 2002.

Some WHO member states were cautious that "it is difficult to prove the cause-effect relationship between game and dependency, and disease recognition is premature", but many countries have urgent measures for prevention. I determined it was necessary.

The popularity of games is increasing worldwide. According to the Dutch research firm Nyzu, the global game market is expected to reach $ 134.9 billion (approx. 15 trillion yen) in 18 and expand to $ 174 billion in 21.

It is estimated that 165 million American adults play video games on a daily basis, which is 65% of the total. In recent years, online games have become widespread, and there are many contents in which users repeat charging and continue for a long time.





Now, gaming disorder is disease
 

Tregard

Member
Oct 27, 2017
5,221
Important if it helps people get appropriate treatment, but I'm already dreading this being weaponized by morning programs and tabloids.
 

Deleted member 888

User requested account closure
Banned
Oct 25, 2017
14,361
A few years ago when most people on here were kids even long JRPGs were like 50~70 hours of your time taken, before coming to an end. There was no need to rush either or no way to fall behind.

Nowadays everything is GAAS and everything wants you logging in daily for bonuses or enticements and to try and trap your time and commitment for hundreds if not thousands of hours. It used to just be World of Warcraft that had the occasional death or addiction-related think piece written about it.

Now nearly every fucking game that is bought wants your attention daily and for years on end. Therefore, with the evolving nature of the industry, I'm not surprised addiction cases are rising where people get consumed to log in daily, play daily and try and keep up with the carrot on a string.

A lot of this was contained to mobile gacha/F2P, but it's now overflowing in the more traditional games market from hits like Fortnite to sports titles like FIFA.
 

Tregard

Member
Oct 27, 2017
5,221
I
I'm frankly afraid. Already, some countries are trying to kill the game industry under the pretext of this.
I dont see this killing the industry, or causing a crash. This can only be positive if it helps vulnerable people and stops companies acting insidiously without being checked.
 
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Eroke

Eroke

Member
Oct 27, 2017
518
A few years ago when most people on here were kids even long JRPGs were like 50~70 hours of your time taken, before coming to an end. There was no need to rush either or no way to fall behind.

Nowadays everything is GAAS and everything wants you logging in daily for bonuses or enticements and to try and trap your time and commitment for hundreds if not thousands of hours. It used to just be World of Warcraft that had the occasional death or addiction-related think piece written about it.

Now nearly every fucking game that is bought wants your attention daily and for years on end. Therefore, with the evolving nature of the industry, I'm not surprised addiction cases are rising where people get consumed to log in daily, play daily and try and keep up with the carrot on a string.

A lot of this was contained to mobile gacha/F2P, but it's now overflowing in the more traditional games market from hits like Fortnite to sports titles like FIFA.


I think we should put some restrictions on Gacha game products.
For example, to limit the amount of payments per month. I think it's going to be hard if you don't keep playing games. Package games, especially when online mode is present, are even worse.
 

TheGummyBear

Member
Jan 6, 2018
8,756
United Kingdom
I
I dont see this killing the industry, or causing a crash. This can only be positive if it helps vulnerable people and stops companies acting insidiously without being checked.

The problem with the WHO's approach to recognising game dependence though is that, speaking as someone who had gone through a prolonged patch of self-described video game addiction, they're approaching it as a disease, when it's not. It's a symptom of underlying mental health problems.

Therapy aimed at making game time healthy, as lined out by the WHO, is going to do fuck all. What needs to be tackled is the cause of what makes someone rely that heavily on video games as an escape from the real world.
 

Akai

Member
Oct 25, 2017
6,045
I'm frankly afraid. Already, some countries are trying to kill the game industry under the pretext of this.

Doubt anything negative will come out of it and it's very positive for the people that actually suffer from it and have lost control over their life or certain aspects of it. Politicians that try to push this, in order to kill the game industry, will be shut down by actual studies and research. They will look bad, just like they always do when they blame games for gun violence (or violence in general really) for example.
 
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OP
Eroke

Eroke

Member
Oct 27, 2017
518
I
I dont see this killing the industry, or causing a crash. This can only be positive if it helps vulnerable people and stops companies acting insidiously without being checked.

That's what I'd like to think.

However, some Asian countries have different situations.

The society does not understand the stress of solving games because students are pushed to study.

Already, there are a lot of parents who claim to be game addicts just one or two hours a day. That's what the government and the media are arguing about.
 

AmbientRuin

Member
Apr 18, 2019
467
Just so everyone is on the same page, mobile games aren't the only thing this is talking about. This is about video game addiction which has talked about for decades. So think Mario Odyssey along with your Fate Grand Order
 

Deleted member 888

User requested account closure
Banned
Oct 25, 2017
14,361
The problem with the WHO's approach to recognising game dependence though is that, speaking as someone who had gone through a prolonged patch of self-described video game addiction, they're approaching it as a disease, when it's not. It's a symptom of underlying mental health problems.

Therapy aimed at making game time healthy, as lined out by the WHO, is going to do fuck all. What needs to be tackled is the cause of what makes someone rely that heavily on video games as an escape from the real world.

Addiction is often classed as a disease because of biological and genetic links.

Not everyone who engages in addiction does so because they are depressed.
 

milkyway

One Winged Slayer
Member
May 17, 2018
3,002
I hope that eventually this leads to some sort of regulation of exploitiveness in game design I.E. gacha, gaas, loot boxes, microtransactions, etc. Ultimately this is an issue stemming from games designed specifically to hook you and encourage unhealthy habits.
 

ArkhamFantasy

Member
Oct 25, 2017
13,544
I hope that eventually this leads to some sort of regulation of exploitiveness in game design I.E. gacha, gaas, loot boxes, microtransactions, etc. Ultimately this is an issue stemming from games designed specifically to hook you and encourage unhealthy habits.

I wish it was as simple as that, by far the most addicting game i've ever played was Everquest, and that game didn't have any Gacha, loot boxes, or MTX. It's just a game where it takes a long time for the numbers to go up, so you have to play alot.

I literally put upwards of 4000 hours into that game in a 3 year span, during the summer/weekends i would play it pretty much every waking moment. But yes, you're correct that the game was designed to be that way.
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
The problem with the WHO's approach to recognising game dependence though is that, speaking as someone who had gone through a prolonged patch of self-described video game addiction, they're approaching it as a disease, when it's not. It's a symptom of underlying mental health problems.

Therapy aimed at making game time healthy, as lined out by the WHO, is going to do fuck all. What needs to be tackled is the cause of what makes someone rely that heavily on video games as an escape from the real world.

Are you a psychologist / psychiatrist?
 

BAN PUNCHER

Banned
Oct 26, 2017
4,945
tumblr_osvi9e1rp01rrftcdo1_400.gif
 
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Eroke

Eroke

Member
Oct 27, 2017
518
If you "need" to play those 1-2 hours a day each day, it can be signs of an addiction.

As I said earlier, I want you to understand a little bit about other cultures.

Game addiction. I think...

I think game addiction is to throw away everything I have to do and concentrate solely on playing games.

I don't know how the U.S. and Europe look.
 

GuEiMiRrIRoW

Banned
Oct 28, 2017
3,530
Brazil
A few years ago when most people on here were kids even long JRPGs were like 50~70 hours of your time taken, before coming to an end. There was no need to rush either or no way to fall behind.

Nowadays everything is GAAS and everything wants you logging in daily for bonuses or enticements and to try and trap your time and commitment for hundreds if not thousands of hours. It used to just be World of Warcraft that had the occasional death or addiction-related think piece written about it.

Now nearly every fucking game that is bought wants your attention daily and for years on end. Therefore, with the evolving nature of the industry, I'm not surprised addiction cases are rising where people get consumed to log in daily, play daily and try and keep up with the carrot on a string.

A lot of this was contained to mobile gacha/F2P, but it's now overflowing in the more traditional games market from hits like Fortnite to sports titles like FIFA.


Mobile was a mistake...
 

Chairmanchuck (另一个我)

Teyvat Traveler
Member
Oct 25, 2017
9,073
China
As I said earlier, I want you to understand a little bit about other cultures.

Game addiction. I think...

I live/lived in 2 different cultures. German and Chinese culture. 1-2 hours in both countries can be a sign of an addiction. If I "have to do the Molten Core raid instead of making dinner", that could be a sign of an addiction.
If I lie to my parents to meet friends to learn with them, but then spend 4 hours in an internet bar after school every few days, that can be a sign of an addiction.

It doesnt matter if they play 1 hour or 6 hours. If they are dependant on it, that can all be a sign of an addiction.
 

RPGam3r

Member
Oct 27, 2017
13,452
I feel like this could just be relabeled "people who suffer from addiction problems, gaming could be one of them."
 

Deleted member 888

User requested account closure
Banned
Oct 25, 2017
14,361
Mobile was a mistake...

Eh, F2P was revolutionary for the games industry, but it also brought about many great minds who with the help of psychologists and designers made systems so optimal for exploiting the player that they almost did their job "too good".

For a reasonable amount of time the console/PC market thought all of this would be contained to mobile, but sometimes we forget the size of the games industry and have to accept a forum, even with 100k+ users (NeoGAF), was still a largely "hardcore community". A good sample size of the hardcore community, but those outwith that bubble cared not about the outrage around horse armour. They were used to mobile F2P games with $79.99~99.99 microtransactions.

The industry operators were far more interested in the millions of players they were able to get to move from mobile to console/PC (but primarily console) and eat up the same kinds of experiences they got with mobile. Free to download, but insanely resource intensive on either your wallet or your free time. Or the peak mastermind of our times, getting console gamers to actually accept buy to play with pre-order bonuses and season passes and still have the F2P carcass in-tact. Look at the state of current COD. It has every monetisation system possible (although part of it is rumoured to be going F2P shortly).

Given that most GAAS games release sizeable new content every 3~6 months, or have monthly time limited loot/cosmetics, the feeling of falling behind plays directly into the veins of addiction. Whereas going back to my traditional 70-hour JRPG, even if you fell behind your friends in school a bit, you'd eventually get there and have the same experience.

Even in The Division 2 now if you don't open enough of the cosmetic loot boxes in the limited time window they are running for your friends might end up with "cool shit" you'll never obtain. The designers have mastered exploiting those with addictive tendencies and playing hard on making them feel left behind if they aren't logging in daily or opening their wallet to try and skip the pressure to play every waking moment they aren't working/eating/socialising.

The industry is herding players like cattle and in return that is spiking addiction issues.
 
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Eroke

Eroke

Member
Oct 27, 2017
518
I live/lived in 2 different cultures. German and Chinese culture. 1-2 hours in both countries can be a sign of an addiction. If I "have to do the Molten Core raid instead of making dinner", that could be a sign of an addiction.
If I lie to my parents to meet friends to learn with them, but then spend 4 hours in an internet bar after school every few days, that can be a sign of an addiction.

It doesnt matter if they play 1 hour or 6 hours. If they are dependant on it, that can all be a sign of an addiction.


In fact, parents control their children's smartphones in Korea.

They say they want to stop addiction to games, but in fact, they have installed a app that monitors what their children do with their smartphones in real time.


In short, it's a backdoor.

And students are controlled about the game and can't play all the games after 10 p.m.

Playing games after 10 p.m. is prohibited by law.
 

TheRulingRing

Banned
Apr 6, 2018
5,713
I hope that eventually this leads to some sort of regulation of exploitiveness in game design I.E. gacha, gaas, loot boxes, microtransactions, etc. Ultimately this is an issue stemming from games designed specifically to hook you and encourage unhealthy habits.

Don't think those things specifically are the issue here.

Games are inherently addictive with how much they enable escapism.
 

AmbientRuin

Member
Apr 18, 2019
467
Don't think those things specifically are the issue here.

Games are inherently addictive with how much they enable escapism.
And how much they use psychologically manipulative things like the Rule of 3 and the like
For some reason everyone thinks because they dont use a phone they wouldn't be effected. Nintendo has been using Skinner Box tactics for decades.
 

GuEiMiRrIRoW

Banned
Oct 28, 2017
3,530
Brazil
Eh, F2P was revolutionary for the games industry, but it also brought about many great minds who with the help of psychologists and designers made systems so optimal for exploiting the player that they almost did their job "too good".

For a reasonable amount of time the console/PC market thought all of this would be contained to mobile, but sometimes we forget the size of the games industry and have to accept a forum, even with 100k+ users (NeoGAF), was still a largely "hardcore community". A good sample size of the hardcore community, but those outwith that bubble cared not about the outrage around horse armour.

The industry operators were far more interested in the millions of players they were able to get to move from mobile to console/PC (but primarily console) and eat up the same kinds of experiences they got with mobile. Free to download, but insanely resource intensive on either your wallet or your free time. Or the peak mastermind of our times, getting console gamers to actually accept buy to play with pre-order bonuses and season passes and still have the F2P carcass in-tact. Look at the state of current COD. It has every monetisation system possible.

Given that most GAAS games release sizeable new content every 3~6 months, or have monthly time limited loot/cosmetics, the feeling of falling behind plays directly into the veins of addiction. Whereas going back to my traditional 70-hour JRPG, even if you fell behind your friends in school a bit, you'd eventually get there and have the same experience.

Even in The Division 2 now if you don't open enough of the cosmetic loot boxes in the limited time window they are running now your friends might end up with "cool shit" you'll never obtain. The designers have mastered exploiting those with addictive tendencies and playing hard on making them feel left behind if they aren't logging in daily or opening their wallet to try and skip the pressure to play every waking moment they aren't working/eating/socialising.

I completely agree with you. Mobile was a mistake because developers understood right away that people would not pay 20 bucks for a new game. So giving the game free and monetizing on game mechanics was the way to go.

Soon after, developers found about whale consumers and that changed everything. Whales are the way to go. Make games as services and keep these whales feds. Game industry became a walk on the food court.
 

Deleted member 888

User requested account closure
Banned
Oct 25, 2017
14,361
I completely agree with you. Mobile was a mistake because developers understood right away that people would not pay 20 bucks for a new game. So giving the game free and monetizing on game mechanics was the way to go.

Soon after, developers found about whale consumers and that changed everything. Whales are the way to go. Make games as services and keep these whales feeds. Game industry became a walk on the food court.

People would pay $5~20 on quality mobile games, but just not in the numbers that can be tapped into with F2P. The whales really do make up for the F2P players or those that download and try for 10 minutes before uninstalling. Plus on the optics front, it's great marketing to be able to display a counter that says your F2P games have been installed 20m+ times. Irrespective of 60~80% of that audience playing for 20 minutes or less.

I mean you do get people through the front door with F2P in a way that is far easier than trying to rely on Metacritic, word of mouth or big marketing campaigns to get buyers over a $30~60 initial payment. As I said, F2P has revolutionized the games industry. Not all for the worst.

It's just it's ripe for exploiting by the best minds who know how to target addiction and addictive impulses.

I'm a little surprised about the F2P COD rumours, given that COD successfully straddles it all and makes billions. But they're probably feeling a little pressure from Fortnite and as devs and pubs do it's a case of conformity at times to try and chase/keep up with the golden goose. Strike when the iron is hot so you aren't releasing your clone/copy too late and missing the feeding frenzy of the moment.

That's the nature of this industry. I mean, apparently, the games industry is making more money than the film industry or something. It's all about getting money out of wallets, by finding the latest and best ways to do that. Gambling is always going to be a very fruitful way to get humans parting with money. It's one of the number one vices to prey on addiction.

Go back to the cowboy days, the number one vices even then? Gambling, drinking and pussy. How to get money spent, often to reckless degrees. We regulate alcohol and sex work (where its legal), and we regulate gambling, but the games industry has employed mastermind tacticians to skirt gambling laws and/or obfuscate what is going on. Unfortunately there are plenty of supposed gamers, not shareholders, who bend over backwards to try and do everything possible to keep the status quo in the games industry.
 
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milkyway

One Winged Slayer
Member
May 17, 2018
3,002
Don't think those things specifically are the issue here.

Games are inherently addictive with how much they enable escapism.
Agreed and disagreed - escapism is indicative of another underlying issue and I think while people use games in that respect, if you removed games from the equation other activities could be used in the same regard. Not healthy behavior but not sure I'd classify as addiction necessarily although in a certain context it may be.
 
Oct 25, 2017
9,088
Why games in particular? Is WHO concerned about people who need to check Facebook or Instagram every 5 minutes? People who tweet 100 times per day? Those activities arguably provide as little benefit to the participant as playing games does.

I don't bring up these examples to dismiss the idea of being addicted to games but I do want to know what, in their view, makes games uniquely problematic when it comes to technology use habits.
 

TheRulingRing

Banned
Apr 6, 2018
5,713
And how much they use psychologically manipulative things like the Rule of 3 and the like
For some reason everyone thinks because they dont use a phone they wouldn't be effected. Nintendo has been using Skinner Box tactics for decades.

Yeah 100%

I think people don't like to admit it though and would rather blame things like lootboxes.

Agreed and disagreed - escapism is indicative of another underlying issue and I think while people use games in that respect, if you removed games from the equation other activities could be used in the same regard. Not healthy behavior but not sure I'd classify as addiction necessarily although in a certain context it may be.

Maybe, but that doesn't stop games from being addictive.

Why games in particular? Is WHO concerned about people who need to check Facebook or Instagram every 5 minutes? People who tweet 100 times per day? Those activities arguably provide as little benefit to the participant as playing games does.

I don't bring up these examples to dismiss the idea of being addicted to games but I do want to know what, in their view, makes games uniquely problematic when it comes to technology use habits.

Have you missed how much those things are in the firing line?

Unhealthy social media use is regarded as a far far far bigger issue than games addiction. Games are small fry in comparison, but that doesn't mean we can't address them too.
 

Tregard

Member
Oct 27, 2017
5,221
Why games in particular? Is WHO concerned about people who need to check Facebook or Instagram every 5 minutes? People who tweet 100 times per day? Those activities arguably provide as little benefit to the participant as playing games does.

I don't bring up these examples to dismiss the idea of being addicted to games but I do want to know what, in their view, makes games uniquely problematic when it comes to technology use habits.

Likely time spent researching it, they've probably been looking at games longer.
 

Deleted member 8561

user requested account closure
Banned
Oct 26, 2017
11,284
Important if it helps people get appropriate treatment, but I'm already dreading this being weaponized by morning programs and tabloids.

The media's obsession with video games hasn't been a thing since the late 2000's

Playing games is mainstream, it will be a two minute blip on a morning news show and then forgotten about.

I think there is a general danger with young developing brains being introduced to electronics. Gaming is an extension of that core issue, and with modern apps and GaaS/Loot Box style games that bring in phycologists (or use their overall work of habit forming behaviors) people need to be aware of how potentially damaging introducing literal gambling habits at young ages can be
 
Aug 29, 2018
1,089
The problem with the WHO's approach to recognising game dependence though is that, speaking as someone who had gone through a prolonged patch of self-described video game addiction, they're approaching it as a disease, when it's not. It's a symptom of underlying mental health problems.

Therapy aimed at making game time healthy, as lined out by the WHO, is going to do fuck all. What needs to be tackled is the cause of what makes someone rely that heavily on video games as an escape from the real world.
I mean playing diablo 2 3-7 hours a day from the ages of 7-12 certainly caused me a lot of problems within itself that where not symptoms of underlying problems. The cause was the loop. When I wasnt playing I'd think about it. With how games are being designed now I could imagine it being even worse for some kids

Gamers need to get over this idea that games within themselves do no harm. In moderation for most of us they arent harmful but in moderation a lot of things arent harmful. If gambling can be considered a disease so can gaming
 
Feb 24, 2018
5,221
Important if it helps people get appropriate treatment, but I'm already dreading this being weaponized by morning programs and tabloids.
This, addition of any kind is bad and making sure we have the appropriate ways of treating them for people who have issues stopping, even with gaming can their help is good but I agree, I can already see the Daily Mail drooling at this already and Fox News already writing their editorials, turning it into something it isn't so they can have their boogieman.
 
Feb 24, 2018
5,221
And because I know this is going to be brought up, what the WHO is talking about IS NOT CENSORSHIP, let's not embarrass ourselves again with this like we did last year like that GDC conference where they called this, laws regulating the sale of Lootboxes and other thing that weren't censorship... Well Censorship. The WHO are just trying to help people with addiction issues.
 

Adventureracing

The Fallen
Nov 7, 2017
8,026
I feel I almost slipped into this when I was younger playing an unhealthy amount of WoW. I can already feel a similar draw waiting for WoW classic though I think I can control myself a little more now.
 

HK-47

Member
Oct 25, 2017
5,585
Why games in particular? Is WHO concerned about people who need to check Facebook or Instagram every 5 minutes? People who tweet 100 times per day? Those activities arguably provide as little benefit to the participant as playing games does.

I don't bring up these examples to dismiss the idea of being addicted to games but I do want to know what, in their view, makes games uniquely problematic when it comes to technology use habits.
Thing like internet addiction and social media addiction are under discussion for both the DSM and ICD.
 

G_Zero

alt account
Banned
Mar 19, 2019
457
No one here has any problems then. We just post about games 24/7, don't really have time to play them.
 
Oct 30, 2017
2,206
Addiction is one of those things that can be hard to understand if you've never experienced it, and even sometimes hard to understand if you have but don't see something else as being addictive because you don't think its comparable to the problem you had.

The fact of the matter is addiction pops up in different ways for different people. It could be chemical dependance or even behavioural. How someone is addicted to games could be for different reasons, but we need to understand that it's a real problem for some people out there and that its positive it's getting the attention it deserves.

Because of the attention on it, when someone seeks medical attention, they aren't turned away because the healthcare system or professional doesn't recognize gaming as a problem.
 

Sawneeks

One Winged Slayer
Avenger
Oct 25, 2017
6,842
This is so stupid. Is there a TV disorder?

People binge shows all the time.
Binge =\= addiction

People can binge gaming and not be addicted. Being addicted to something is usually classified by how it effects your life because you are so focused on that thing that it negatively impacts your health, social relations, work, home life, etc. There is a ton of criteria involved with addiction and it's not just 'playing games a lot'.
 

Roygbiv95

Alt account
Banned
Jan 24, 2019
1,037
Its almost like internet and gaming addiction are becoming to our generation like what alcohol and cigarettes were to our parents' and grandparents generations, which is kinda fascinating.
 

OuterLimits

Banned
Nov 2, 2017
987
Its almost like internet and gaming addiction are becoming to our generation like what alcohol and cigarettes were to our parents' and grandparents generations, which is kinda fascinating.

Well, look at the bright side. Withdrawing from video games wouldn't be nearly as brutal physically as alcohol/opiates.
 

El-Suave

Member
Oct 27, 2017
4,829
This is good because now people who might need help can get it and it's recognized by their health insurance (if they live in a country where that applies) and science can get funding to research it.
 
Mar 29, 2018
7,078
A few years ago when most people on here were kids even long JRPGs were like 50~70 hours of your time taken, before coming to an end. There was no need to rush either or no way to fall behind.

Nowadays everything is GAAS and everything wants you logging in daily for bonuses or enticements and to try and trap your time and commitment for hundreds if not thousands of hours. It used to just be World of Warcraft that had the occasional death or addiction-related think piece written about it.

Now nearly every fucking game that is bought wants your attention daily and for years on end. Therefore, with the evolving nature of the industry, I'm not surprised addiction cases are rising where people get consumed to log in daily, play daily and try and keep up with the carrot on a string.

A lot of this was contained to mobile gacha/F2P, but it's now overflowing in the more traditional games market from hits like Fortnite to sports titles like FIFA.
Yep - although it's very similar to other software in the modern climate: essentially all social media is geared around "hold your users attention as long as possible", just like modern games


Well, look at the bright side. Withdrawing from video games wouldn't be nearly as brutal physically as alcohol/opiates.

Or nicotine! Or caffeine!