Have you ever spent so much time playing a video game that you felt like a caged rat? That means itâs working. Crackedâs David Wong takes a serious look at how and why our video games wonât let us go.
Cracked.com isnât a place I normally turn to for serious business, but Wongâs â5 Creepy Ways Video Games Are Trying to Get You Addictedâ called to me, partly due to my own battle with video game addiction, and partly because thereâs a link to my story in it that uses the word âboobies.â As I regularly Google âMike Faheyâ+boobies, it was only a matter of time before it came up.
https://lastchance.cc/i-kept-playing-the-costs-of-my-gaming-addiction-5384643%3C/a%3E%3C/p%3E
A recurring theme in the article is that of the âSkinner Box,â a behavior control experiment created by BF Skinner. The âSkinner Boxâ was a cage containing a small animal, who could be trained to press a button in order to receive food pellets. Gaming has changed.
It used to be that once they sold us a $50 game, they didnât 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 MMOâs that need the subject to keep playingâand payingâuntil the sun goes supernova.
Now, thereâs 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 Skinnerâs techniques.
Thatâs the first of Wongâs five ways, and it links to the rest. Number four involves creating the food pellets themselves, in video gamingâs case virtual items, creating a perceived value in the playersâ minds so they will continue to hunt for them.
Then there is the âVariable Ratio Rewardsâ system. A rat in a box will eventually figure out that if he presses the lever, the food is always going to be there. The trick is to have the food come at random times when pressing the lever. Think random item drops in any massively-multiplayer online game youâve ever played.
Itâs the same principle as the slot machine. You donât win all the time, but you win enough that youâll keep coming back for more.
Utilizing these sorts of principles is diabolical enough to make even the most novice evil genius bent on world domination perk up and pay attention, but it gets even worse. Once they establish that clicking the button over and over again leads to random rewards, then itâs time to make sure players donât stop clicking.
Imagine a carrot on a stick. As you get closer and closer to the carrot, the stick grows longer. Maybe the carrot turns into a piece of cake, or a wallet full of cash. Hard and hard to acquire, but so much more rewarding. This is how MMO titles generally work. The higher level the more you work, with the rewards growing in power to keep you eagerly playing, even if its the same content youâve played over and over again for years.
Wong concludes that, when it comes right down to it, it is our fault weâre inside the âSkinner Box.â
The terrible truth is that a whole lot of us begged for a Skinner Box we could crawl into, because the real worldâs system of rewards is so much more slow and cruel than we expected it to be. In that, gaming is no different from other forms of mental escape, from sports fandom to moonshine.
The danger lies in the fact that these games have become so incredibly efficient at delivering the sense of accomplishment that people used to get from their education or career. Weâre not saying gaming will ruin the world, or that gaming addiction will be a scourge on youth the way crack ruined the inner cities in the 90s. But we may wind up with a generation of dudes working at Starbucks when they had the brains and talent for so much more. Theyâre dissatisfied with their lives because they wasted their 20s playing video games, and will escape their dissatisfaction by playing more video games. Rinse, repeat.
5 Creepy Ways Video Games Are Trying to Get You Addicted [Cracked.com]
[image]