Pandemic Lockdowns Fueled Massive Rise in Gaming and Addiction, Experts Say
https://www.theepochtimes.com/mkt_br...CSw%2BDQ%3D%3D
During the pandemic, nationwide stay-at-home orders handed gaming companies a golden opportunity.
Under restrictive nationwide COVID-19 lockdowns, for many people gaming was one of the few active recreations, social activities, and creative outlets available.
From 2020 to 2021, revenue for gaming companies skyrocketed.
Games corporation Blizzard saw revenues on the first-person shooter game Call of Duty rise by 72 percent, the massive multiplayer online roleplaying game (MMORG) World of Warcraft by 7 percent, and apps by subsidiary company King rise by 22 percent.
Chinese gaming company Tencent saw its total revenue rise by 25 percent in the same timeframe. It owns first-person shooters Fortnite and Rainbow Six Siege, online battle game League of Legends, multiplayer base builder app Clash of Clans, battle royale game Player Unknown’s Battlegrounds, and more games.
In dollar terms, Blizzard’s revenue rose from $1.79 billion to $2.275 billion, and Tencent’s revenues rose from $15.252 billion to $20.6 billion.
Blizzard and Tencent did not respond to requests for comment.
By contrast, the movie industry that traditionally competes with video games has tanked.
AMC Entertainment Holdings had a revenue of $941.5 million in 2020’s first quarter, and $692 million in revenue in 2021’s first quarter. Lionsgate Entertainment Corporation saw its revenue drop by about $140 million in the same period.
But this massive profit from games isn’t just a case of free market business as usual, some experts say.
Gaming companies often use manipulative methods similar to gambling, and the number of people addicted to video games has risen as well.
Nationwide gaming addiction support group Online Gamers Anonymous has seen its number of monthly visitors more than quadruple.
Gaming addiction recovery centers in Austin, Texas, and Chicago, Illinois, have also seen the number of people seeking addiction help rise dramatically.
Much of gaming’s revenue comes from things that gamers hate the most, features experts say are intentionally designed to mimic gambling, take advantage of human impatience, and capture the money of gamers in traps engineered from cutting-edge psychology.
“It’s like selling your soul to the dark side,” said addiction expert Dr. Nicholas Kardaras of psychologists who work for gaming companies. “You’re going to use your talents to help addict people.”
As gaming’s revenues have increased, companies have “weaponized” psychology to wring money out of the more than 244 million gamers in the United States, he said.
U.S. video gaming is divided between console-based games, computer-based games, and mobile gaming apps, although there is some overlap between these categories.
Three quarters of American households have some kind of gaming console, but mobile gaming apps make up over 50 per cent of gaming revenue. About 80 per cent of gaming revenue comes from games that are free to play, but offer in-game purchases.
“It’s a whole seismic shift away from traditional marketing and PR,” Kardaras said.
“There’s a difference between creating a catchy jingle to sell a car, as opposed to really sinking your hooks into the psyche of a vulnerable child to then create a consumer slave for the rest of their lives.”
The Dark Side
The gaming features that make the most money were born in the casino, said Kardaras. They are designed to be habit-forming.
“Gaming, like gambling, uses what’s called an intermittent reward schedule, which happens to be the most habit-forming kind,” he said.
“This is the slot machine reward schedule. Slot machines wouldn’t be as habit-forming if you won every time.”
To turn video games and app games into cash, companies use every foothold they can.
Gaming companies use secret monetization formulas to target players based on their individual data. For instance, apps record when players have spent money in the past and make similar offers under similar conditions.
Digital life has affected American culture in shocking ways, Kardaras said.
In a famous experiment in the 1970s, psychologist Walter Mischel tested the ability of children to delay gratification by offering them a choice between one marshmallow immediately, or two marshmallows later.
In the 1970s, almost all older children waited for the larger reward, Kardaras said. The test was effectively a measure of maturity.
But today, even older children tend to take the marshmallow without waiting. Kardaras said the change in impulsivity comes from digital culture that promotes instant gratification.
“What the pandemic did was throw kerosene on the fire that had already been burning,” he said.
“We’d already been primed for impulsivity because of our digital immersion, because of that instant gratification feedback loop that we all experience.”
The best weapons in the gaming industry’s money-making arsenal all rely on impulsivity and impatience.
Російська армія не сильна, Вона просто довга.
Зеленський про F-16: У нас будуть літаки
Bitte seien Sie diszipliniert.
800 тыс умерших в Штатах
С ума сойти
А когда-то о 200 говорили как о чём-то нереальном
оговариваю, что мнение касается только меня, моих дел итд
в курсе, что все люди разные и у каждого свое мнение
There are currently 6 users browsing this thread. (0 members and 6 guests)
|
|
Terms of Service | Privacy Policy |
|