Similarly, other games such as Diablo (1,2 & 3) and COD (Call of Duty) became temporary black holes for my time, sapping away hours upon hours with mindless action, collecting lots of gold and killing countless zombies, orcs and dodgy Russians! Whilst this was a lot of fun, I did get bored with them quite quickly. However, the danger for many people, including myself, is when addiction and time spent on these games consumes everything and reaches unhealthy levels.
Game play is a clever art in itself, which is designed to play on people’s desire for endless hits of dopamine and adrenaline. It’s the reward for success and the fight or flight mechanism which has ensured our survival through the ages. However, what’s the cost of this unnatural stimulation of these chemicals in our bodies?
I recently saw a kid engrossed in a café game on a tablet. Having run my own café, I watched for a bit, interested to see what sort of idea a game developer had come up with for this. The basic idea was that you, the player, was preparing meals, serving customers and collecting money all at once. The game was timed and so as the time elapsed, the customers became increasingly dissatisfied when not served. Whilst this is true and challenging in real life, as customers don’t like to be left waiting, what’s the point of this in a game targeted at kids?
As I watched, I noticed the level of anxiety increase in the kid who was playing. The speed at which the customers appeared increased, as did the frustration of trying to achieve the goals of the game. With so many games like this targeted at children, there needs to be more done to regulate such designs. With processes designed specifically to manipulate the behaviour of children, there needs to be a level of accountability that comes from these developers. What moral code of ethics are they working under that makes them feel justified in designing systems that increase anxiety and build addictions.
The long-term impact of this is yet to be seen. However, there’s already an increasing trend of greater mental health problems in children and teenagers. It’s high time that software developers who target children with their products, provide age warnings, based upon potential anxiety and addiction, rather than just sex and violence, for their products.
Games can and should be enjoyed by those playing them, not as yet another source of anxiety and degradation to people’s mental health that they can become. Parents should be vigilant in their approach and assessment of games for their children, but at the same time, there really is a moral and ethical responsibility for developers to do something about this growing issue, when just like smoking, their products can have a lasting detrimental effect on people.