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Old 09-29-2010, 03:30 PM   #48
gvarsity
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Default Re: WoW (world of warcraft)

Quote:
Originally Posted by goalie204 View Post
I understand what you're saying, and i'm not agreeing or disagreeing, but those that just purely blame the game - I don't agree with that. It's ones own prerogative if they want to play or not play, and how much/how often. If a game causes one to lose their wife..or children...or home...i don't want to sound like a jerk, but i think that is pretty pathetic, because I think one has to look at themselves first and ask how did this happen, rather than just blame the game. Just like alcohol is there for any to indulge occasionally, habitually or additively, so is a video game.

As for one what gains from a video game in real life, I think that's subjective. If you don't enjoy it...and it feels like a job that you _have_ to do, well that is sad. But if you have fun, then good for you!
Generally I would consider fleeting entertainment to be a relatively insubstantial gain. Particularly considering the return on investment on the number of hours we are talking about when considering anyone who showing addictive behavior. You walk away from a MMORPG you literally have nothing tangible beyond anything virtual thing you might be able to sell on ebay.

I never said JUST blame the game but the design of the games itself is part of the problem. Meaning it is not just some moral or character weakness of character of the person with a problem. It could very well be a genetic component of brain chemistry or some combination of chemistry and psychological development that makes someone prone toward this kind of addiction. We don't know.

MMORPG companies deliberately build the game to be hard to leave for most people which is how they maintain their subscription base.
It is clear is that the developers know that this business model puts a certain percentage of their players/customers at risk for serious harm from compulsive behavior related to their product. It is a small number probably less than one percent but when you have millions of customers that is still a sizable number of people. (Granted they won't ever admit it for liability reason but it is inconceivable they don't know that this is an issue.)

You said "It's ones own prerogative if they want to play or not play, and how much/how often." When you are talking about addiction that is not a true statement. It becomes a compulsion and in the early stages it is very hard to distinguish from just being a hard core gamer, drinker or whatever. With something seemingly benign like a game it is very easy to miss the indications of a problem until it is to late to make a simple choice. Early on this is true they choose to play but they very well may have no reason to believe addiction is a realistic possibility until well after it is to late for them to have the capacity to make a rational decision to stop.

There is data to indicate that interactive visual stimulus like video games can rewire neural pathways in the brain. That isn't a choice that is a physiological issue.
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