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Understanding Addiction-Based Game Design

spidweb writes "The common theory is that games like World of Warcraft are addictive. But what are the exact qualities that make it so? Are there specific elements of the design that can be pulled out, distilled, and used at will to give a game drug-like properties? Is it wrong to do so? A new article at IGN RPG Vault attempts to isolates the exact qualities that go into making an addiction-based design. From the article: 'If a game uses rewards of any sort to entice you to experience highly repetitive content, you should see what it's trying to do and which of your buttons it's trying to press. If you don't mind, that's cool, but you should understand it.'"

67 of 308 comments (clear)

  1. Subscription based addiction by Poobar · · Score: 5, Interesting

    If a game has me hooked, addicted, and I play it for hours at a time for weeks on end- fine. I'm getting enjoyment, the developers get money, everybody wins. But it seems to me that the games that pull me in the most are those I buy outright, not the WOW-alikes that are subscription based. Surely if you're paying monthly there's always going to be a pressure on Devs to create addictive play? If I'm addicted to a bought-outright game, it's because it's a good game. That can't always be said for pay monthly games- the grind, the acheivements, the high-level horsie you just have to own- do they really add to the game, or do they just feed your addiction?

    1. Re:Subscription based addiction by cml4524 · · Score: 3, Insightful

      I suspect that about 90% of what you just said is a load of bullhonkey.

    2. Re:Subscription based addiction by mqduck · · Score: 2, Insightful

      If a game has me hooked, addicted, and I play it for hours at a time for weeks on end- fine.

      You could say the same thing about drugs. Actually, you could say the same thing about drugs and I'd agree. If you're a user, or even an addict, and happy, that's fantastic. But that's hardly proof that addiction isn't insidious.

      --
      Property is theft.
    3. Re:Subscription based addiction by Sj0 · · Score: 2, Insightful

      So WoW is only addictive after you've spent a ridiculous amount of time levelling?

      Son, you gotta play a good game. Fallout 3 was fun from the moment I walked out of the vault.

      --
      It's been a long time.
    4. Re:Subscription based addiction by slackbheep · · Score: 3, Interesting

      A few years ago I was in a relationship with someone who became addicted to WoW. In the course of the 8 months roughly that she lived with me her main character alone had well over 150 days played time. She was kicked out University because she was skipping classes to play WoW and was unable to hold down a job as she frequently called in sick in order to Raid/Farm. She became increasingly withdrawn from all aspects of real life including personal hygiene and maintained zero relationships in real life, managing to scare off even this hardcore nerd.

    5. Re:Subscription based addiction by Anonymous Coward · · Score: 3, Funny

      Still got her number?

      (I'm kidding, not a WoW player here. Just desperate.)

    6. Re:Subscription based addiction by happyemoticon · · Score: 4, Insightful

      A lot of WoW players eventually lose sight of the fact that the whole game, end-to-end, is a rewarding and fun experience to be savored. This is a consequence of the game's design to some degree.

      When you start out, you play around a lot and have lots of fun. You make mistakes, and you see sights, you make some friends about the same level. You level together and experience progressively bigger and cooler dungeons together.

      But then you get to the level cap, and all your friends are at the level cap. So you want to do things with them. But end-game content requires such a time commitment - raiding, grinding for gold and items - that there's no reason to ever go back and experience the rest of the game in the same way. If you DO level another character, it's to fill a hole in your guild's roster (leveling a healer or tank, for example), and you tend to blaze through content because you already know the ropes and there's no reason to go back and make friends all over again.

      Another thing which WoW does is play off of your sense of community and obligation, even if that community is dysfunctional. The difference between a good player and a noobtard is not something you can easily tell, even based on what they've accomplished. So you tend to stick with people that you know, and you come to rely on each other. Not to toot my own horn, but I was a pretty good raid leader and an awesome tank back in my day, so when I didn't participate, 39 other people had less fun as a result. It's probably a peculiar case, but this was more what kept me coming back than the reward treadmill.

    7. Re:Subscription based addiction by Feyshtey · · Score: 2, Insightful

      But then you get to the level cap, and all your friends are at the level cap. So you want to do things with them. But end-game content requires such a time commitment - raiding, grinding for gold and items - that there's no reason to ever go back and experience the rest of the game in the same way. If you DO level another character, it's to fill a hole in your guild's roster (leveling a healer or tank, for example), and you tend to blaze through content because you already know the ropes and there's no reason to go back and make friends all over again.

      That's a rather unfair generalization.

      I would agree that there are definately those people who play the game as you describe. In fact, I'd say that in the past in other games it has been far more true (EverQuest, as an example). But WoW has broadened the market to a much larger audience, many of whom do not have the time or the inclination to live thier lives on a schedule prescribed by a guild.

      There are now a huge number of people who thoroughly enjoy plodding along, aimlessly enjoying the sights and experiences with far less ambition to reach the level cap, let alone get a full set of tier'X' gear. My family and I are among them. We find it very satisfying the achieve what we achieve by our own methods in our own time, and what you or anyone else achieves by other playstyles is largely irrelevant to us.

      You also mention community. I find that rather interesting, because I base a definition of community on my past experiences in games like EverQuest. At one time it would take a person months upon months of grinding and spending every spare second to approach the level cap. It was in a server population in the thousands rather than 10's or 100's of thousands of characters. If your reputation were to be tarnished, everyone recognized your name. You were a pariah. And in those games accomplishing nearly anything required a full group, so your ability to progress in the game was essentially terminated with that character. Starting over was painful because of the commitments of time.

      Today in WoW, one can very casually reach cap level in a matter of weeks without ever grouping with anyone. That combined with the sheer volume of unique characters ensures near total anonymity. "Community", for the bulk of players, is wholly meaningless.

      Back in the day my wife and I were integral parts of a huge raiding guild in EverQuest. We were an end-game guild raiding nightly. We realized that that particular playstyle was like a cancer in our enjoyment of the game. It became an obligation, as you mentioned. Which made it a job, and one that we came to resent.

      --
      "But we have to pass the bill so that you can find out what is in it,..." - Nancy Pelosi
    8. Re:Subscription based addiction by illumin8 · · Score: 3, Interesting

      If I'm addicted to a bought-outright game, it's because it's a good game.

      I remember reading an interview with some of the developers behind Diablo and Diablo 2, which are some of the most addictive games ever made. They said they specifically designed the loot mechanic to be like a slot machine. Slot machine creators have scientifically determined the exact intervals of time between rewards (payout). They have analyzed human behavior to the point where they know that after a certain number of minutes you will get bored, so just before that time, all of a sudden you'll see a green drop, or some other epic loot. This reward mechanism is so addictive that it can keep you playing for hours. Just look at any casino and all of the old ladies pumping quarters into slot machines for hours on end and you can see how addictive the timed reward mechanics are.

      Successful video games like Diablo and WoW have used these same type of reward mechanics to create millions of highly addicted gamers. See giving up addiction to Diablo 2 for a personal experience.

      --
      "When the president does it, that means it's not illegal." - Richard M. Nixon
  2. Its the rewards. by Anonymous Coward · · Score: 5, Insightful

    As a wowtard myself i was addicted to the game for a while, back when it was still up and coming. I can say that, for at least myself, I was addicted to the time invested vs rewards you could achieve. I would pour my time into real life hobbies and the payoffs from those were far less interesting, and nowhere near as cool as those that I could achieve in WOW. Yes I was a social recluse, but that's life.
    My /played time on my main toon, before BC was released, was over 200 days. Add to that 4 other 60's with about 10 days game time to level each, plus time spent in pvp with them, rep farming, yeah. It wasn't nearly as destructive as some other people report it was for them, but I was still addicted to the rewards I could achieve, because it was so clear how to do things, and how to get what you wanted. There are many other aspects to it of course, but that was the kicker for me.

    1. Re:Its the rewards. by Sj0 · · Score: 4, Funny

      Sounds to me like you need better hobbies.

      Hell, if you put the same time into talking to girls that you did playing WoW, you'd probably have sex, which is better than a +1 sword of compensatingforsomethingosity.

      --
      It's been a long time.
    2. Re:Its the rewards. by geminidomino · · Score: 4, Funny

      Advantage of getting your girlfriend into your MMO with you:

      She gets a black dye, you can buy it from her with oral sex...

      My name is geminidomino, and I'm a Guild Wars gigolo.

    3. Re:Its the rewards. by Sj0 · · Score: 4, Interesting

      There are two modes of game addiction, in my opinion. I'll use two different games to illustrate then I'll bring it back to WoW compared to Guild Wars.

      I once played this freeware game where you built up characters slowly. The fundamental design was based on Final Fantasy Tactics or something and it was actually a very sound and fun design, but you'd spend hours levelling up, so it was very VERY slow. The game was addicting, but only because a fundamentally good design was slowed down so much you'd spend hours progressing. It was less fun, but more addictive.

      By contrast, Fallout 3 was addicting because I'd want to know what I could find next. I'd leave megaton and start walking in a random direction, excited about finding the next unfilled triangle on my HUD. I maxed out my level by the end of the game through sheer exploration.

      Guild Wars and WoW seem to me part of the same spectrum of addictive through content vs. addictive through pacing.

      I played Guild Wars a bit in College. It was a very fast-paced game. You could easily slam through 2-3 locales in a session, and without playing a lot, I was rapidly approaching L20. I kept coming back because there was always something new to see down the road, and the depth of multi-classing was really cool.

      By contrast, after college I played WoW for a short time, and found it to be a painfully slow-paced game. After playing through Bioshock in a weekend, playing WoW for a weekend and finding myself at the second area of the game was a cruel joke. The fundamentals of the game are terrific(Which is why Diablo and Diablo 2 were so fun), but the game slowed it all down so much it become intolerable to me. Someone with more patience would likely find it addictive in the same "This game is paced wrong but fun otherwise" way the freeware game I referenced earlier was.

      So basically, it's because you play guild wars, a game properly paced, that you've got the time to find a girl who will accept cunnilingus for black dye.

      --
      It's been a long time.
    4. Re:Its the rewards. by superwiz · · Score: 4, Insightful

      The thing about playing for 200 days (without stating the obvious) is that it doesn't happen overnight. That person played on day 5 after playing for 4 previous days. Addiction feeds itself. One doesn't get bored. One doesn't plan for it to lead to anything productive. One may even on occasion notice that it is eating away at other things that one wants to achieve, but that doesn't stop it. It's not about priorities. One's values don't matter much, either. We use our values as part of the mechanism for making rational decisions based on choices. With addiction, the choice is gone. I've played WoW. I've seen people say things like "I am so bored of this game" and "I want my life back. I used to be so good at (some random productive activity)". Many of those people kept playing after saying this. Getting out of an addictive behavior requires about as much effort as a vow of celibacy. It's not easy. And value system doesn't help much.

      --
      Any guest worker system is indistinguishable from indentured servitude.
    5. Re:Its the rewards. by superwiz · · Score: 4, Insightful

      I thought you might get dismissive. Being bored is not the same as having an addiction and I suspect boredom is all you'd feel if you didn't get what you wanted. So here's the experiment that (if you perform it) will show you what's going on. Here's how you can go through what an addict goes through without getting any harmful addictions. Estimate how long you can go without sex. And I don't mean sex proper. I mean without sexual release of any kind. You know yourself better than anyone else. So figure out what is the upper estimate on that number of days (hours?). And then commit to going without sexual release for twice the number of days. Don't tell anyone during this celibacy period that you are doing this experiment (because addicts can't admit what they are even to the loved ones). So you won't have any support group. At some point you will start to feel anxiety. Don't stop the experiment. Continue and try to live your life as normal as you can: go to work, (school?), interact with your friends, etc. You will find that you will become moody and unable to concentrate on tasks at hand (nope, no pun intended... this is not sarcasm... I am really honestly trying to demonstrate a point here). But after it's over you will find that you don't really miss sex anymore. But as soon as the opportunity presents and you do have it, you'll be "addicted" again. You may think it's silly that some people feel this way about a game. You may think that it's because they don't have actual sex (which isn't true because plenty of the committed players have families and kids), but it doesn't really matter. As long as the physical manifestation of addiction is the same, it's addiction and it cannot be removed with a simple choice or decision.

      --
      Any guest worker system is indistinguishable from indentured servitude.
    6. Re:Its the rewards. by superwiz · · Score: 2, Interesting

      You can't get that sort of feeling of achievement from a video game.

      You can't get the same achievement. But, you can get the same feeling of achievement. It's my understanding that WoW now has a built-in system of "achievements". There are also some actually difficult in-game events that most people aspire to but never accomplish (the difficulty mostly arises from the requirement to pay attention to more simultaneous indicators than an average person is capable of). But on the other hand every little thing you do in the game pops up a shiny "congratulations" notice with a sound similar to the one played by slot machines when someone hits a jackpot. And the "achievements" are recorded and touted to other players. Grats on your personal ability to lead a "good life" in Aristotelian sense, but what I am trying to argue here is that WoW is not just an outlet for people who can't achieve much outside of the game. It also destroys lives of some people who are productive. Imagine that someone in your position were stupid enough to try heroine. It's virtually impossible to not be addicted to heroine after the first try. This addiction would derail their built impulses towards achieving a good life through natural means and would refocus their life towards ensuring a steady supply of heroine. It would give a more intense feeling of elation than the life you are currently enjoying. But only because it would move the baseline for anxiety threshold. Just as you are occasionally anxious to ask yourself "ok, what's next?", they would be constantly anxious to feed the addiction. The difference, I guess, is that when you ask "what's next?" you exercise a choice. And addict doesn't have a choice. To clarify that last statement (because it come out a little too absolute), an addict only has a very narrow set of choices.

      --
      Any guest worker system is indistinguishable from indentured servitude.
  3. Companionship is addictive by BadAnalogyGuy · · Score: 5, Insightful

    There is a pretty funny theory that the vast majority of WoW players are well-respected professionals who play the game in their free time. Through the playing of WoW, they not only practice their leadership skills, but also organizational skills and planning skills. The idea is that the game reinforces and promotes cooperative game play while preserving a fun environment.

    But we all know the truth. It's 30 year old lardballs who still live with their parents that play this game. The lack of friends and human companionship drives them to seek out online communities where they can be accepted as who they portray themselves as rather than for who they, unfortunately, are. Seeking companionship is one of the most primal of human urges.

    I don't know how you can say the game is addictive, in that sense. I'm not addicted to breathing or eating, but I'd die without doing either of those. We are talking about something very close to the core of being a human, not a dependency developed through repeated exposure.

    1. Re:Companionship is addictive by Lordfly · · Score: 4, Interesting

      Anecdotally, my best friend from high school pulls down six figures at an international oil firm. He's an engineer, finds natural gas all day. He's one of the smartest guys I know. He pulls down 24 hour shift routinely.

      What does he do in his very limited spare time? Runs raids in WoW with all of his fellow engineers. He has multiple accounts, each with multiple Level 80s on them.

      Somehow I think your stereotype of "FATBALL LIVES AT HOME WITH MOMMY LOL" falls flat.

      --
      hookers and grits.
    2. Re:Companionship is addictive by Dunbal · · Score: 2, Funny

      He's an engineer, finds natural gas all day.

      Hell, I guess I will be seeing him at my place soon, especially after burrito night.

      --
      Seven puppies were harmed during the making of this post.
    3. Re:Companionship is addictive by setagllib · · Score: 2, Insightful

      People are infinitely more likely to spend long stretches of time watching television with others than alone. Having someone else there makes it feel more social and less pathetic, even if you're not saying a word to each other.

      Online gaming takes this to the extreme, where there are always plenty of other people there to make players feel validated in their choice of activity, and so players stay on until the "real world" forces them out.

      The social element is critical to immersion and addiction. There's nothing like tribe mentality, peer pressure and dependence upon external validation to continually fuel destructive behavior.

      --
      Sam ty sig.
    4. Re:Companionship is addictive by Opportunist · · Score: 4, Interesting

      If you're actually looking for "efficient management" in MMOs, you might have to look to other MMOs. I know of a few EvE guilds that are ran more ruthlessly than the worst (RL) corporation you've ever worked for. Where you're told when and where to be online, what ship to fly, what skills to learn, what equipment to outfit, if you're a fighter. Where you're told how much ore you are to mine in a given amount of time, if you're a miner. Where you're told what to produce and where to get it, if you're builder or transporter. All with levels of management who have to report what they're doing, with set goals that have to be met, and if you don't meet it, well, it's been a pleasure to work with you, you have 24 hours to leave our space before we open fire on you.

      That's not playing anymore, though. That's worse than working a second job. That's working a second job and paying to do it.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    5. Re:Companionship is addictive by Opportunist · · Score: 5, Insightful

      The statistician in me says "if the number of items in a sample is large enough, you'll find an oddball that will serve as the 'see, it ain't so' example".

      WoW has 10 million players. It's a given that you can pull any kind of sample even out of your ass and it will be fitting. I can, even without checking, say that the chance that there is at least one celebrity, one mass murderer, one nobel prize candidate, one illiterate, one billionaire, one terrorist... playing WoW ist ONE. The sample is big enough that it's near certain that ANY kind of group has at least ONE representative in it.

      Whether your friend is the norm or the exception is another question.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    6. Re:Companionship is addictive by Aladrin · · Score: 2, Informative

      By the same token, we can find your lardball the same way.

      I think if you actually studied the population of WoW, you'd find it heavily biased towards males... But little else. The rest of the population is probably represented pretty well.

      Now, if you want to make the case that most of the people in the world are lardballs, that's a different story.

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    7. Re:Companionship is addictive by arth1 · · Score: 4, Informative

      I think if you actually studied the population of WoW, you'd find it heavily biased towards males... But little else. The rest of the population is probably represented pretty well.

      For values of "probably" indistinguishable from "wishfully".

      According to the Daedalus Project, the average age of a WoW player is 28.3 years, and he (86%) spends 22.7 hours online per week. 38.3% of the players are full time students, while only 2.0% are retired.
      How about marital status? While I couldn't find any stats particularly for WoW, for MMORPGs as a whole, 64% of players are single. Even more so for men (67.4%).
      Income? The largest group of MMORPG players have no personal income, being either students, home makers or unemployed. The largest income bracket for those that DO have income is between $25,000-$39,000.

      To summarize, the demographic Median Joe in WoW is a single male, 27 years old, either a full time student or working a single low-paid job.

      (And that's including the statistics for those you know who are happily married and have six digit incomes. Subtract those, and the statistics get even worse.)

    8. Re:Companionship is addictive by Hatta · · Score: 2, Interesting

      Personally, I don't care much for companionship in a game. I've never been much into multiplayer games at all. The game I find really addictive is Civilization. That and Nethack. The "Just..one..more..turn!" appeal of these games that entire nights, or even weekends can disappear into them.

      I don't play much of either any more, I spend more time expanding my collection of classic consoles. But my point is, there's something besides just surrogate socializing that makes games addictive.

      --
      Give me Classic Slashdot or give me death!
    9. Re:Companionship is addictive by bFusion · · Score: 3, Funny

      Yeah, but I doubt that there's a WoW player that's a illiterate mass-murdering celebrity billionaire terrorist!

    10. Re:Companionship is addictive by Aceticon · · Score: 3, Interesting

      If your theory about the need for socializing was the end all explanation for the success of Online games, then Second Life (as pure a socializing game as it could be) would be by far the most successful of them all.

      The truth is that not all of us in our 30s are driven to play Online games for companionship (or are fat and live in our parent's basement ;)).

      There are multiple drivers to play online games (see the Bartle Food Groups: http://en.wikipedia.org/wiki/Bartle_Test) only one of which is Socializing.

      Online games (like WoW or Unreal Tournament) have two really big differences from equivalent single player games, both little or not at all social:
      - MMORPGs contain HUGE universes, much bigger that the largest of single player RPGs and they periodically grow. A game like WoW can keep an "explorer" type busy for months, even years.
      - The current status of AI in games is such that playing against computer-controlled bots is less satisfying that playing against people. Part of the reason is technical: bots are incapable of complex strategical moves - and part is social: it is more satisfying to demonstrate superior skills against a fellow human than against a bot. This mostly satisfies the Achiever types.

    11. Re:Companionship is addictive by geminidomino · · Score: 4, Funny

      There is a pretty funny theory that the vast majority of WoW players are well-respected professionals who play the game in their free time.

      [citation REALLY fucking needed]

      The paid spokespeople on TV (Captain Kirk, B.A Baracus, etc...) are not "the vast majority" of players.

      Through the playing of WoW, they not only practice their leadership skills, but also organizational skills and planning skills.

      Leadership skills?

      "How I mine fish?"
      "Can someone give me 10 silver?" /unequip armor + /dance on mailbox

      Alexander the Fucking Great they're not...

      Seriously, WHO holds this "theory?" They need to be sterilized for the sake of evolution.

      (Not flaming parent, just REALLY amused)

    12. Re:Companionship is addictive by Aladrin · · Score: 3, Interesting

      That's probably true, for those who bothered to fill out the survey. Obviously, the '6 figure' friend above didn't fill it out because there isn't even an income bracket for him.

      In case that isn't clear: People that make a lot of money don't go around telling random people about it.

      Also, let's talk about numbers... 64% of MMO players are single. You've also said the 'largest group' of MMO players 'has no personal income'. How do they manage both? Even if we assume minimal overlap, there's > 14% of them that are married and have no income.

      Seriously, your numbers don't make sense.

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    13. Re:Companionship is addictive by tnk1 · · Score: 2, Interesting

      Having played both WoW and Eve in endgame situations, you're absolutely right that the Eve Alliances are absolutely insane, but its simply a matter of degree. You can actually build empires in Eve which contain actual game space that you have sovereignty over, and it turns out that such things need serious management.

      I remember times in 0.0 space when the constant raiding from other groups or random pirate gangs made it impossible for people to even hunt rats (NPCs). It would take way too long to call our fleet out if they weren't already formed, and generally we ended up with a miltia of people in their ratting ships or people in ships too slow to deal with the nanogangs at the time.

      In the end, since we were never a major alliance, we couldn't maintain 24/7 coverage of our chokepoints so we had to create what I called "Office Hours" where we pre-assembled the fleet, set up gate camps and roving patrols and told people that they needed to run their operations in that time or they were on their own. In that time, people had to provide fighters in effective warships or if they were industrial companies, they needed to provide a quota of materials/ships/ammo/components to allow the members of the Fleet to do the fighting and not have to spend all of their other time farming to make money to pay for ammo or new ships.

      WoW ended up being much the same, because I found that while I did not need to schedule as often to have fleets available for self-defense, I still had huge hassles with scheduling in WoW raiding.

      I found that in the end, its "the dealing with other people" aspect of raiding, with all the variable skill levels, their demands and their personalities, which is what made Alliance management and Guild management into real tasks. And I found that you ended up with a similar amount of people management in both games simply because you were regularly dealing with 20-150 people in both games.

      Having said all of that, and having been a guild leader, I wouldn't call WoW addictive. Or rather, it wasn't addictive to me. That may be a funny thing to have someone say who spent 7 days a week for hours playing, but its true. WoW simply has a lot of content that is worth looking at. Its not worth buying something if you don't get to at least explore it to the best of your ability. Once that content is done, though, its boring and completely non-addictive. I stopped playing the game totally at least twice as soon as the grind began to overtake the new content, and the only reason I came back for BC was because a friend dragged me into it (and for new content, of course). I was quite willing to say out of the game.

      Right now, even the new content is not enough, because I know its now basically the same gameplay and I can watch You-Tube videos to see the pretty landscapes, if I want to. Even though I never considered buying WotLK, I can say that I am satisfied that I completed World of Warcraft as a game, and it was time to move on to something else entirely.

      On the other hand, unlike WoW, I did actually wanted to play Eve after I stopped playing it to concentrate on WoW. I think that while it does not have the same unique content and polished world as WoW, there was enough complexity and niches in Eve to make it replayable even after having played yourself out once before. In WoW, you have two choices. You can be a raider or a loser, which for me is no choice at all. You might also add PvPer as a possibility, but nothing I have seen of WoW PvP makes me believe it has stopped being a joke and I did actually try to be a PvP player more than once.

  4. Rewards. by Kavorkian_scarf · · Score: 4, Insightful

    Well it didn't post my last comment. I was addicted to the rewards that were available to me, and the clear cut, investment required for them. Do this X many times, get this in return. Kill X many of this, and get this. I was and still am(sorta) addicted to wow. I /played my main over 200days(pre BC), id been there since it went live, with 5 other mains all 60 with alot of /played time on them. It was mostly a replacement for the lack of things I had to show for myself. Before people jump down my throat, its not like I sat in my room all day playing (almost) I was a social recluse by choice, I enjoyed my life as it was, and I just found that I lacked the disciplin and the means of which to obtain the things I wanted for myself. WoW was my answer.

  5. +1 Honest by tygerstripes · · Score: 5, Interesting

    While I've no doubt there is a healthy sub-set of heavy-gamers (WoW included) that have well-adjusted approaches to life and enjoy gaming as a part of that, there are many, many people who have done and actively do exactly as you describe. Few of them have the balls or self-awareness to admit it though, and fewer still have the verbal skills to articulate the trap as clearly as you have.

    I've teetered on the edge of that life-destroying artificial-reward gaming addiction, and was fortunate enough to have circumstances intervene, but I know other people who have descended into exactly the hole you've experienced. A certain reclusive predisposition and messed-up life events are a common starting point, but people who don't understand the addiction can be very unhelpful with their "buck up, get a life" attitudes. Such people would also tell heroine addicts to "just stop taking it" if it were PC to do so, and their advice would be just as helpful and welcome.

    --
    Meta will eat itself
  6. Is Virtual Companionship Good? by geekmux · · Score: 4, Interesting

    ...Seeking companionship is one of the most primal of human urges.

    I don't know how you can say the game is addictive, in that sense. I'm not addicted to breathing or eating, but I'd die without doing either of those. We are talking about something very close to the core of being a human, not a dependency developed through repeated exposure.

    I think you summarized this quite nicely regarding the component of companionship within humans. However, is virtual companionship good for our race going forward? This may sound like a bad analogy (sorry, don't mean to take away anything from your UID ;-), but just how far away are we as a society from The Matrix? 20 years from now, will it absolutely be the norm to work out of our homes and become that same virtualized community, designing and creating from behind a computer screen, virtually representing ourselves in the corporate world? What if someone took the WoW engine and put an actual business behind it and started hiring on the basis that you would be represented within the company as your virtual self instead of a physical presence? If course, getting fired might take on a whole new twist, as your character gets killed by your e-boss.

    The real question is what will happen to reality as we know it today?

    At least we have the fruits of procreation that can't quite be replaced (yet), so hopefully they'll still be some reason to share physical contact in the real world in the future...

    1. Re:Is Virtual Companionship Good? by setagllib · · Score: 3, Insightful

      The kind of people who get consumed by online engagement usually aren't very successful in real life anyway. If they become successful in real life following a WoW addiction, very often it's specifically because they now value the real world so much more after being essentially isolated from it.

      My belief is that technology, like all advancements, helps separate people further into their "natures". If someone is susceptible to addiction, avoidance and escapism, they'll have more advanced ways of doing that in the future, but well-adjusted people will just be the same well-adjusted people, but with fancier phones and whatever else fits into their lifestyle. They will be largely unaffected by the growth of MMOs, except that some of the people they might have hung out with before will now play games instead.

      --
      Sam ty sig.
    2. Re:Is Virtual Companionship Good? by Opportunist · · Score: 5, Funny

      What if someone took the WoW engine and put an actual business behind it and started hiring on the basis that you would be represented within the company as your virtual self instead of a physical presence?

      Someone would jump out from behind the water cooler when you walk by, ram their envelope openers into your kidneys and dance on your corpse. Why're you asking?

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    3. Re:Is Virtual Companionship Good? by MetaPhyzx · · Score: 5, Insightful

      There is no substitute for physical, in-person, flesh and bone companionship.

       

      I'm a gamer and there have been times that I've set aside what I consider an extensive number of hours to play. One such time that comes to mind is the release of Rome: Total War in 2003/04 or so. I remember playing late nights for two weeks straight including, sleeping about an hour and then heading into work. After the kid was asleep at 8:30, I'd be back at it again.

       

      When I was younger and had fewer responsibilities (pre-children), devoting that much or more time to a game would not have been as big of a deal.

       

      However there is a limit. Yes, it may be no different than devoting hours to a hobby and just as tangible. Yes, using an online game as a fulcrum for social interaction for those that it does not come easy to (and for those of us whom it does as well) can be rewarding, same as a hobby would.
       

      Yet it still can't beat having a beer or a glass of wine with your friends, or a good vacation, or that certain girl/guy with a twinkle in their eye. It can't beat watching your kid run the wrong way on the soccer field.
       

      I'm not sure the phenomenon qualifies as an addiction; we are way too eager to classify anything we can as such. By this definition texting could be an addiction. Twitter, Myspace, Facebook, on and on. But it might be a harbinger something the parent alludes to, which is our willingness to substitute physical interaction and learning how to deal with people for virtual interaction and further stratifying ourselves.

      --
      Blacker than my baby girl's stare. Black like the veil that the muslimina wear. Black like the planet that they fear...
    4. Re:Is Virtual Companionship Good? by jonaskoelker · · Score: 2, Funny

      What if someone took the WoW engine and put an actual business behind it and started hiring on the basis that you would be represented within the company as your virtual self instead of a physical presence?

      I'd think people would

      • Work in the WoW business from 9 to 5.
      • Do boring, repetitive tasks which produce (or otherwise make available) a limited good.
      • Exchange the good for money

      (You know, like a real job).

      I have a great idea for a virtual business the two of us should get working on (but don't tell anyone). It's the greatest WoW business of all time:

      Gold Mining!

      Enjoy the perilous, adventurous quest for precious metal (and the handsome rewards that go with it), all from the safety and comfort of your own home.

      I think this will revolutionize WoW. Let's pioneer this wonderful new business model!

    5. Re:Is Virtual Companionship Good? by FooRat · · Score: 2, Interesting

      If someone is susceptible to addiction, avoidance and escapism, they'll have more advanced ways of doing that in the future, but well-adjusted people will just be the same well-adjusted people, but with fancier phones and whatever else fits into their lifestyle. They will be largely unaffected by the growth of MMOs, except that some of the people they might have hung out with before will now play games instead.

      I'm curious, why is there a value judgment of "good" for "real world" interactions, but "bad" for "online" interactions? Is it ultimately not just "bad" because it's stigmatised? If I think of some of the so-called "well-adjusted" people I know who crave a lot more real-world social interaction and aren't interested in computers, is it not equally arbitrary to pathologize and say that those people are "addicted" to "direct social interactions" which they crave because they get "psychological rewards"?

      I've known plenty of people who are not very successful in life because they simply like going out and having fun with their friends a lot. Yet somehow we consider it more "well-adjusted" to be a fun party type in a McJob ("hooked on" going out, one could surely say) than, say, a highly successful financial manager who spends his evenings "hooked on" WoW.

    6. Re:Is Virtual Companionship Good? by mdarksbane · · Score: 4, Insightful

      Define successful in real life.

      I've noticed that it's often a problem of the "long tail" so often described in online companies.

      There are millions of people who do not share interests with most of the people around them. Some of them are able to find some common interests and just ignore the rest of what they want to do, some aren't. I know where I grew up, I was the only person in my class who was really into video games and computers. I found some other people I could be friends with anyway, but it was a part of my personality that would have gone completely unexpressed without online gaming.

      There are enough people online, heck, enough people just playing wow that you will be able to find not just a few people who share your interest but hundreds of them. I fail to see how it is inherently worse to be forming friendships with those people than with the people who happen to be geographically close to you.

      Yes, there are a few things online friends can't do for you - getting you laid being the most important. But assuming you have managed to find a companion somewhere, what is inherently worse about meeting your friends online for a raid compared to meeting them in a bar for a pint? Why are people who hang out with their friends in a bar considered social and normal and those who have equally many friends disturbed losers? In my experience, the level of closeness and friendship in those sorts of groups is no different.

      Being poorly socialized will follow you online as well - it is a separate problem from where you are trying to be social.

  7. Firsty posty! by Anonymous Coward · · Score: 5, Funny

    I'm addicted to slashdot karma farming.

    I post bland, pro-open source comments, and collect the insightful mods.
    Sometimes I feel like posting pro-Microsoft comments, which is the /. equivalent of giving away all your WOW gold and money. But I just can't do it.

  8. Nothing Really New by Valen0 · · Score: 4, Informative

    The conclusion that this article makes are not really new. Nick Yee did similar studies on MMOG addiction with EverQuest many years ago. These were the studies that I could find:

    The Norrathian Scrolls: The Virtual Skinner Box

    Ariadne: Understanding Game Addiction

    --
    -Valen
  9. Reward Are Also Competitive by incubeous · · Score: 2, Interesting

    Don't forget that one of the key ingredients in the MMO soup is being able to compete and flaunt your achievements to you the people you like AND the people you don't like. It gives a sense of personal ranking and has a elitist type effect on the psyche. It's always fun to show off your gear and make people drool.

  10. Hold my beer and watch this by BadAnalogyGuy · · Score: 5, Interesting

    In a sense, even Slashdot is a game. As you mention, we are awarded points when we post something "useful", and points are revoked when we post something not so useful. Even in the case of Microsoft stories, it is not unheard of to see pro-Microsoft posts get modded to +5. The fact of the matter is that the content of a post isn't the determining scoring factor. It is mostly style that is rewarded here.

    The guy who thinks he's funny for saying "Linux sucks!" is going to get slapped down hard, but someone who takes the time to explain exactly how bad Linux is as a desktop operating system (for example) or how hard it is to use (as another example) will be modded very high. This isn't because the content of the post is different. Essentially, both simply explain the obvious: Linux isn't a suitable OS for the vast majority of the computing public. The first post expresses this sentiment as an opinion. The second provides a logical framework upon which the reader may be convinced of the facts.

    Likewise, pro-Microsoft posts are commonly modded up. Due in part to the over-demonization of the company, a calm post explaining that the company isn't as bad as everyone thinks will frequently be modded up as a voice of reason. Even posts that extol the virtues of Microsoft (great software) and Bill Gates (worldwide philanthropy), while seemingly over the top, will get positive modification.

    Slashdot has done many things wrong, but the moderation system is something they have done very right. By encouraging posts that have exemplary style, they are promoting a discussion that doesn't necessarily need the most knowledgeable participants, the only requirement is that the successful poster be garrulous and loquacious.

    1. Re:Hold my beer and watch this by blahplusplus · · Score: 2, Insightful

      " It is mostly style that is rewarded here."

      No what is rewarded is well articulated posts, that are easy to read, are not too lengthly or use obtuse language. Most mods forgive posts with spelling/grammar errors, and/or missing words if the core is well enough articulated, of which I am thankful. I'm not going to pretend slashdot is without bias, but the moderation system works better then all other news sites as far as I know and almost all news sites have gone to including comments on their websites because they know it attracts readership and repeat returns to engage in discussion.

      News comments like slashdot are constrained by a posters time, not everyone has time to post a longwinded complicated justification of x to make a small point on a comment on a news article few will have the time to read.

      Let's not also forget mods have bias's, slashdot disproportionately attracts a lot of americans and hence anything critical of captialism or american ideas is usually quickly slapped down.

    2. Re:Hold my beer and watch this by fbjon · · Score: 2, Insightful

      On the internet, coherent posts deserve every praise they can get.

      --
      True confidence comes not from realising you are as good as your peers, but that your peers are as bad as you are.
    3. Re:Hold my beer and watch this by stonewallred · · Score: 2, Funny

      anything against capitalism or America deserves to be slapped down. We all know that the twin towers of capitalism and democracy are the pinnacle of human evolution and the crowning achievement of America (not to mention the internet, modern medicine, 90% of modern technology, and nuclear weapons) are these two things. Plus America's role in keeping Europe free and not under the rule of whatever dictator tried to take over is oft ignored.

  11. Thanks for the heads up about rpg progress quest! by turing_m · · Score: 4, Interesting

    http://www.progressquest.com/

    The character creation screen alone is worth the download. I don't think I've laughed that hard since Airplane.

    (And it's in the Ubuntu repositories. You gotta love Ubuntu.)

    --
    If I have seen further it is by stealing the Intellectual Property of giants.
  12. Re:Obligatory by Kavorkian_scarf · · Score: 3, Funny

    Gratz

  13. Addiction?? by eclectro · · Score: 2, Funny

    It started when you controlled a little yellow circle that went around swallowing blue pills.

    --
    Take the cheese to sickbay, the doctor should see it as soon as possible - B'Elanna Torres, "Learning Curve"
  14. Re:Obligatory by skrolle2 · · Score: 2, Insightful

    Thanks. I would have appreciated someone modding it up instead. I need to get it to +5 Funny for another achievement.

  15. It's a blend by Opportunist · · Score: 5, Insightful

    WoW's "addictive" nature is a blend of many components.

    First and foremost, it's the reward system. Human beings do things due to rewards. That's how we work. We used to hunt and gather, and our reward was meat and berries. We went, we did, we got something, we were pleased. In today's world, that doesn't work out anymore so well. Usually, the reward you get is abstracted away from your work too far for you to make that connection. We work a month and eventually, our accout grows a bit. But we don't see how they are connected. It's not like I get some kind of micropayment for every line of code I write or debug.

    Even if, what kind of reward is money? It's again an abstract concept that has no "real" value until it's redeemed for what you actually want.

    WoW gives you very directly reward for actions. First, there's that fanfare playing when you accomplish something (don't you think that doesn't matter! It tells you "you did that well", it praises you), you get some goods (more or less useful), what really counts, though, is that the game acknowledges that you actually "did something".

    The next part is user interaction and commitment. Since people do rely on each other and have to, you are guilt tripped into playing even if you don't want to. They need a healer/tank/whatever or they can't accomplish their goal. Your decision to stay away from it lets four (or 24, or 39) people down. This in turn makes the player feel appreciated, welcome and needed. And trust me, today, a lot of people feel like they ain't needed or appreciated. Or even welcome.

    The sense of accomplishment, where you feel like you progress. Today, again, we don't really get that feeling very often. You might, in school, when you ascend through the classes towards graduation. In your workplace? Maybe stuck in a burger flipper job? Where do you progress? Where does your life go to? WoW tells you exactly where it's heading. You can watch your progress by watching your level and the kind of outfit you wear. More over, everyone else, not just a small subset of people who happen to judge success by the same yard stick as you, everyone in the game can appreciate what you have "done", because everyone else uses the same gauge to measure success: Level and equipment.

    Yet at the same time, there's still the feeling of having no responsibility, it's still a no-commitment thing. You could just log off and nobody could hold it against you. There ain't any real life issues to deal with should you decide to just leave. No job that you'll lose, no family you would lose, no class you could fail, just because you decided you don't wanna anymore.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    1. Re:It's a blend by Chrondeath · · Score: 5, Insightful

      From that analysis, it almost sounds like it's the real world that's doing it wrong, not WoW.

    2. Re:It's a blend by Opportunist · · Score: 4, Insightful

      Well, generally it is.

      Human does not fit in our society. Odd as it may sound, we're not really made for the life we live today. Maybe that's why we have so many "civilisation diseases". Especially our mind doesn't really work well in this kind of environment.

      First, we have a 'pack' mentality, not the 'hive' mentality we're exposed to today. We work well in groups of 10 or maybe 20 individuals, and that's usually the amount of people the average person might "know" (to the degree of "know and like, and maybe hang out with"). That's how many people we willingly "work" together with. We don't really care for anyone outside that rather small circle. Small, considering corporations with thousands of people working there. Do you care about Joe from accounting? He could drop dead as far as I'm concerned.

      Unless maybe if you're in accounting. And he's part of your 'pack'. Or, rather, your team or at least department. And that, again, only if you like him.

      But that's hardly the only thing that is 'wrong' in our modern society. Wrong in the sense that it isn't compatible with what was necessary for our ancestors to survive and thus became part of the human "genetic" mindset.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  16. Casino-like games from Blizzard by Jack+Zombie · · Score: 2, Interesting

    Actually, a Blizzard developer said in an old interview that they closely copied the 'constant rewards' system of casinos' slot machines when developing Diablo. They're not doing this at random.

    I know it's on the Internet, but I've tried looking and couldn't find it. If someone could find that one or two paragraph quote, it would be great for discussion.

    --
    "You should never doubt what nobody is sure about." -- Willy Wonka
  17. Re:Obligatory by Opportunist · · Score: 4, Funny

    You're doing this wrong. Here's how you gotta do it:

    "LFM, 5 modpoint holders for +funny, pst"

    Now spam every thread with this.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  18. Re:Frost Posh by smittyoneeach · · Score: 3, Funny

    This raises the profound question of whether the presence of articles on Slashdot, with their opportunity for Freud Proust moments, is an enticement to "experience highly repetitive content".
    Discuss, paying particular attention to the turtles below.

    --
    Get thee glass eyes, and, like a scurvy politician, seem to see things thou dost not.--King Lear
  19. D&D for the unimaginative by boliboboli · · Score: 5, Insightful

    The model for this game design is really from D&D. E.g. Do stuff, get 'loot' randomly after an encounter, fill up the XP bar to hit the next level, improve skills, abilities, feats, etc, etc. The difference is that you don't have to go to your buddies basement(with your Doritos/Mountain Dew) and bring your dice on a Sunday afternoon to get your fix like with a video game; It's right there in your computer room. It also gives the experience to those who are imagination impaired. The potion of the gaming industry using these 'evil' methods should be thanking Gary Gygax and Dave Arenson for the money they're making.

    1. Re:D&D for the unimaginative by Schezar · · Score: 2, Insightful

      While that is what D&D (or Chainmail, really) was originally, there is a great deal of tabletop roleplaying that is nothing of the sort. While Dungeons & Dragons basically became "tabletop World of Warcraft" with the release of fourth edition, games like Burning Wheel, Inspectres, Prime Time Adventures, and Mouse Guard have broken far away from this progress quest paradigm. D&D is, simply put, the "WoW of tabletop gaming," and just as with WoW, the savvier gamers have moved to the independent scene or to games with less mass appeal but also less grind.

      The real issue is simply that, for mass appeal and mass profit, the addiction model can't be beaten. D&D polished it as much as it can be polished on a table, and WoW did the same on a screen.

      --
      GeekNights!
      Late Night Radio for Geeks!
  20. Weak Article by whisper_jeff · · Score: 2, Insightful

    For an article on ign, a site frequented by gamers, the article is really weak. I would expect something like that from a local newspaper rather than something published on a site read by people already knowledgeable regarding the subject. The article spends a lot of time explaining concepts and ideas that are already obvious to anyone who even remotely considers themselves a gamer (the regular audience of ign, for example). I was hoping it would then build upon those basic concepts that I already knew to present an interesting or novel theory but - no - that was it. A very disappointing read and not worth the time...

    As a note, a big part of my disappointment is I feel this would be a very interesting topic to discuss so reading an intelligent article on the subject would be great but this is not that article...

    In my opinionated opinion.

  21. We all know the truth? by Twyst3d · · Score: 2, Insightful

    There is a pretty funny theory that the vast majority of WoW players are well-respected professionals who play the game in their free time. Through the playing of WoW, they not only practice their leadership skills, but also organizational skills and planning skills. The idea is that the game reinforces and promotes cooperative game play while preserving a fun environment.

    But we all know the truth. It's 30 year old lardballs who still live with their parents that play this game. The lack of friends and human companionship drives them to seek out online communities where they can be accepted as who they portray themselves as rather than for who they, unfortunately, are. Seeking companionship is one of the most primal of human urges.

    I don't know how you can say the game is addictive, in that sense. I'm not addicted to breathing or eating, but I'd die without doing either of those. We are talking about something very close to the core of being a human, not a dependency developed through repeated exposure.

    Apparently quoting the same thing old tired recycled line of "30 years olds in their mothers basements" is worth 5 points Insightful. Who would have known?

    I wont deny these 30 year olds of which you speak dont exist. But Im quite sick of seeing that tired old line recycled. Worse - being subjected to the gall of essentially repeating the worst most repeated joke of the last few years, and doing so with condescension towards others about a product you seem to know so little about.

    The people I met in WoW. Came from all walks of life. Sure there may be your generic nerds in there. But there are also doctors, singers actors, producers, truck drivers, restaurant owners, bell boys, chefs, and social workers. And thats just the tip of the iceberg. There are 11 million people playing this game right now. To say its all one type of people doesnt explain why past MMOs were not nearly as successful. But Im sure according to your 5 point INsightful original and trailblazing opinion. The world was just waiting for a large population of people to hit 30 and then go live with their parents. And when I say met - I mean I met these people. I even went to one of their funerals IRL.

    And more players than you think are tired parents trying desperately to get a single hour at the end of the day just for themselves. A single hour away from their entire day spent working to provide for and take care of the family. And even then their ghetto little hour to mellow out most times is interrupted anyways.

    Is it addictive? If you are unemployed and need an escape - very much so. But for a good number of people. Its an alternative to going out and spending a ton of cash on a single nights activities that provides a bare minimum of companionship and relaxation. 15$ a month vs a bare minimum of 15$ a night to go out. Thats a hrd pitch to resist financially.

    --
    And this has been another installament of Captain Obvious! /whoosh
  22. Not just MMOs by VGPowerlord · · Score: 2, Insightful

    Disclaimer: I have played WoW in the past.

    It's not just MMOs that are addicting. Any online game can be addicting. Heck, even offline games can be addicting.

    Currently, Team Fortress 2 for the PC is my addiction. One of the communities I'm part of has their own server and is currently thinking about getting a second one due to its popularity.

    It's fun because you play against people you know and, unlike World of Warcraft, it doesn't matter how little or much you play, as your character never really changes.

    Of course, Valve continuing to release updates has made it easier to convince some of my friends to play. It helped a lot when Valve had the sale on The Orange Box for $10 a few weeks ago, though...

    --
    GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
  23. D&D for those without friends ... by oneiros27 · · Score: 2, Insightful

    Okay, maybe that's a bit harsh, but with any RPG or table top wargame, be it D&D / Shadow Run / Battle Tech / Car Wars / Toon! / Paranoia / GURPs / WH40k (I'm just the listing the ones I played growing up), you had to be able to get a group together, find a convenient place for everyone, etc.

    With some of 'em, where there's progress from session to session rather than stand-alone sessions, you need to get everyone to be able to show up every time -- which is a problem as people work different schedules, have kids, move further away, etc.

    With online gaming, you could just drop in for an hour or two, meet up with the party, drop out when life calls (as opposed to the night when one of the player's (now wife) kept calling every hour and keeping him on the phone for 20-30 min at a time, not understanding how EVERYONE else had to stop while it was going on.

    I admit, I don't play WoW -- I did play EverQuest for a bit, and I mudded for years in college, but our group tended to stick to more private groupings -- We did a fair number of LAN parties in the years after college, then later would coordinate times for Diablo, StarCraft, Age of Empires, Warcraft III, Command & Conquer, Neverwinter Nights, Dawn of War, etc. Sometimes LAN parties, but normally just a normal weeknight where we didn't have to deal with travel (as one now lives 500 miles away and the others would still take up to 2 hrs each way w/ travel, setup, etc.)

    So ... the point is ... MMOs are more convenient than face to face. Yes, they're less imaginative, yes, they can be less social, but we can get a game together in under an hour if someone feels the need to unwind from a stressful day at work, whereas a day of WH40K gaming might require weeks to prepare (gotta modify my figures to deal with some rules change / new tactics, etc.)

    --
    Build it, and they will come^Hplain.
  24. study civilization iv by circletimessquare · · Score: 2, Interesting

    i had to forcibly destroy the disc in order to have a life

    for me, it was a combination of the engrossing micromanagement (which you see with WoW and its endless loot management) and that insistent "just one more turn..." urging that moves you to devote 5 more minutes to the game that turns into 5 hours. that urging is the desire to see the completion of small goalposts, like building a wonder or taking a border city from the spanish or the indians, which is also discussed in regards to WoW

    --
    intellectual property law is philosophically incoherent. it is your moral duty to ignore it or sabotage it
  25. I havent had time to post lately. by LaminatorX · · Score: 2, Funny

    I've been playing Heroin Hero 60 hours/week. Someday I'll catch that pesky dragon!

  26. Wrong word by huckamania · · Score: 2, Insightful

    The OP should be modded +5 Insightful. If WoW is 'addictive', then the word no longer has the same meaning as before. The word can just as easily be applied to chocolate, slashdot and American Idol as to a voluntary activity like WoW.

    The truth is that none of these things are addictive. There are people who are obsessed with each of those things, but if stranded on a desert island, those people wouldn't suffer any ill effects from being removed from their obsession.

    I'm currently obsessed with Battlefield Heroes, but in a good way.

  27. Understanding Addiction Based Game Design by rocket+rancher · · Score: 2, Insightful

    The common theory is that games like World of Warcraft are addictive. But what are the exact qualities that make it so?

    I play WoW *a lot* -- six hours/day during the week and 18 hours/day on weekends and holidays -- and I've often wondered how I let this game take over my life so thoroughly. I think the variable rate schedule of rewards theory can explain this addiction. It is something that I learned about in a Management 101 class two decades ago. What makes anything addictive, according to the theory we were taught as nascent managers, is having a variable rate at which rewards are delivered. It is what makes gamblers come back to the dice table again and again, and it is why unions work so hard to establish uniform wage scales. My company introduced "Spot Awards" and the policy governing the awards explicitly states that managers should make sure that the awards are distributed at random intervals. The variable-rate schedule of rewards can produce game-aholics as effectively as it can work-aholics.

    Is Blizz deliberately using the variable rate schedule of rewards to bind us to the game? Of course they are. In WoW, the variable rate schedule of rewards is easy to see. How does Blizz keep people engaged once they've reached the level cap? The recently added "Achievement" system is one way. Every so often, you will be rewarded with an achievement that can grant you cool stuff -- a new pet, a new mount, a new title. The requirements for the achievements are not uniform, and often depend on the completion of other achievements which also have non-uniform requirements. This insures that the schedule at which one completes an achievement and receives a reward will be effectively random. You keep shelling out $15 every month to keep those rewards coming.

  28. Re:Frost Posh by niktemadur · · Score: 2, Insightful

    This is the right time and place for a personal anecdote, methinks.

    Many years ago, my dad took me to Vegas for a full week. As I'd never been to Vegas before, I was thrilled. My dad was a disciplined yet mellow man with a hearing impairment, he'd time his gambling between slow and relaxed coffee breaks, meals and walks, then return to the casino and turn his hearing aid off, sheltering himself from the constant cacophony around him, moving slow and hunting for a "warm" machine according to his "hypothesis" (if someone has been feeding a machine and gotten no return, a jackpot is imminent, he'd say). An eye of the storm is how I'd describe him. By midnight, dad would be in our hotel room, drifting to sleep while reading a techno-thriller spy novel or Louis L'Amour cowboy adventure.

    Feeling like a hyper-excited kid in a candy store, I was taking off on my own at 8:00 pm (with a generous but not excessive daily allowance) to explore, drink and smoke while feeding the one-armed bandits and playing blackjack at the one-dollar tables (with free drink service, of course), pretending to be a real man, coming back to the hotel room at the crack of dawn or beyond. Now, wasting precious cash on taxis, are you kidding? I was doing plenty of walking from casino to casino, keeping me from getting too drunk, so I didn't get into any trouble in that area.
    This blissful experience lasted for three days.

    By Day Four, the sound of the slot machines was beginning to get deep in nerves, the thrill was fading away, and three consecutive nights of drink was beginning to take its' toll (call me a lightweight if you like, that's okay).
    By Day Five, I went bowling and to the movies, just to get away from the casinos for a spell or two. To give you an idea how long ago this was, the film was "Patriot Games" with Harrison Ford.
    By Day Six, my nervous system was screaming "Get me outta here!".
    By Day Seven, feeling jaded beyond my years, I indulged in one last blackjack all-nighter at a funky casino filled with college-age students, Bowie, Roxy Music and The Police playing in the sound system.
    On Day Eight we flew back and I wanted to play Pope and kiss the ground at touchdown.

    What my old man did there, was invaluable - he placed the cookie jar in my reach and said "Have a go". What I did was stuff myself until I got sick and subsequently inoculated, gambling holds no appeal for me since then.

    Now to my main point here. By Day Five, as I wandered around the casinos, the lights, bells and whistles were not a distracting factor anymore, my jolly attitude had vanished, and only then did some truly disturbing snapshots of humanity stick out in sharp relief:
    * People (mostly elderly) with glazed eyes focused on some point beyond the walls, a bucket of dollar coins at the side, wearing latex gloves turned filthy by feeding the coins to three slot machines at a time, for all intents and purposes turned into mechanical extensions.
    * Same people after running out of money, walking away in anger as if in instant withdrawal, with only one purpose in mind - scrounging more cash to feed the overlords.
    * Guy arrives at the blackjack table and places two black (five-hundred dollar) chips and wins. Smoking a cigarette and with no discernible emotion, bets all chips, now we're up to two thousand dollars, and wins. Once again, only now it's four thousand bucks, and wins. Once more, eight thousand dollars, loses it all. Guy turns and walks away with no emotion whatsoever. All in the span of two minutes.

    I wouldn't doubt that the casinos knowledgeably use monorails, outlandish architecture, jackpot cars on display, human statues, aquariums and stuff all over the place, to keep the 2-3 day visitor distracted, hiding a dark side of Vegas in plain sight. Then visitors themselves make the damnedest effort to become part of the distraction, chicks there feel the need to expose 9/10 of their body to stand out from all that sensory bombardment (OK, I'll give that one a resounding pass, but

    --
    Lil' Thindime, lilting a lacrimose lament, krashes the kwaint konfines of Kokonino Kounty