Before I can support any of these laws, I need to see a clear explaination of how you verify all user's age while not creating a database that allows 1-for-1 identification and tracking of all users.
Secondly, "...shift in the nation’s regulatory thinking from “policing bad outcomes” to “preventing predictable risks.”" sounds a lot like precrime.
Placing the responsibility to improve safety at the feet of big-tech is an excellent approach. Educating the users of tech to give them greater resilience is another essential strategy.
I can’t help but think about how much responsibility is being placed on tech companies. I’m not against that—but what about the responsibility of parents? As I was reading, I kept thinking, “This is great, but children will almost certainly find ways to bypass age validation.” I’m glad the article addresses that to some extent, but it doesn’t really tackle the root of the problem.
And what about adults and older people who are already dealing with addiction and its mental effects? How do we build a culture where everyone is aware of the risks of these technologies? If, as parents and grandparents, we can’t model healthy habits in our own use of technology, it’s hard to feel optimistic about the outcome.
Yes, I do therapy with teenage girls! But I loved tech most of the time. I am interested in what the tipping point was that ruined their mental health. I get it per Haight 2011. But did the algorithms overreact t or or what made it addictive. Yes dopamine. But when, why, how?
Design features in computer games can significantly enhance player engagement, but they can also contribute to excessive gaming habits and potential addiction. It's important for game developers to balance these elements responsibly to provide enjoyable experiences without fostering unhealthy gaming behaviors.
These features in computer games that aim to keep players engaged and can poten- tially lead to gaming addiction include:
1. Reward Systems - Design a Game Level in Chapter 12
Achievements and Trophies: Players receive badges or awards for reaching certain milestones.
Loot Boxes: Randomized rewards that players can earn or purchase.
Daily Rewards: Incentives for logging in and playing each day.
2. Progression Systems - Quest for the Enchanted Relic in Chapter 8
Leveling Up: Players gain experience points (XP) to increase their character’s level.
Skill Trees: Unlockable abilities and enhancements as players progress. Unlockable Content: New characters, weapons, and areas that become available as the player advances.
3. Social Features - Guild Quests and Challenges in Chapter 23
Multiplayer Modes: Playing with or against others online. Guilds/Clans: Groups or communities within the game for cooperative play.
Leaderboards: Rankings that compare players’ performance globally or among friends.
4. In-Game Economy - Market Mastery Challenge in Chapter 25
Virtual Currency: Money earned in-game used to purchase items, skins, or enhancements.
Microtransactions: Real-world money spent on virtual goods or advantages.
Marketplaces: Platforms for trading or selling virtual items among players.
11
3 - ADDICTIVE GAME DESIGN FEATURES
5. Psychological Triggers - The Enchanted Kingdom Adventure in Ch.29
Variable Reward Schedules: Unpredictable rewards that encourage continued play.
FOMO (Fear of Missing Out): Limited-time events or items that pressure players to play now.
Endless Content: Procedurally generated or user-generated content that extends gameplay.
6. Game Mechanics - The Guardian's Challenge in Chapter 14
Grinding: Repetitive tasks that lead to significant in-game rewards. Complex Storylines: Engaging narratives that keep players invested. Difficulty Scaling: Increasing challenges that require players to develop new strategies.
7. Immersive Environments - Garden of Wonders in Chapter 22
Realistic Graphics: High-quality visuals that create an immersive experience.
Sound Design: Music and sound effects that enhance the emotional and psychological experience.
Detailed Worlds: Rich, expansive game worlds with a high level of detail and interactivity.
8. Personalization and Customization
Character Customization: Options to personalize the appearance and abilities of in-game characters.
Base Building: Creating and managing personal in-game spaces or structures.
Mod Support: Allowing players to modify the game and create their own content.
9. Continuous Updates
Frequent Patches: Regular updates that fix bugs and add new content. Seasonal Content: Special events and content tied to real-world seasons or holidays.
Expansion Packs: Large updates that add significant new content and features.
12
3 - ADDICTIVE GAME DESIGN FEATURES
10. Feedback Loops
Instant Feedback: Immediate rewards or feedback for actions taken. Positive Reinforcement: Encouraging messages and rewards for continued play.
Negative Reinforcement: Consequences for not playing, such as losing progress or rewards.
11. Time-Limited Challenges - The Shape Shifter's Timed Trials in Chapter 28
Events: Special in-game events that last for a limited time.
Quests: Time-bound missions or challenges.
Contests: Competitive events with exclusive rewards for top performers.
12. Social Pressure
Peer Influence: Encouraging players to invite friends or join social groups. Shared Goals: Cooperative objectives that require teamwork to achieve. Public Achievements: Broadcasting player accomplishments to friends or the public.
13. Narrative Hooks
Cliffhangers: Story elements that leave players eager to see what happens next.
Multiple Endings: Different possible conclusions based on player choices, encouraging replayability.
Episodic Content: Releasing the story in parts to keep players coming back. 14. Emotional Engagement
Character Development: Creating deep, relatable characters that players form attachments to.
Moral Choices: Decisions that have significant ethical implications and consequences.
Emotional Storylines: Narratives designed to evoke strong emotional responses.
15. Competitive Elements
Ranked Matches: Competitive games with rankings that players strive to improve.
E-Sports Integration: Opportunities for players to participate in or watch competitive gaming.
PvP (Player vs. Player): Direct competition between players. 13
3 - ADDICTIVE GAME DESIGN FEATURES
16. Accessibility Features
Cross-Platform Play: Allowing players to interact and compete regardless of their gaming device.
Cloud Saves: Enabling play across multiple devices seamlessly. Language Support: Localization to make the game accessible to a global audience.
17. Adaptive AI
Smart Enemies: Opponents that adapt to the player's skill level and strategies.
Dynamic Challenges: Adjusting difficulty based on player performance.
18. Virtual Reality and Augmented Reality
Immersive VR Experiences: Providing a more engaging and realistic gaming experience through VR.
AR Integration: Blending real-world and in-game experiences.
19. Complex Systems and Mechanics
Detailed Simulations: Games that offer in-depth simulation of real-world systems (e.g., economics, politics).
Deep Strategy: Games that require extensive planning and strategic thinking.
20. Frequent Interaction
Short Session Design: Games designed for frequent, short play sessions.
Push Notifications: Alerts to remind players to return to the game. 21. Community Building
Forums and Social Media Integration: Encouraging players to connect and share experiences.
Fan Events and Meetups: Real-world or virtual events that build community loyalty.
22. Support for User-Generated Content
Level Editors: Tools for players to create and share their own levels. Modding Communities: Support for player-created modifications and enhancements.
Content Sharing Platforms: In-game platforms for sharing and discovering user-generated content.
14
3 - ADDICTIVE GAME DESIGN FEATURES
23. In-Game Guidance and Tutorials
Interactive Tutorials: Step-by-step guidance integrated into gameplay.
Help Systems: In-game support to assist players in overcoming challenges. 24. Real-Life Integration - Design Your Ideal Game in Chapter 38
Fitness Integration: Games that encourage physical activity (e.g., fitness games).
Educational Content: Games that blend learning with entertainment.
25. Exclusive Content
Exclusive Items and Content: Special rewards for early adopters or loyal players.
Collaborations and Crossovers: Partnerships with other brands or franchises to offer unique content.
26. Aesthetic Appeal
Art Style: Unique and attractive visual styles that stand out. Soundtrack: Engaging and memorable music that enhances the gaming experience.
By combining these features, game designers can create highly engaging and poten- tially addictive experiences that keep players returning for more. While these features can enhance enjoyment and immersion, they also need to be used responsibly to prevent unhealthy gaming habits.
The chapters the list is referring to are from The Magic Garden, an illustrated adventure novella for young teens and is part of a learning system aimed to improve healthier relationship with technology.
I am following all this as closely as I can. I'm wondering when did it change from, "Cool, the phone learned what songs I like!" to "Wow, the phone is addicting to children, in a bad way." I'm seriously asking because I feel like I missed that shift...
As our phones got filled with more and more apps asking for our attention, people (adults and kids) started to feel the effects. I now start most talks by asking people how many of them are trying to use their phones less and most people raise their hands. Its a pervasive effect that unfortunately affects kids the most.
When will this be available for older people in the early stages of cognitive decline (who are easily manipulated & have lots of credit cards)?
This is fascinating! Thanks for the in-depth breakdown of these important regulations. Would love to see the US learning from these changes.
Well said. Thank you.
Before I can support any of these laws, I need to see a clear explaination of how you verify all user's age while not creating a database that allows 1-for-1 identification and tracking of all users.
Secondly, "...shift in the nation’s regulatory thinking from “policing bad outcomes” to “preventing predictable risks.”" sounds a lot like precrime.
Placing the responsibility to improve safety at the feet of big-tech is an excellent approach. Educating the users of tech to give them greater resilience is another essential strategy.
I can’t help but think about how much responsibility is being placed on tech companies. I’m not against that—but what about the responsibility of parents? As I was reading, I kept thinking, “This is great, but children will almost certainly find ways to bypass age validation.” I’m glad the article addresses that to some extent, but it doesn’t really tackle the root of the problem.
And what about adults and older people who are already dealing with addiction and its mental effects? How do we build a culture where everyone is aware of the risks of these technologies? If, as parents and grandparents, we can’t model healthy habits in our own use of technology, it’s hard to feel optimistic about the outcome.
Yes, I do therapy with teenage girls! But I loved tech most of the time. I am interested in what the tipping point was that ruined their mental health. I get it per Haight 2011. But did the algorithms overreact t or or what made it addictive. Yes dopamine. But when, why, how?
ADDICTIVE GAME DESIGN FEATURES
Design features in computer games can significantly enhance player engagement, but they can also contribute to excessive gaming habits and potential addiction. It's important for game developers to balance these elements responsibly to provide enjoyable experiences without fostering unhealthy gaming behaviors.
These features in computer games that aim to keep players engaged and can poten- tially lead to gaming addiction include:
1. Reward Systems - Design a Game Level in Chapter 12
Achievements and Trophies: Players receive badges or awards for reaching certain milestones.
Loot Boxes: Randomized rewards that players can earn or purchase.
Daily Rewards: Incentives for logging in and playing each day.
2. Progression Systems - Quest for the Enchanted Relic in Chapter 8
Leveling Up: Players gain experience points (XP) to increase their character’s level.
Skill Trees: Unlockable abilities and enhancements as players progress. Unlockable Content: New characters, weapons, and areas that become available as the player advances.
3. Social Features - Guild Quests and Challenges in Chapter 23
Multiplayer Modes: Playing with or against others online. Guilds/Clans: Groups or communities within the game for cooperative play.
Leaderboards: Rankings that compare players’ performance globally or among friends.
4. In-Game Economy - Market Mastery Challenge in Chapter 25
Virtual Currency: Money earned in-game used to purchase items, skins, or enhancements.
Microtransactions: Real-world money spent on virtual goods or advantages.
Marketplaces: Platforms for trading or selling virtual items among players.
11
3 - ADDICTIVE GAME DESIGN FEATURES
5. Psychological Triggers - The Enchanted Kingdom Adventure in Ch.29
Variable Reward Schedules: Unpredictable rewards that encourage continued play.
FOMO (Fear of Missing Out): Limited-time events or items that pressure players to play now.
Endless Content: Procedurally generated or user-generated content that extends gameplay.
6. Game Mechanics - The Guardian's Challenge in Chapter 14
Grinding: Repetitive tasks that lead to significant in-game rewards. Complex Storylines: Engaging narratives that keep players invested. Difficulty Scaling: Increasing challenges that require players to develop new strategies.
7. Immersive Environments - Garden of Wonders in Chapter 22
Realistic Graphics: High-quality visuals that create an immersive experience.
Sound Design: Music and sound effects that enhance the emotional and psychological experience.
Detailed Worlds: Rich, expansive game worlds with a high level of detail and interactivity.
8. Personalization and Customization
Character Customization: Options to personalize the appearance and abilities of in-game characters.
Base Building: Creating and managing personal in-game spaces or structures.
Mod Support: Allowing players to modify the game and create their own content.
9. Continuous Updates
Frequent Patches: Regular updates that fix bugs and add new content. Seasonal Content: Special events and content tied to real-world seasons or holidays.
Expansion Packs: Large updates that add significant new content and features.
12
3 - ADDICTIVE GAME DESIGN FEATURES
10. Feedback Loops
Instant Feedback: Immediate rewards or feedback for actions taken. Positive Reinforcement: Encouraging messages and rewards for continued play.
Negative Reinforcement: Consequences for not playing, such as losing progress or rewards.
11. Time-Limited Challenges - The Shape Shifter's Timed Trials in Chapter 28
Events: Special in-game events that last for a limited time.
Quests: Time-bound missions or challenges.
Contests: Competitive events with exclusive rewards for top performers.
12. Social Pressure
Peer Influence: Encouraging players to invite friends or join social groups. Shared Goals: Cooperative objectives that require teamwork to achieve. Public Achievements: Broadcasting player accomplishments to friends or the public.
13. Narrative Hooks
Cliffhangers: Story elements that leave players eager to see what happens next.
Multiple Endings: Different possible conclusions based on player choices, encouraging replayability.
Episodic Content: Releasing the story in parts to keep players coming back. 14. Emotional Engagement
Character Development: Creating deep, relatable characters that players form attachments to.
Moral Choices: Decisions that have significant ethical implications and consequences.
Emotional Storylines: Narratives designed to evoke strong emotional responses.
15. Competitive Elements
Ranked Matches: Competitive games with rankings that players strive to improve.
E-Sports Integration: Opportunities for players to participate in or watch competitive gaming.
PvP (Player vs. Player): Direct competition between players. 13
3 - ADDICTIVE GAME DESIGN FEATURES
16. Accessibility Features
Cross-Platform Play: Allowing players to interact and compete regardless of their gaming device.
Cloud Saves: Enabling play across multiple devices seamlessly. Language Support: Localization to make the game accessible to a global audience.
17. Adaptive AI
Smart Enemies: Opponents that adapt to the player's skill level and strategies.
Dynamic Challenges: Adjusting difficulty based on player performance.
18. Virtual Reality and Augmented Reality
Immersive VR Experiences: Providing a more engaging and realistic gaming experience through VR.
AR Integration: Blending real-world and in-game experiences.
19. Complex Systems and Mechanics
Detailed Simulations: Games that offer in-depth simulation of real-world systems (e.g., economics, politics).
Deep Strategy: Games that require extensive planning and strategic thinking.
20. Frequent Interaction
Short Session Design: Games designed for frequent, short play sessions.
Push Notifications: Alerts to remind players to return to the game. 21. Community Building
Forums and Social Media Integration: Encouraging players to connect and share experiences.
Fan Events and Meetups: Real-world or virtual events that build community loyalty.
22. Support for User-Generated Content
Level Editors: Tools for players to create and share their own levels. Modding Communities: Support for player-created modifications and enhancements.
Content Sharing Platforms: In-game platforms for sharing and discovering user-generated content.
14
3 - ADDICTIVE GAME DESIGN FEATURES
23. In-Game Guidance and Tutorials
Interactive Tutorials: Step-by-step guidance integrated into gameplay.
Help Systems: In-game support to assist players in overcoming challenges. 24. Real-Life Integration - Design Your Ideal Game in Chapter 38
Fitness Integration: Games that encourage physical activity (e.g., fitness games).
Educational Content: Games that blend learning with entertainment.
25. Exclusive Content
Exclusive Items and Content: Special rewards for early adopters or loyal players.
Collaborations and Crossovers: Partnerships with other brands or franchises to offer unique content.
26. Aesthetic Appeal
Art Style: Unique and attractive visual styles that stand out. Soundtrack: Engaging and memorable music that enhances the gaming experience.
By combining these features, game designers can create highly engaging and poten- tially addictive experiences that keep players returning for more. While these features can enhance enjoyment and immersion, they also need to be used responsibly to prevent unhealthy gaming habits.
15
The chapters the list is referring to are from The Magic Garden, an illustrated adventure novella for young teens and is part of a learning system aimed to improve healthier relationship with technology.
I am following all this as closely as I can. I'm wondering when did it change from, "Cool, the phone learned what songs I like!" to "Wow, the phone is addicting to children, in a bad way." I'm seriously asking because I feel like I missed that shift...
As our phones got filled with more and more apps asking for our attention, people (adults and kids) started to feel the effects. I now start most talks by asking people how many of them are trying to use their phones less and most people raise their hands. Its a pervasive effect that unfortunately affects kids the most.
It is just a matter of time before CPS starts taking children away from parents who won't control their access to social media.