On the subject of gaming addiction

This column deals with the sensitive topic of addiction, and may be uncomfortable for some readers.

In 2018 the World Health Organisation surprised and upset a number of fans of video games when it formally designated “gaming disorder” as a distinct clinical condition. The reaction was, sadly, predictable, and boiled down to some variant of the following argument: “I’m not addicted to video games! Therefore video games can’t possibly be addictive!” Many commentators and outlets that focus on video gaming piled on with complaints and criticism, and the result is that the subject is still controversial even today, almost two years on from the WHO’s initial decision.

I’m not a doctor or psychologist, but I wanted to take a moment to defend the decision to categorise gaming disorder/video game addiction as a separate condition, because I feel that too many people who don’t really understand the topic had a knee-jerk reaction to attack it. To them it felt like an attack on their hobby, and perhaps what we can gleam from that is that the messaging surrounding the decision could have been better and clearer.

Firstly, the commentators who criticised the decision, even those who work for major publications, are universally not medical professionals. Their knowledge of the subject is limited at best, nonexistent at worst, and quite frankly having a bunch of uninformed people criticising doctors for a medical decision is comparable to conspiracy theories like the anti-vaccine movement or the Earth being flat. The people who made the decision to categorise video game addiction in this way are qualified to do so, and they will have made their decision on the basis of investigations and evidence, all of which has been peer-reviewed. The people who took offence to the decision simply aren’t on that level.

The biggest problem some people seemed to have is that the decision felt like an attack on gaming as a hobby. Many people have long derided games, dismissing them as children’s toys and even blaming gaming for criminal and violent acts, so I can understand why, to some people, this felt like just another attack in a long line. But it isn’t, because the designation of gaming disorder in no way says that all video games are a problem or that all gamers are addicts. The classification of alcoholism as a disease doesn’t mean that the vast majority of drinkers are alcoholics; no sensible person would even dream of making that argument. Alcoholism affects a small minority of drinkers, just as gaming disorder affects a small minority of gamers. And no one is trying to say otherwise.

Something that can become a problem for one person isn’t going to be a problem for everyone. Many gamers – by far the majority – play games in a sensible and responsible way, enjoying their hobby without allowing it to dominate their life. But some people will take it too far, and will allow it to take over, perhaps as an expression of other mental health issues but perhaps simply because they allowed it to get out of hand.

Choosing to classify gaming disorder as a separate and distinct condition means that more studies can be performed in the field, more information disseminated to psychiatrists and other healthcare professionals, and the result of these things is that for those people who do suffer, better help, and help more tailored to their specific problem, will be available. This can only be a good thing, as it will mean more people will have access to specialist help.

In order to meet the criteria for an individual to even be suspected of having gaming disorder, there’s actually quite a high bar. The most important factor is that their gaming is having a detrimental effect on their life. This could manifest in many ways, which will vary from person to person.

When I was a student at university many years ago, I witnessed gaming disorder firsthand. I was living in a rented apartment which I shared with just one other person, and this person (who will of course remain nameless) became addicted to video games. The individual in question was, like me, an exchange student, which is how we met and how we came to share an apartment. He had friends back home who he liked to play games with, and this was around the time that online gaming was just taking off. He would spend endless hours playing an online game, often late into the night, and over the span of a few weeks it began to have a huge impact on his life. He stopped attending classes, which saw him end up in a mess of trouble with the university as he failed every class that semester. His parents found out, which caused personal problems for him with his family, and his failure to pay rent – despite promising me he’d paid his share – almost wound up getting the pair of us evicted. This was in addition to the weight he lost from not eating properly, the destroyed social relationships with other exchange students at the university, and the missed opportunities to have the once-in-a-lifetime experience of living in another country. Ever since then I’ve used his story as a warning, because his addiction to gaming had serious and lasting consequences.

There is a happy ending to this individual’s story, however, and that is that he did eventually get his life back on track and scale down his gaming. When we parted ways we didn’t keep in touch, so I can’t be certain he’s still living his best life, but as of the last time we were together it definitely seemed that he was moving in the right direction. It took an intervention from his family – who flew halfway around the world to see him after he failed all of his classes – and a twice-weekly therapy appointment to get him to that point, though.

Any time someone tells me that they know loads of people who play games who aren’t addicted, I tell them the story of my ex-roommate, and make the same point: “just because it hasn’t happened to you or someone you care about doesn’t mean it hasn’t happened to anyone.”

I hope that nobody tries to use the designation of gaming disorder to attack what is for most people a fun and innocent hobby. That would be counterproductive, and would lead to people who genuinely have issues with gaming addiction finding it harder to get help. But so far, that doesn’t seem to have happened. The designation is just that: a clinical classification designed to help that small minority of people who have a problem.

It’s worth noting that some games, especially in recent years, have gone out of their way to introduce potentially addictive elements to their gameplay. In particular we can look at lootboxes and randomised rewards, which in many games are little more than gambling – often using real-world money. There are frequent news stories, some of which end up in the mainstream media, of individuals who end up spending hundreds or thousands of pounds on these in-game “micro” transactions. In one case last year here in the UK, a child inadvertently spent his parents’ entire monthly wages in a game.

Putting a warning label of some kind on games that have in-game “micro” transactions is definitely a good idea, but in an era where physical sales of games in boxes (where such a label would be affixed) are in terminal decline, that probably won’t be good enough. And as I noted from my former roommate’s experience, which came long before such in-game transactions were commonplace, gaming addiction doesn’t always manifest with titles that have such systems in place.

We also have to be careful how we use the terminology of addiction – and of mental health in general, but that’s a separate point. When reading reviews of new titles, I often see the word “addictive” thrown around as if it were a positive thing: “this new game is incredibly addictive!” That kind of normalisation and misuse of the term can be problematic, as affected people may simply brush off their addiction by thinking that’s how everyone plays the game. I feel that writers have a certain responsibility to try to avoid this kind of language. Presenting addictiveness as a positive aspect could indirectly contribute to real harm. I’m sure I’ve made this mistake myself on occasion, but it’s something I hope to avoid in future.

Gaming addiction, like other addictions, is a complex problem that is not easily solved. It’s no easier for someone suffering from some form of gaming disorder to “just turn off the console” than it is for an alcoholic to “just stop drinking vodka”. The temptation is always present and it can be overwhelming. Anyone suggesting that it’s a simple case of “just stopping”, as if it were that easy, doesn’t know what they’re talking about. Again, it comes back to the point I made earlier: just because it might that easy for you doesn’t mean it is that easy for everybody. One person’s subjective experience is not a complete worldview; many people find it impossible to break the cycle of addiction without help. This classification has the potential to make more specialised help available, which is the primary reason I support it.

So that’s my take on the subject. Gaming can be addictive, and for a small number of people, that addiction can cause real harm and create lasting problems for themselves and their families. Recognising this reality is a good first step if it means more research can be conducted into the subject as that will hopefully lead to better and more effective treatments for people whose gaming addiction requires outside intervention. I’ve seen firsthand how this can happen, and I have absolutely no time for the argument that goes: “well I don’t have a problem with gaming addiction, so it must be fine for everyone!” That is a blinkered and selfish way to look at the subject.

For anyone reading this who thinks they may be affected by gaming disorder or video game addiction, I’ve prepared a quick checklist of questions you can ask yourself. If you find yourself answering “yes” to any of the points below, I would suggest you reach out to someone who can help – talking to a friend, family member, or someone you trust could be a great first step, and of course professional medical help is always available.

Question #1: Do you find yourself thinking about video games all the time, and planning ways to get back to your game as quickly as possible if interrupted?

Question #2: Have you missed important events – such as work, school, meetings, or other appointments – because you couldn’t tear yourself away from gaming?

Question #3: Do you find yourself unhappy, depressed, angry, or irritated while not gaming? And/or would you say that your happiness is inextricably tied to gaming?

Question #4: Have you ever lied about how much time you spend gaming to cover it up? And/or do you break rules or limits set by others on how much time you may spend gaming?

Question #5: Have you tried to spend less time gaming but failed?

Question #6: Do your friends, family members, or people close to you ever tell you that you spend too much time gaming? And/or do you feel that you have neglected your relationship(s) as a result of gaming?

Question #7: Do you forget to eat or skip meals because of gaming? Do you skip showering or fail to take care of basic hygiene and grooming because of gaming?

While not everyone who answers “yes” to the above questions will be an addict, these points do indicate that something may be amiss with your relationship with gaming.

At the end of the day, if you’re happy with your life and gaming is a hobby, that’s okay. If it isn’t causing any harm to yourself or other people, there is no problem. But for some people gaming can get to a point where it stops being a harmless bit of fun and becomes something more sinister: an addiction. Missing important events, skipping school, neglecting friends, skipping meals, skipping showers, etc. are all points which can indicate an individual’s relationship with gaming is becoming unhealthy, and if you recognise these signs in yourself, I encourage you to reach out and get help.

Yes, gaming disorder or gaming addiction is a real phenomenon. The World Health Organisation did not invent it, all they have done is classify it and formally recognise what many people have known for a long time – that it is real. Far from being an attack on gaming as a hobby, this should be seen as a positive thing, as it has the potential to help affected individuals get better and more appropriate help.

This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Live service? Buyer, beware!

The Elder Scrolls: Legends, a fairly uninspired digital card game from Bethesda, has become the latest in a long line of live service games not to deliver its promised content. The reason is simple: maths. The numbers didn’t add up for Bethesda to make continued development worthwhile, either because the game had already slipped into loss-making territory, or the scant money it was making wasn’t enough. So after two-and-a-half years, new development has been shuttered, and while the developers promise to continue “maintenance” support, in reality the game is brain-dead and on life support. It’s only a matter of time before it’s shut down altogether, and while Legends does have a single-player mode which I’d hope would be able to continue to be played, a lot of live service games don’t. When the servers are switched off, that’s it. Curtains. It doesn’t matter how much money you might’ve put into the title.

At this point I’d hope more and more gamers are becoming aware of this phenomenon. It isn’t an isolated issue; time and again a live service title will launch – often in a half-finished state – with promises of huge amounts of additional content to come. Often termed a “roadmap”, far too frequently these promises don’t come to fruition.

In most cases good intentions are there in the beginning. Nobody makes a bad game on purpose, and developers do genuinely intend to release the additional content when the game is launched. In that sense, strictly speaking these aren’t scams or deliberate false advertising. But it’s a hard pill to swallow nevertheless for a player who purchased a game like 2014’s first-person shooter Destiny, which promised to be a “ten year” experience. Destiny received its final update barely two-and-a-half years later, with a full sequel released a few months after that – as another full-priced game. And think also of Anthem, Bioware’s live service which launched only in March 2019 – only to have its roadmap cancelled after a single update.

In many cases, there is good reason from the point of view of games companies to discontinue support and move developers over to new projects. At the end of the day, no company can survive long term running a loss-making project, and there comes a point for a live service where the number of players – or rather, the number of players spending money – is simply not high enough to be sustainable. In cases like Anthem perhaps it’s the case that the number of players (and the amount of money coming in) actually never hit that mark.

A significant part of the problem is the way these games are planned and developed in the first place. Releasing what is essentially an unfinished title, with the promise of future updates and content to pad it out, can lead to live services feeling underwhelming when they first release. But this is a flawed strategy – interest in any game peaks in the days immediately before and after its release, so if it’s incomplete, riddled with glitches and bugs, and is overall a mediocre experience, that’s the narrative of the game in the minds of players everywhere, and that’s also what critics (and players) will be saying when they write their reviews. A bad launch can doom a project before it even has a chance to get going.

Surely it would make more sense to ensure that a live service is released with more than just a moderate amount of content. How much exactly is required will vary from genre to genre and title to title, but a couple of recent examples jump to mind. Fallout 76 released with no non-player characters to interact with. In a franchise which has always been strongly story-driven, this was surely a huge mistake. The result was a large, empty world, and besides wandering around it to see the locations and fight a few monsters, there wasn’t actually anything worthwhile to do. If the game had launched with significantly more going on, some of its other issues – notably the glitches and graphical errors – would have been less noticeable and the game would surely have got a better reception.

The 2015 iteration of Star Wars: Battlefront also suffered from the problem of missing content, compounded in its case by charging what was seen as excessive amounts of money for that missing content when it did finally release months later.

The fundamental problem is the “release now, fix later” business model. In most cases, a majority of players will not be willing to stick around long enough if the game feels lightweight and incomplete. And the reason for that is simple – there are other, better games available to play right now, games which aren’t short on content and which don’t have the same problems. Most games, with very few exceptions, have a short lifespan. If you consider all of the titles that released in the first half of the 2010s, how many are still being played in significant numbers today? In terms of live services, I can think of Grand Theft Auto V, Diablo III, and Rocket League. Maybe you can think of one or two more, but out of all the games that came out in those years, only an absolutely minuscule percentage are still being played in significant numbers to be sustainable and to warrant continued developer support. In short, the odds are against any game, no matter how great it seems, to survive beyond a couple of years. Only the truly exceptional, genre-defining titles make it. And most live services, especially ones which launch incomplete and broken, were never going to be anywhere close to that level.

When I see a game launch in an incomplete state, my first reaction isn’t to buy it, wait for it to get better, and keep playing. The promise of future content means nothing if the game isn’t good enough now. My reaction is to stay away, and wait to see whether things improve. And judging by a lot of reviews for these types of live services, a lot of people feel the same way – or wish they hadn’t spent their money too soon. The “wait-and-see” approach, which is a natural consumer response to any incomplete product that promises future improvements, is fatal to many live services. They become caught in a spiral: a bad launch leads to low player numbers, low player numbers leads to less income, less income means the company decides to cancel future updates, and the cancellation of updates leads consumers who were in “wait-and-see” mode to not bother with the title and go elsewhere.

In many industries – perhaps all – companies, driven by the desire to make as much money as possible for as little effort and expense as possible, see a successful product and try to copy its formula. This is what’s happened with live services. Once a few had been successful, games publishers decided to try to emulate that style of game and by doing so, hoped to reap the same rewards as Epic Games had with Fortnite or Rockstar had with Grand Theft Auto V. The fact that such titles are once-in-a-generation success stories didn’t matter to executives who thought only of the financial gains and nothing of the games or their players.

While it does vary from player to player, most people like at least some variety in their games, just as most people like some variety in their entertainment in general and in other aspects of their life. The number of players content to only play a single title for a decade must be small compared to the overall number of gamers across every platform. While it’s true some titles like Starcraft II or World of Warcraft manage to have active playerbases years after release, with some dedicated players sinking tens of thousands of hours into those games, the reality is most players have a library of titles, and are frequently looking for a new experience. After beating the campaign of a game like Destiny or Anthem, most folks will move on and look for the next adventure – and if the game isn’t all that good, the chances of them returning are slim, even with online multiplayer and expansion packs to try to lure them back.

So in addition to all the problems of releasing half-baked products, putting off players and causing many to avoid jumping in at launch, the very concept of a live service that lasts for years has a natural ceiling – a cap on the maximum number of players who would even hypothetically be interested to keep playing for such an extended period of time. Even the best title which could draw in players and convince them to ditch other games has, therefore, a natural limit of players who’d be interested to keep coming back. And in many cases, the sheer amount of money it costs to keep development going at this level, with updates, patches, and large expansions will simply never be cost-effective when considering the maximum number of players the game is ever likely to get. So if a studio sets itself up for future development expecting Grand Theft Auto V levels of income, but launched to average reviews in an incomplete state, the playerbase will simply never exist for that to be sustainable.

The reality is that many live service titles were never going to succeed. From the very moment the concept sprang into the head of an executive, it was a losing proposition. And to the credit of developers – who are usually not involved in the decision-making process – they do a valiant job under often difficult circumstances to get a title ready and keep it operational. But if the concept is bad, if the player numbers simply do not exist to justify the cost, and the game is pushed out before its ready, there’s nothing they can do. Even the most talented gamemakers can’t fix an unfixable mess, and that’s what many of these live service titles are – unfixable messes built on a flawed idea that was dreamt up by managers and executives who don’t understand the industry they’re supposed to be experts in.

I have to be honest and say that by the end of 2019, if someone chooses to buy into a game on the promises of marketing which speaks of “roadmaps”, “ten year plans”, and “improvements to come”, my sympathy for that person when the title shuts down a year later is limited – or nonexistent. There have been enough titles like this by now from almost every major games publisher in the industry that people should know better. A game – any game, regardless of promises – shouldn’t be treated as an investment to sink huge sums of money into, but a temporary product to be enjoyed while it lasts. While it may seem sad to think of games as disposable, that’s the way publishers treat them, and to avoid disappointment it’s the way we need to start thinking too. At this point I’m incredibly wary of putting any money into in-game content, as I simply don’t know how long that game and that content will be accessible. If someone has money to burn and they don’t mind losing it, that’s fine, but I don’t have that luxury and nor do many others.

There’s an old Latin expression – caveat emptor. It means “buyer beware”, and that basically sums up how I feel about live services. There is a chance – a very, very strong chance based on recent experience – that the title will not last as long as it says it will, and will not release all of the patches, updates, fixes, and expansions that it promises to. As I said before, this isn’t deliberate and it isn’t a scam, but it is the reality of most live services. And any player buying into such a service needs to be aware of that up front, and know that disappointment is coming down the line. If, armed with that knowledge, they still decide to proceed, that’s their call. But I’m afraid that they don’t get to turn around and whine when it all goes belly up, because we’ve all been down this road enough times to know that that’s where it was going.

Let’s all treat live services the way publishers do – as disposable, temporary products. If you want to spend your money on a game you won’t be able to play in future, and on in-game items that you’ll never see again when the game shuts its servers, that’s your call. But at least be informed of that decision, and be aware that there are many other titles, both single-player and multiplayer, which don’t jerk you around and waste your time and money. Maybe, just maybe, if we all bought those kind of games and left live services alone, nobody would have to suffer the money loss and disappointment that comes from their practically-inevitable demise.

All games and franchises mentioned in the article above are the copyright of their respective parent companies. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.