While addressing game addiction, this article avoids two major pitfalls that usually repel its intended audience. First, it calls out a specific genre of games: the MMORPGs. With consoles, PCs, cell phones and Facebook as growing gaming platform, just saying "Gamers are Addicts" would stir up a rebellion from the masses. To be even more specific, the article points out that MMORPGs aren't inherently evil, but when people let "recreational, virtual life interfere with their actual lives" there in lies the problem. So, if you intend to address game addiction, specify a genre and recognize that the problem isn't playing the game, it's letting the game play you.
Second, recognize that games are compelling, not just addictive. (Disclamer: I'm leaving my realm of expertise here so please comment if you don't agree with any of the following) Addiction describes physical urges: drugs, pornography, etc. Games do not satisfy a physical urge; rather they are engaging and compelling. The article recognizes this when mentioning the "exciting, collaborative quests" and the social aspects of the game. Similar forces drove teenagers and young adults everywhere to skip school and sleep to read Harry Potter. MMORPGs engage players even more because of the sense of agency they give the player (control your character vs. watch Harry do something stupid) and "open-ended-ness." So while the article does throw around the words "addiction" and "compulsive," it recognizes that games don't just create and satisfy physical urges. Rather, they mentally engage and stimulate the player.
If you're interested in this topic, there are a few videos that touch on the subject:
Extra Credits: The Skinner Box (Watch this one to learn how some game designers use cheap tricks to make their games seem engaging and worth playing i.e. Farmville)
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