Gaming Addiction Between Adolescents

The games that adolescents and young people used to play in the play grounds and on the streets have been replaced in recent years with cyber games played in front of the computer on the internet or in game arcades. This changing culture has particularly brought up the concept of “digital game addiction”, a condition that stems from the steadily growing passion for digital games and their excessive and uncontrolled usage among adolescents and young people.

Game addiction in the psychiatry literature has been described as an impulse control disorder characterized by the symptoms such as “the inability to control the time spent on game-playing”, “a loss of interest in other activities”, “continuing to play despite the adverse effects” and “feeling psychologically deprived when not being able to play”. Although digital game addiction has not been accepted by psychiatric authorities as a psychiatric disorder yet, the increasing psychiatry referrals due to the problems accompanying this disorder, the efforts of families to seek support and solutions, the evidence that similarities with other types of addiction have been revealed by researchers, as well as the current prevalence rates are all factors that suggest the existence of important of the examination of issue.

Gaming addiction could be a significant health hazard with harmful impact on physical, emotional, mental and social health. It is associated with sleep deprivation, eating irregularities, physical strain and fatigue, obesity, mood disorders, social incompetence and isolation from friends and family (Brunborg et al. 2014: Choo et al. 2010; Young 1998). Pathological gamers often have poor skills in problem solving and emotion management. Playing games provides excitement, relief and escape from daily stressors and problems (Griffiths 2008; Hussain and Griffiths 2009a; Li et al. 2011; Wood 2008; Wood et al. 2004). Playing games could help modifying moods and negative emotions (Gentile et al. 2011; Griffiths 2008; Hussain and Griffiths 2009b; Wolfling et al. 2008; Wood 2008; Wood et al. 2004), consequently the players are likely to indulge in gaming to excess.

Cognitive factors such as distorted perception of one’s intelligence and gaming skills may contribute to pathological gaming (King and Delfabbro 2014). Many pathological gamers have positive appraisal of their intelligence and gaming skills but a negative view of their social competence in interpersonal interactions (Gentile et al. 2011; Zhong 2011). They may also have a strong desire to seek new sensations and experiences (Mehroof and Griffiths 2010). Adolescents are susceptible to peer influence.

Modeling may play a role in pathological gaming. Teenagers watch and imitate peers around them playing games to seek relaxation, to meet others, and to cope with upsetting emotions and problems. They are also compelled to meet peer expectations and pressure to continue playing hours after hours to keep up with the game, especially in the Massively-Multiplayer Online Role-Playing Games (MMORPGs). The MMORPGs could be a risk factor of gaming addiction as there seems to be no end to these games. The gamers are emotionally attached to the gaming group, and feel obliged to keep playing.

Family has an important role in influencing the socialization of adolescents. It has been shown that the family is a protective factor in preventing adolescents from taking part in problematic and hazardous behavior, for example, the use of tobacco, illicit substances, and alcohol, and unsafe sexual practices. It has been reported that similar family factors are associated with both substance use and IA, which indicates that these can be grouped under the term of behavioral problems syndrome. Furthermore, adverse conditions like a broken family, family conflict, and low family functionality are reported to be associated with adolescent IA.

Several types of parenting approaches are discussed in the literature. Parental monitoring and parental style are the more common parental skills in the daily life of adolescents, rather than paying specific attention to particular types of adolescent activities. Parental monitoring means supervision of the daily life of an adolescent, parental style focuses on the overall parenting climate at home [16], while parental guidance is more specific to one kind of activity. Parental guidance refers to setting rules, giving direction, counseling, advising, making a clear distinction between right and wrong, and providing protection in daily activities.

However, how these factors relate to IA has not yet been studied extensively, or, in other words, has not been Internet-specific. he concept of parental guidance refers to a variety of behaviors employed by parents to support their child’s performance. Bybee et al. developed a scale to measure parental guidance in television viewing, which modified has also been applied to other forms of media, such as books and computer games.

There are three patterns of parental guidance for television: restrictive, evaluative, and unfocused. Restrictive guidance refers to setting limitations or restrictions on the use of media. For example, parents may set a limit on the amount of time allocated for watching television, and may forbid the watching of particular programs. Evaluative parental guidance means parents will discuss media content with their child; they may also comment on particular content, whether good or bad, and might explain that the content is unrealistic. Unfocused parental guidance refers to a situation where parents only sit near the child while they watch TV and encourage certain watching behaviour.

Gambling Effect on a Person’s Life

The Number of legal Gambling money spent in 2017 was $500 billion. There they go again putting money into risky games and bets. Gambling is playing games of chance with hopes to win money. The real question, is who really wins in Gambling and why do people participate in these games? Gambling can lead to long term debt and a dramatic effect on a person’s life.

Gambling has been around for quite a while, but has anyone ever thought to ask what really drives people to feel the need to spend their money on risky games and bets. Through research, scientists and psychologists have come to the conclusion that people gamble for the lure of money, excitement and fun, or influence of peers The lure of money is a big one but a lot of money can be lost even if your making money at the same time. Excitement and fun can come with the fact that you are making money in the process. Otherwise what makes gambling a lot more fun for people could be competition against friends leading to influence of peers because who doesn’t want to beat an old friend in a sweet game of poker.

Casino games and slots are meant to fool gamblers into believing they won but has anyone ever wondered if they really are the ones winning. According to an Article by Writer Robinson, Mike “ the house always has an advantage, a gambler wins infrequently at best .” In fact the designers of these slots or casino games can stack the deck so that the odds of the gambler winning is less frequent than that of the house winning(Robinson). Online casino games are set so that the house makes more money than what they give to gamblers. Gambling is a business that provides the main income for corporations, small businesses, charities, the government, and at times even criminals.

Gambling can be a lot of fun for gamblers but to much can have a negative impact on a person’s life. Gambling can take a major toll on someone’s life. For example, big money losses can lead to feeling depressed and even more tragic effects such as suicide. In other cases, players may come very close to winning, which in fact is called the near miss effect. The near miss effect makes a players drive to play even higher than winning itself(Robinson). The desire for playing more and more every time you gamble can lead to a gambling addiction.

With this in mind, a gambling addiction has come to be considered an Impulse Control Disorder. In an impulse control disorder almost winning or just wanting to make more money triggers parts of your brain to want to continue playing for hours and hours. Many slot games promote a state that attracts players and once they are in the game they are absorbed for up to hours. Gambling addiction is in fact so severe that it is compared to drug addicts in the aspect that they share the same need to do something for impulsivity and reward seeking(Jabr).

There are many symptoms to be able to identify if someone is addicted to gambling. For example, lying to your family and friends about what you are doing or where you are to prevent them from knowing your constantly gambling. Another symptom that should be noticed immediately, because it can result in really bad financial loss, is the need to gamble more after a loss to get your money back. The reason this is so severe is because say you lose and you want to play again to get it back , well if you keep losing you are just going to constantly keep losing money and that can lead to bigger losses. A similar symptom that can also result in financial problems is when a gambler feels the need to put more money on the line so they get the same intense thrill while playing. Once a gambler is putting in money constantly and they feel an urge it will be difficult to just put a stop to gambling for them. Keep in mind that with help from family and friends they can come to realize what they are doing wrong.

The support of family and friends can be very effective to help a compulsive gambler stop overspending. To begin with, a gambler has to be taken to a psychologist and therapy so the severity of their situation can be identified. After this has been done a gambler can be recommended to take medication, go to therapy, or even a self-help group. A gambler should have family and friends support so they can constantly be encouraged to keep up with their treatment plan. The biggest factor in helping a gambler is not allowing them to place any bets at all because one small bet can lead to another and all the hard work will be useless.

To contradict this claim, A gambler such as ones who consider themselves “professional gamblers” and have gone so far to make a living off of it, could oppose that gamblings is bad. Keep in mind there is a very small percentage of gamblers who actually fit into the professional gambler section. It is said that nationwide there is from 100,000 to 700,000 professional gamblers. Professional gamblers are said to see gambling more as an occupation than a fulfillment of an addiction. Most professional gamblers are located in Las Vegas and in areas where horse races are popular. Gambling became a legal occupation in 1987 through a Supreme Court Case. With this in mind, professional gamblers state that professional gambling takes specific skills such as money management and record keeping. They also claim to be able to stay away from overspending by keeping track of daily wages and only taking smart calculated risks.

Conclusion

In conclusion, gambling brings upon many unsolved questions such as who really wins but it can also dramatically affect a person’s life. A gambler who suffers a gambling addiction can lead themselves into severe debt or in worst cases an end to their own life.

Essay on Gambling

Introduction

In this day in age, where faster is better, many people find that gaining certain things like money should not take forever. There are apps like HQ that give you money for playing games or doing surveys and there are new businesses that make a profit from inventing items that do simple tasks like tracking your house keys so you won’t lose them. Apparently, new casinos have been appearing in different locations in South Florida and as most individuals know, casinos are the hotspot for quick cash and lots of thrill. But the truth is, many people do not walk out winners. On any day, a casino gambler can leave a winner 30% of the time which is very small. To add, approximately 2 to 3% of Americans meet the criteria for having a gambling issue which is a problem (Familiarize;n,d). Although, with the availability of casinos and gambling’s ability to alleviate the financial hardship of struggling individuals, the risk of losing that money can cause an unfortunate aftermath, which can ruin relationships and cause many regrets.

For those in poverty, quick money is something that is very magnetizing and with individuals who have to provide for their families and themselves, gambling may seem like the only option. In areas where financially stricken people are trying to find their way out, the rate of gambling is much higher. The poorer the neighborhood, the higher the risk for problem gambling, according to a study from the University at Buffalo Research Institute on Addictions (RIA) (Poor Neighborhoods;n.d). It is distressing that individuals with the lowest socioeconomic status in the poorest neighborhoods are at the highest risk for gambling problems. To the average American, gambling seems like a maze where every move that’s made brings you to victory, but it’s a device or illusion used to lure vulnerable people who aren’t knowledgeable of its harmful effects. So being educated, aware, and informed of its potential consequences it will greatly help those who may find themselves in that situation.

On the contrary, there are wealthy, successful individuals who partake in this activity primarily for the fun. Even if one was to lose while gambling, one’s body still produces endorphins and adrenaline. There is an area in the brain that is often associated with gambling and substance use disorders- which is the prefrontal cortex. This region is correlated with judgment, controlling strong drives, and cerebral control. Various studies have shown that problem gamblers and drug addicts both displayed less stimulation of the prefrontal cortex which is vital for reasonable functioning. Problem gamblers also address cravings and highs in return to gambling as well (Labarre). The high created by gambling stimulates a desire or need to continue gambling leading to an addiction. As a result, the addict builds a tolerance to the “drug” or activity, leading them to need a larger amount of gambling time to get that same high. With that being said, losing money comes to provoke the rewarding dispensation of dopamine approximately to the same level that winning does. As a consequence, in problem gamblers, losing exhorts the desire to keep playing, rather than the disappointment that may probably prompt them to walk away, which is a circumstance known as chasing losses.

But, gambling is not a promise of gratification and a possible winning. Up to 2% of U.S. society are problem gamblers, suffering from what’s been redesignated as a gambling disorder. At the Wyn Macau, a luxury casino and a hotel resort, $1089 are lost at an average table game every hour of the day, bringing them to $9.5 million in revenue at each gaming table a year. Not only this certain casino, but many other casinos are accumulating money from the numerous people who gamble on a regular occasions. Many individuals engage in this activity having a false notion that their winning when in reality the casinos are profiting from them and their ignorance. This brings me to my conclusion, that gamblers truly never win and will never be fully aware of the tricks the gambling business brings to society.

In the same fashion that gambling can ruin someone financially, it can ruin relationships and become very detrimental to one’s mental health. Prevalent gambling issues reported by family members include rage and violence; dishonesty and deception; inadequate communication, and negatively affected relationships. The outcome of gambling problems in intimate relationships has been branched into three definite phases: (1) the denial phase, (2) the stress phase, and (3) the exhaustion phase. In the denial phase, the partner usually accepts the increased gambling, accepts the anguish of the gambler, and has occasional worries while keeping concerns to themselves. In the stress phase, the gambler usually spends less time with the family, and the partner sometimes feels abandoned and has intense resentment for being treated the way they are. Lastly, in the exhaustion phase, the gambler suffers confusion, anxiety, panic, and also suffers physical symptoms like headaches and hypertension (Australian Institute;n,d.).

To add, one with a gambling problem may demand money from a spouse or loved one and even go as far as stealing to fulfill their gambling desires. This occurrence can lead to the lost trust of partners and full-blown arguments from the financial crisis of the gambler. Consequently, making the gambler reflect upon their past actions and regret the mistakes they have made. So, the gambler will have to acknowledge that issue and therefore get treatment by joining a support group or getting counseling. Nevertheless, the children of problem-gambling parents have a possibility of developing gambling problems themselves. The discovery across four impartial investigations exploring the intergenerational and familial transferral of gambling problems in Australia disclosed that individuals who had a parent or sibling with a gambling problem were two to ten times more prone to undergo gambling crisis than people without a parent or sibling with a gambling crisis(Australian Institute;n,.d).

It’s sad to say, that the youth has also fallen into the trap of gambling and it seems to be much more detrimental to this age group than ever. Various risk factors for problem gambling or pathological gambling in adolescents are having parents with gambling problems, having an earlier age of first gambling activity, acquiring higher impulsivity, and having areas of insufficient functioning, including medical, psychiatric, and family/social problems. Peer group gambling, similar to other prospects of peer activities during adolescence, is also a powerful factor. Associates may suggest others to gambling as a collective social activity. An advanced and developing matter, which is adolescent gambling on the Internet, is surfacing as a special concern due to its solitary nature, slacken supervision (for example., no person-to-person contact needed to verify age), effortless availability, and discernible possibility for incurring momentous losses over a comparatively brief time span. Furthermore, countless youths are proficient with computer technology, promoting additional concern that they might become more occupied in computerized gambling than adults.

However, there are countless explanations attributed to adolescents’ inducement to gamble. Contrary to the common association of gambling for financial gain in adults, for an adolescent, gambling is frequently proclaimed as a convenience to socialize with others. It is considered as an activity with others rather than a possibility to win money. Statistics propose that early age at gambling inception may possibly affect mental health functioning later in life. For instance, young adult gamblers who initiated gambling behavior as adolescents were found to be more prone to report substance use issues than were young adult gamblers who started gambling as adults. For adolescents with serious gambling complications, gambling dominates their lives much like adults with pathological gambling (Wilber). But, prevention and acquiring knowledge on these certain areas are always key to these issues that concern predominantly the youth.

To sum up, the reality of gambling is something that impacts the lives of people who are in dire need of cash or just searching for a pastime that will occupy them. But, most people, in the end, leave with ruined relationships, regrets, and lost money- that not only affects them but their loved ones. The saying” all that glitters is not gold” comes into effect with this topic, since many people are enticed by the money and rush gambling offers, but once an individual is involved in this addicting activity, things start falling apart. One can lose their job, home, money, and family from interfering in the lifestyle that is involved with gambling. That’s why awareness is key and being educated on its dangers is vital. The only way one can find their way out of the entanglement of gambling is not to get involved in the first place. This means, not being pressured by friends and associates to gamble and keeping away from individuals who invest a lot of their time into gambling activity. From there, people can then inform others of how to remain safe financially and to be watchful of the harmful effects of gambling.

Causes and Effects of Gambling Addiction

Addiction has certain defining features – persistent engagement in a trait despite negative repercussions, reduced self-control over this engagement, a compulsion to engage in the behavior, and a strong craving for the activity (Yau & Potenza, 2015). For a long time, the term “addiction” has been linked to excessive drinking of alcohol or substance use (Yau & Potenza, 2015). However, scholars have begun to recognize that certain behaviors are similar to drug and alcohol dependence. These behavioral addictions include excessive involvement in activities such as gambling, video game playing, Internet use, eating, shopping, and sex. This paper will zero in on gambling addiction, also known as gambling disorder.

Disorder gambling is characterized by frequent thoughts about gambling, staking greater sums of money to receive a similar satisfaction, constant failure to stop or control gambling, discomfort when trying to quit gambling, and gambling infringing on other areas of one’s life (Yau & Potenza, 2015). This disorder also manifests when one gamble to escape a sad state, relies on others to fund their gambling nature, lies to others about their gambling activities, or gambles to recoup previous losses. The prevalence of disordered gambling in adults has been estimated to be between 0.1% to 2.7%. This figure appears to be higher among college students, 7.89% according to Nowak and Aloe (2013). Individuals with disordered gambling also tend to display other forms of addiction such as substance use. It also co-occurs with certain psychiatric conditions such as mood, personality, and anxiety disorders.

Causes

Personality traits such as impulsivity, sensation-seeking, and a reduced tendency to avoid harm have been linked to substance and behavioral addictions, including gambling (Leeman & Potenza, 2011). Certain aspects of compulsivity are more present in persons with behavioral addictions. As such, behavioral addictions like gambling have been conceptualized along an impulsive-compulsive spectrum. Moreover, disordered gambling has been linked to neurocognitive measures of decision-making and disinhibition (Yau & Potenza, 2015). As such, people with gambling addiction tend to have impaired decision-making and reflection impulsivity. Such people tend to select smaller rewards that come immediately instead of waiting for bigger rewards that come later.

Certain neural mechanisms such as dysregulated serotonin functioning may lead to impulsivity and behavioral inhibition which characterize disordered gambling. Disordered gamblers also demonstrate reduced or increased activity in their ventromedial prefrontal cortex (vmPFC) as opposed to non-gamblers. Genetic factors also play a significant role in the development of disordered gambling with an estimated heritability of between 50-60% (Leeman & Potenza, 2011). This statistic is comparable to that of substance addictions. Genetic mutations linked to disordered gambling mainly affect dopamine and serotonin transmission.

Social Effects

Gambling addiction harms intimate relationships. The effects of gambling addiction on intimate relationships start with the denial phase when the individual makes excuses for gambling. During this period, the person also considers gambling temporary and the partner is easily reassured. This stage progresses into the stress phase when a spouse spends less time with family members. Arguments arise frequently and the partners often feel rejected. The gambler’s habits begin to place a financial burden on the family. The last stage, the exhaustion phase, is characterized by impaired thinking, confusion, anxiety, and panic. The couple begins to feel intense resentment for each other (Suomi et at. 2013).

Gambling addiction causes the family environment to become full of anger and conflict and a lack of communication and independence. Family members also become less involved in cultural and intellectual activities as well as social and recreational activities. Children of parents with gambling problems are exposed to emotional and financial deprivation, inconsistent discipline, physical isolation, poor role modeling, parental neglect, and reduced stability and security. Gambling addiction has also been associated with intimate partner violence (IPV). Individuals with gambling issues have a higher chance of being perpetrators or victims of IPV compared to those without gambling problems. This violence may be caused by gambling-related stressors such as mistrust, financial losses, and poor communication (Suomi et at. 2013).

Gambling disorder has a wide range of effects on the emotional, physical, and behavioral well-being of intimate partners and children. Intimate partners might experience emotional disturbances like depression, anxiety, and resentment while children will experience depression, anger, confusion, and hopelessness. Physically, intimate partners will complain of headaches, hypertension, and gastrointestinal issues while children will present with allergies, asthma, and chronic headaches. Moreover, intimate partners will experience behavioral difficulties like smoking, excessive drinking, and impulsive spending. In contrast, children might run away from home, perform illegal acts, perform poorly at school, or engage in substance abuse (Suomi et at. 2013).

Treatment

The treatment of gambling disorder can be divided into pharmacological and behavioral interventions. Pharmacological interventions include the administration of opioid receptor antagonists such as naltrexone and nalmefene (Yau & Potenza, 2015). These drugs have been used for decades to treat patients with alcohol addiction. They have recently proved to be effective for patients with behavioral addictions such as disordered gambling. The discontinuation of naltrexone has been associated with continued positive effects. The first drugs to be used to treat disordered gambling were selective serotonin reuptake inhibitors (SSRIs) (Yau & Potenza, 2015). However, clinical trials of their efficacy have delivered mixed results.

Cognitive-behavioral therapy (CBT), a behavioral intervention, is effective in randomized trials. CBT seeks to challenge the illogical thoughts and beliefs that are thought to add fire to compulsive behaviors (Yau & Potenza, 2015). As such, it trains patients to implement strategies and skills aimed at changing these patterns and disrupting addictive behaviors. A series of alternative behaviors and goal-oriented procedures are suggested by the therapists. CBT is comprehensive but usually involves the maintenance of a diary to track significant events and related thoughts, feelings, and behaviors. The diary is also used to record assumptions, cognitions, beliefs, and evaluations that may be deleterious (Yau & Potenza, 2015). These procedures help the patient to stop the addiction and avoid relapsing.

Apart from CBT, self-help options are also available. These options have proved to be effective for many people but may be particularly beneficial for people who find psychotherapeutic options too intensive or costly. Internet-based programs, for instance, may help to reduce symptoms associated with disordered gambling. One of these programs is the Gambler’s Anonymous (GA) self-help group which helps victims to learn new ways of living (Yau & Potenza, 2015). Prevention strategies include conducting educational campaigns to enhance community awareness about the adverse effects of gambling addiction. Moreover, policies should be put in place to promote responsible indulgence in gambling activities.

Conclusion

Despite remarkable progress in research, behavioral addictions like gambling disorders are still poorly understood. The literature on effective treatment of behavioral addictions lags behind that of other common psychiatric ailments. Since these behaviors place a significant burden on the social and physical well-being of society, it is important to improve treatment and prevention strategies. The development of formal diagnostic instruments and health screens to assess various behavioral addictions will help minimize their public health burden.

References

  1. Leeman, R. F., & Potenza, M. N. (2011). Similarities and differences between pathological gambling and substance use disorders: a focus on impulsivity and compulsivity. Psychopharmacology, 219(2), 469-490. https://doi.org/10.1007/s00213-011-2550-7
  2. Nowak, D. E., & Aloe, A. M. (2013). The Prevalence of Pathological Gambling Among College Students: A Meta-analytic Synthesis, 2005–2013. Journal of Gambling Studies, 30(4), 819-843. https://doi.org/10.1007/s10899-013-9399-0
  3. Suomi, A., Jackson, A. C., Dowling, N. A., Lavis, T., Patford, J., Thomas, S. A., Harvey, P., Abbott, M., Bellringer, M. E., Koziol-McLain, J., & Cockman, S. (2013). Problem gambling and family violence: family member reports of prevalence, family impacts, and family coping. Asian Journal of Gambling Issues and Public Health, 3(1), 13. https://doi.org/10.1186/2195-3007-3-13
  4. Yau, Y. H., & Potenza, M. N. (2015). Gambling Disorder and Other Behavioral Addictions. Harvard Review of Psychiatry, 23(2), 134-146. https://doi.org/10.1097/hrp.0000000000000051

Ethical Problems of Gambling: Critical Essay

Introduction

Game addiction is an ongoing issue that has been recognized by the World Health Organisation, officially deemed under the name, ‘Gaming disorder’. Addiction can be defined as a pattern of gaming behavior characterized by impaired control over gaming (World Health Organisation, 2019). Each new game release brings more evidence to the fact that video games are specifically designed to exploit and manipulate human addictive psychology (Adair, 2018). A design feature called microtransactions has a reputation for mainly being notorious in mobile games and has now shifted into bigger game titles causing controversy within the games industry.

The definition of microtransactions can be described as a business model that allows the user to purchase virtual items for small amounts of real money (Colgrossi, 2018). The issue with microtransactions is that it is seen as a form of unregulated gambling that intends to prolong gaming time, increasing the potential for game addiction among its users (Smith, 2017). Ruben (2018) states that people do not value currency itself but the many possibilities that can come from it. Microtransactions act as the toll bridge between the user and the wanted product, abusing the power behind values.

From the game industry’s perspective, microtransactions are important because they enable developers to deliver an ongoing service (Davis, 2017). They also allow dedicated players to support the game company for they continue maintaining and providing new content (Barth, 2018). For smaller game developers, they have succumbed to this form of revenue because they see it as their only source of income to finance their products (Wells, 2017).

In the following essay, there are three points made against microtransactions and one counterargument to justify their importance for the games industry. The main argument points that will be discussed are the effects of microtransactions and their connection to game addiction, the exploitation of loot boxes and their significant link to gambling, and how legal action has been taken on microtransactions. The counterargument explains further how some developers are utilizing microtransactions ethically within the games industry.

Point 1 – Microtransactions and their influence on the behavior of people with game addiction

A research report mentioned by Gray (2018) finds evidence that video gaming can raise low levels of dopamine in the brain and when it begins to accumulate, it can begin a cycle of addiction. Dopamine is a neurotransmitter that is mainly associated with the brain and is activated around activities that include pleasure and reward systems (Fader, 2019). When applied to video game addiction, dopamine acts as a major catalyst that can heavily affect the player’s behavior toward responsibilities and relationships. Especially when microtransactions are entirely based on rewards. Linden (2011) mentions that studies revealed that dopamine within a person was at its largest when they had scored the highest amount in a game and were promised a cash reward prize. This reveals that players are more compelled to play a game if they knew there was going to be a prize or some sort of reward after finishing it. However, microtransactions can induce the player to make a purchase on either fact that it appeals to them or it can contribute to their progression within the game.

A popular and high-grossing mobile game called Clash of Clans from Supercell implements microtransactions that offer in-game currency known as gems. These can then be used by the player to accelerate progression and purchase premium items that affect their gaming experience. Loomis (2015) believes what makes Clash of Clans so appealing is the sense of gratification that hooks the player by constantly rewarding them when they first play. This makes the game seem financially harmless because it rewires people to think they can progress without the use of microtransactions. In addition, Johnston (2016) states that developers are intentionally making games with a ‘flow’, which is described to appeal to our sense of autonomy and satisfaction.

Therefore, the implementation of microtransactions is an effective method because it can affect the dopamine within an individual, and further lead them to game addiction.

Point 2 – The exploitation of loot boxes and their addictive qualities linked to gambling.

The favorite child of microtransactions is loot boxes, a controversial method that has been used in AAA titles that allow players to obtain items through chance. According to Mcbride & Derevensky (2016), this controversy is because there have been speculations about its parallels with gambling, as they both operate on similar psychological and behavioral principles. The reason for the unpredictable outcomes from loot boxes is that it operates on variable ratio reinforcement schedules, specifically designed to encourage players to continue playing and eventually spend more (Taylor, 2018). In the game industry, this is also called operant conditioning which refers to increasing or decreasing the chance percentages of a specific response in a game (Noren, 2019). This encourages players to keep progressing within a game until they receive the items, they have been looking for finally turn up. This psychological and behavioral principle is also aimed at the dopamine system in an attempt to cause the individual to rely on the idea of chance, in an effort to get their reward (Wiltshire, 2017).

Coincidently, gambling machines also run on these same principles requiring users to constantly play until they receive a satisfactory reward. Zendle & Cairns (2019) state that there are concerns about the similarities between the two and that they can lead to problem gambling amongst gamers. Problem gambling can often lead to consequences that result in the neglect of relationships and responsibilities.

With the idea of microtransactions intensifying, Electronic Art’s release of Star Wars Battlefront II public beta resulted in negative criticism. Jackson (2017) explains that the newly implemented loot boxes rewarded players with game-changing items known as star cards. This introduced pay-to-win mechanics that pressured players to purchase more loot boxes knowing that they could boost their gameplay experience. In addition to this issue, EA made the decision to lock away iconic characters from the franchise behind a hefty price tag that could only be bought using in-game credits. This tactic encouraged players to purchase microtransactions instead of the alternative to grind an estimated 40 hours to earn enough credits for one character (Hruska, 2018).

Blizzard’s Overwatch features loot boxes that contain cosmetic-only items, which means it has no effect on the overall gameplay. However, according to Garst (2017), Overwatch’s loot boxes have made a huge contribution to the normalization of gambling in AAA games. This is because Blizzard only offers the player the option to purchase loot boxes, forcing them to roll a chance on their desired item thus resulting in a lot of money. The issue here is that people justify this as the ‘right’ way to do microtransactions, but the problem of gambling addiction still stands.

Therefore, loot boxes can be linked back to video game addiction as it has the potential to exploit players unethically.

Point 3 – Legal action on loot boxes from video games

Furthermore, the explanation of the recent points has revealed evidence between microtransactions and their connection to game addiction. With its ability to raise dopamine levels within the brain and its similarities to the mechanics used in gambling, anyone can see this as unethical in the games industry. There have been Government officials from various countries have acted on video game addiction by suggesting or even enforcing laws to ban microtransactions.

There have also been people that have personally reached out to game companies in an attempt to raise awareness about microtransactions. An example of this is a 19-year-old that spent $17,000 on games such as Counter-Strike: Global Offensive, Smite, and The Hobbit: Kingdoms of Middle-earth over the course of three years (Gach, 2017). He posted an open letter to EA as a desperate plea to the designers to look at the unethical impacts that microtransactions can have on certain people. Using his experience as evidence, it is enough to see that there needs to be a change. This just shows how much the design of a video game can affect an individual financially and mentally.

In the United States, Capel (2019) reports that a US senator lead the proposal of a bill called ‘The Protecting Children from Abusive Games Act’ in an attempt to ban pay-to-win microtransactions and loot boxes. It accuses game companies of using predatory practices that they believed to be specifically aiming their products at a younger audience. Using Candy Crush as their evidence against microtransactions, its colorful theme, and energetic gameplay glosses over the fact they are selling bundles full of item boosters for $150. The senator strongly finds this as an exploitation, stating that a game is designed for kids and that developers should abstain from monetizing addiction (Casiano, 2019).

Another ban was passed in the Netherlands and Belgium because it was in violation of their gambling legislation (Gerken, 2018). The Minister of Justice for Belgium stated that loot boxes were dangerous to the mental health of children as it was presented to them through a mixture of gaming and gambling. In order to follow these laws, game companies must develop and implement loot boxes that are inaccessible to minors or entirely remove the feature. The AAA game companies Blizzard, Valve, and 2K Games made the decision to scrap their microtransaction features to avoid the hefty fine (Wales, 2018).

As harsh as banning microtransactions can be, this may be the push that game developers need to rethink their business models and approach them in a more ethical means.

Point 4 – An example of how microtransactions can be used ethically by game companies within the games industry

Despite the surrounding problems with microtransactions, all of them cannot be blamed on the game companies themselves. The business model that they enforce requires consumers who are willing to purchase the product and continue playing it. Muncy (2017) explains how game companies have been using these strategies for a long time and deems them as necessary for business I agree with this statement because game companies are attempting to accomplish what any normal business would do, and that is to make money.

For example, the game company Digital Extremes developed the game Warframe which is a free-to-play shooter that offers microtransactions. An article by Landsly (2018), explains how the game has handled its online services well by allowing players to earn in-game credits and premium currency all within the base game. This sort of method views microtransactions as an optional choice rather than a necessary requirement to progress in the game. Warframe has also integrated a store that showcases cosmetic items that you can buy individually without having to go through loot boxes (Chee, 2017). This eliminates the gambling factor that is found in loot boxes thus decreasing the potential to cause addiction among players.

Noting that this is a free-to-play game, means that the only flow of income for the game company is through microtransactions. Video game development can be quite expensive but AAA studios that have access to a bigger budget do not have to rely so much on such methods. Whereas smaller indie studios are limited to a smaller budget, resorting to the implementation of microtransactions. Not only is it benefit the developer, but it also allows them to continue delivering new content and services to the players (Green, 2018). Overall, players can not only blame the developers for doing their job but should also consider that they are the ones purchasing the products.

Conclusion

Clearly, it can be concluded that when microtransactions are used unethically it can lead to an increase in game addiction in players. The argument points throughout the essay have discussed some of the effects and influences that this issue can cause in the games industry. This includes the explanation of dopamine within the brain, the link that loots boxes have with gambling addiction, and legal issues that resulted in the ban on microtransactions. Dopamine is activated when the player feels a sense of pleasure or accomplishment which is a crucial factor for game addiction. Mainly concerning the similarities that it has with gambling; this has led countries to completely ban games with this feature in an attempt to protect children from an addictive lifestyle. However, the counterargument for microtransactions explains its importance for smaller game companies as it is their only source of income. Along with this, Warframe was used as an example for its use of microtransactions that could be perceived as an ethical online multiplayer game.

Game addiction is an issue that is increasingly becoming more of a threat to the games industry but if game companies work together with their players, they can provide a more ethical future for games.

Persuasive Speech about Gambling

As the video game landscape continues to evolve, increasing in size and scope, so too do its production costs. So the implantation of in-game purchasable goods was inevitable, of course, but as time goes on, these predatory tactics are harder to spot. So what exactly differentiates a small purchase of random chance from a gambling addiction waiting to blossom? Firstly, we should lay out the differences between a microtransaction and a loot box. A microtransaction is commonplace in society and you may not even notice it; an extra sauce packet for 5p at Domino or an extra lick of butter on your scone. If you ever pay for an optional extra, it is technically a microtransaction, something that enhances an experience. The same is true in video games. Gaming companies implement them to make increased profit from their products, just as a cafe would with their handcrafted scones. The loot box, however, is a different kettle of fish. Where with microtransactions you typically know what you pay for, a loot box is a game of chance, a chance to get that item you may so sorely desire. A paid chance, mind you, and if you don’t get what you want? Well, it’s another ride on the train of chance for you. And from that, it is clear to see where the claws of manipulation take root; find a person who is willing to pay again and again for that elusive “skin”, and there you have a gambling problem. In a casino, only adults can spend their wages on a fruitless goal. Video games, however, seldom require an ID and so have access to a whole new market previously untouchable. Children.

The issue of child gaming is something that doesn’t seem like a bonafide problem but the emergence of loot boxes has caused a serious rise in this issue. The disproportionate chances of success cause a serious imbalance of chance encouraging a child to keep paying and playing, unfortunately right into the company’s pockets. This, of course, is barely the fault of the child itself. Many games will influence specifically children into buying them. For example, Mario Kart Tour, the 2019 mobile game. Everybody knows Mario, a favorite with adults and teens, but especially children. So, a child downloads the game only to find he cannot even play as the titular character himself unless, of course, they take a chance, a spin on the wheel of chance in the “Lucky Pipe”, so cleverly designed with the visuals and sounds of a staple Mario item. But of course, the rub, to “shoot the pipe”, a clever way of masking the opening of a box, the child must fork out Mummy and Daddies credit card for “rubies”; again a sneaky way to mask their true purpose, cold hard cash. And when the significantly lower-brow “Baby Peach” pops out, what can a child do but pull again? It’s this shady hiding of truth and illusion of chance that clearly shows the heinous nature of these boxes. As such, in the spirit of chance, in Mario Kart some characters have less than a 1% chance to appear, good luck getting Luigi now kids!

Technology will always be faster than the government; it’s comparable to a computer and a hammer. The hammer tries its best to stamp out a problem, but its swing will always be slower than a computer process. The government can try to stop this child gambling extravaganza in video games for children, but there are hurdles. The internet, and so too, video games are constantly changing. It was only in September 2019 that the House of Commons finally reached a decision and made recommendations on Lootboxes stating they should be classed as gambling. Well, there you have it, straight from the horse’s mouth itself, and so the proposal is simple, a regulation under the Gambling Act 2005. So why haven’t they done it, ban the boxes and save our children? Not enough evidence for some ‘academics’ claims; we do not know the full picture of the effect these boxes can have on our kids. It is, however, a poor claim when stacked against the gamer who spent up to £1000 a year hoping to gain a better team in the football game FIFA. How different is that really from placing a bet on a real football match; the game offers not even a chance of recouping your money. It is, put bluntly, a payment with no goods. Throwing your cash at code on a screen is nothing new, online shopping being an example, but it is a simple fact that loot boxes get you nothing except a number, a “skin”, a nothing. Is it really any wonder future-ready governors want to get them out of the hands of our children?

But game companies aren’t slow to dodge these regulations. In fact, they have been very proactive, with new sneaky methods and they won’t stop finding ways to reach an all-new market to sell to. And with such a broad demographic as children, dodging the parents is essential to breaking that market. The most recent dastardly trick is, of course, hidden behind a veil of good intent. Crash Bandicoot, for example, is a remake of a twenty-year-old racing game. Dear God, you must say, how could they fit tricks into a children’s racing game? Try adding the purchasable “Wumba Coins” a full month after the release of the game following promises they would not be purchasable through cash. The reviews were out, and parents had given it the all-clear, but they added it in an update anyway, a flat lie in the faces of consumers. Smooth. An older yet very potent trick could be found in Star Wars, with loot boxes so unfair, by simply buying them your chances of playing as Yoda go up from zilch to not much more. That’s right! Even to play the side character, Boba Fett, the purchase of a loot box with the character inside doesn’t even guarantee gameplay. The second game of luck must be played in a match; they had the audacity to also sell a skip on that long process of unlocking too. This may all seem confusing, but that is the point. If I or you do not understand a system in a Star Wars product, neither will a child. But the game company will be ever so happy to nudge them towards the easy fix, mothers pin number.

So what can we, the ever so powerless public, do to end the reign of terror these game companies hold over our children? We could riot. Not in a literal sense; it would be unacceptable to march down the street chanting about “boxes of loot”. Instead, we riot with our wallets and minds. First, we must follow the guidance of those more powerful than us, The Children’s Commissioner, who warns of the dangers of loot boxes and class them as “dangerous” and threatens “financial harm”. The wise commission has spoken, we must protect our children with protest. Block out our money sources. Speak up against the boxes to our councilors, show them the harm, and get Lootboxes banned. They say good things come in small packages; trust me when I say the good in these packages is only found in the dirty hands of the game corporations.

Lootboxes are a scourge on our children. Hooking their addictive claws into their young, impressionable minds with colors to make them forget every purchase has a consequence on the parent’s bank account, not theirs. Not many things bring commissions and parents against the chubby, friendly face of Mario, except of course the evil loot box. It’s time to stop this coordinated strike on our kids. It’s time to stop manipulative tricks made to confuse the young and gullible. It’s time to stop loot boxes, and their effect on the ones we must protect.

Views of Angie Bachmann on Gambling’: Critical Essay

Where does the thin line get drawn between a troublesome habit and the manifestation of an addiction? Perhaps there’s no line at all. Distinguishing the difference between the two is difficult already since they both grow out of consistently repeated behaviors. Regardless of the extent of a person’s habit or addiction, should always be held accountable for their actions and resulting consequences?

For Angie Bachmann in Chapter 9 of Charles Duhigg’s “The Power of Habit”, her seemingly mild pattern of gambling turns into a downward spiral of habitual behavior. How did this addiction rear its ugly head? It’s noted that “she had gotten married at nineteen and pregnant by twenty, her days had become crowded with packing school lunches, playing princess, and running a family shuttle service.” (Duhigg 245). Despite her seemingly put togetherness, it’s obvious her habit developed out of pure boredom and loneliness as “her youngest daughter had started kindergarten a few weeks earlier and her two older daughters were in middle school…Her husband, a land surveyor, often left for work at eight and didn’t get home until six.” (Duhigg 245). Additionally, Duhigg mentions that Bachmann felt untalented and that she had nothing that made her feel special because her “father was a truck driver who had remade himself, midlife, into a semi-famous songwriter. Her brother had become a songwriter, too, and had won awards.” (246). Going to the casino “was a reward for making it through the empty days.” (Duhigg 246-247).

In Chapter 7 of “Opening Skinner’s Box” by Lauren Slater, Bruce Alexander, a psychologist, and two coinvestigators conducted an experiment to test their theory of addiction. This involved a two-hundred-square-foot housing colony for lab rats, which they called “Rat Park,”

“The investigators put sixteen lab rats into [a] fancy rat park and kept another sixteen in standard laboratory cages, where space was cramped and isolation extreme. Because plain morphine is bitter, and rats hate bitterness, the researchers gave both sets of rats morphine-laced water sprinkled with sucrose, at first just a little sucrose, but as the days progressed, more and more, until the drink was a veritable daiquiri of sugary delight, delivering supposedly irresistible opioids in an irresistible liquid. To both sets of rats, they also gave plain old tap water…next to the stocked and glowing bottles. [They found that] the cramped and isolated caged rats loved the morphine-laced water right from its subtle, sugary start, slurping it up…The rat-park residents, however, resisted drinking the narcotic solution, no matter how sweet the researchers made it. While they did occasionally imbibe (females more than males), they consistently showed a preference for the straight H2O and when the two groups were compared, the caged isolated rats drank up to sixteen times more than the park residents.” (Slater pars. 26-27)

This experiment is an example of what Slater notes at one point as a physiological inevitability. When the lab rats were placed in fancy cages that were supplied with proper necessities such as ample space for mating and warm nests, they had no urge to even go near the sugary morphine-laced water. Whereas the rats that were placed in standard, cramped cages with little to no necessities, were immediately drawn to the morphine-laced water. Did the poor conditions for these rats make it more likely or certain that they were going to have a preference for the morphine-laced water rather than the plain tap water? It’s likely this had nothing to do with it based on the researcher’s next findings,

“[When adding] Naloxone to the morphine-laced water in the rat park, the rat-park rats reversed their aversion to the narcotic water and drank it. Naloxone is a substance that negates the effects of opioids but spares the sugary taste of the conduit. This rather stunning finding shows, perhaps most clearly of all, how rats, when in a ‘friendly’ place, will actually avoid anything, heroin included, that interrupts their normal social behaviors. The rats liked the sweetened water, so long as they didn’t get stoned.” (Slater par. 27)

Regardless of living conditions, the rats were clearly able to make their own decisions in whether or not to partake in something that would negatively interfere with what they were accustomed to. The fact that Angie Bachmann developed an addiction due solely to her isolation, not living conditions just like the lab rats, can be supported by Slater’s statement that “solitary confinement causes extraordinary psychic distress in human beings…and therefore elicit[s] extreme forms of coping behavior.” (par. 29).

What made casinos and gambling so irresistible to Bachmann? After the thrill of her first time, how did she let gambling become such a routine? After multiple attempts to stop her habit, she “began receiving phone calls with offers of free limos that would take her to casinos in Mississippi. They offered to fly her and her husband to Lake Tahoe, put them in a suit, and give them tickets to an Eagles concert.” (Duhigg 261). Of course, these offers would sound too tempting for anyone, but with a gambling addiction already solidified in one’s brain, it would be like constantly adding fuel to the fire. Arguing the casinos had some fault in Bachmann’s habits would be reasonable, but in the end, she is the one ultimately responsible.

Brian Thomas, a habitual sleepwalker since childhood who unconsciously murdered his wife during a sleepwalking episode, and whose account is provided in “The Power of Habit” in comparison to Bachmann’s, could not be held responsible for his habit. Mark Mahowald, a professor of neurology at the University of Minnesota, explains,

“Sleepwalking is a reminder that wake and sleep are not mutually exclusive…The part of your brain that monitors your behavior is asleep, but the parts capable of very complex activities are awake. The problem is that there’s nothing guiding the brain except for basic patterns, your most basic habits. You follow what exists in your head because you’re not capable of making a choice.” (Duhigg 253).

Based on this information, it’s obvious where the stark contrast lies between Thomas’ and Bachmann’s stories. There comes a time in habits where actions are no longer logical and are done repeatedly because “some habits are so powerful that they overwhelm our capacity to make choices, and thus we’re not responsible for what we do.” (Duhigg 253). Thomas couldn’t be blamed for his sleepwalking habits nor the consequences, even one as unfortunate as murder. Bachmann’s habit, although powerful and overwhelming, was still done routinely with conscious thought. She was fully aware of her decisions and still decided to make them. Casinos were Angie Bachmann’s own version of a fancy rat park cage with gambling machines as the sugary morphine-laced water.

Chicken Fight Cause and Effect Essay

Introduction

Chicken fighting, also known as cockfighting, is a brutal bloodsport that involves two roosters being pitted against each other in a fight to the death. This practice, although illegal in many countries, continues to persist in certain regions. This essay aims to explore the causes and effects of the chicken fight phenomenon. By analyzing the social, cultural, and economic factors that contribute to its existence, as well as the consequences it has on both human and animal welfare, we can gain a better understanding of the complex dynamics surrounding this controversial activity.

Causes of Chicken Fighting

  1. Cultural and Traditional Practices: Chicken fighting has deep cultural roots in certain communities, where it is considered a tradition and part of their cultural heritage. It is often seen as a form of entertainment and a way to showcase the prowess of the roosters.
  2. Economic Incentives: For some individuals, chicken fighting represents an opportunity for financial gain. Illegal gambling is often associated with these fights, where large sums of money are wagered on the outcome. This monetary incentive fuels the continuation of this practice.
  3. Lack of Legal Enforcement: In regions where laws against chicken fighting are weakly enforced, or where there is limited government presence, the activity thrives due to a lack of consequences for participants. This creates an environment where chicken fighting can persist without significant repercussions.

Effects of Chicken Fighting

  1. Animal Cruelty: The most glaring effect of chicken fighting is the severe animal cruelty involved. Roosters are subjected to physical harm, often with sharp blades or spurs attached to their legs, leading to injuries and death. The practice causes immense suffering to the birds involved, compromising their welfare.
  2. Risks to Human Health: Chicken fighting poses potential health risks to both participants and spectators. The close proximity between individuals and the birds increases the likelihood of transmission of diseases, including avian influenza and other zoonotic infections. The unsanitary conditions in which these fights are conducted further exacerbate the health risks.
  3. Ethical Concerns: The endorsement and participation in chicken fighting raise ethical concerns surrounding the treatment of animals. The deliberate staging of fights for entertainment and financial gain disregards the rights and well-being of the roosters involved. It perpetuates a cycle of cruelty and normalizes violence towards animals.
  4. Criminal Activities: Chicken fighting is often linked to various forms of illegal activities, such as gambling, drug trafficking, and organized crime. The underground nature of these fights provides a platform for illegal activities to thrive, contributing to social instability and undermining the rule of law.
  5. Societal Impact: The presence of chicken fighting in a community can have negative consequences on its overall social fabric. It perpetuates a culture of violence and cruelty, eroding compassion and empathy towards animals. It can also lead to increased crime rates and a decline in community well-being.

Conclusion

The chicken fight phenomenon represents a disturbing combination of cultural traditions, economic incentives, and legal loopholes. The causes and effects surrounding this activity highlight the urgent need for comprehensive measures to combat this form of animal cruelty. Strengthening legislation, raising public awareness, and promoting alternative forms of entertainment and economic opportunities can help dismantle the cycle of violence associated with chicken fighting. Only through collective efforts can we aspire to create a more compassionate and humane society that values the well-being of both humans and animals.