5 ms·
My son (9 years old) is turning into a Fortnite addict. I'm blaming myself for allowing online games. I've built him a PC so he could learn how to program. Some
by blackhaz 8y ago
My son (9 years old) is turning into a Fortnite addict. I'm blaming myself for allowing online games. I've built him a PC so he could learn how to program. Sometimes we experiment with Unity together, sometimes we spend time in Python. But lately Fortnite is grabbing him more and more, and he spends all his allowed time (1.5 hours per day) there, so there's no time left for exploring other things. He can't control himself. He spends his savings on virtual items, significant amounts. He just blew $40 worth of his savings on virtual stuff.
I Googled for "fortnite addiction" and was shocked how many similar stories there are. It is an epidemy. Game shops are exploiting advanced psychological tactics to turn young generation into addicts.
I am thinking more and more that this should be regulated. There should be a set of rules that a game shouldn't break. For example, prohibiting sales of items, or putting a cap on that. No gambling. A user should be able to pause a game without being punished. And so on... Isn't there a way at all? I understand this is stepping on personal liberties, but it hurts to know dudes in Epic Games are stuffing their wallets while young kids are breaking their banks to buy virtual pistols and don't have ways to exit that world without taking a hit. Especially since playgrounds are empty and streets are not playgrounds anymore.
I blame myself.
- lsmarigo 8y ago> I blame myself. This is a narrative the game industry has been successfully pushing through organized PR campaigns and astroturfing online discussions, of course parents share some responsibility but this angle is disingenuous and lets publishers off the hook too easily. I wouldn't beat yourself up too much here you're aware of the situation and actively involved in fixing it. > Game shops are exploiting advanced psychological tactics to turn young generation into addicts. This + the instantly available secondary market which allows you to gamble with your digital goods/currency is the major difference between this and it's predecessor: baseball/pokemon/magic the gathering card packs. Belgium/EU are making strong moves on this but very doubtful we'll see any movement in the US anytime soon, a New Hampshire senator dared to question the situation and was blasted by an aggressive letter from the ESRB claiming loot boxes are not at all gambling. The games industry is uniquely positioned to allow for this kind of abuse because the primary targets (marks) are unorganized young children that don't know any better. Most games are just a vessel for the 'marketplace' which is an online casino for kids. The current state of gaming is shocking, regulation is desperately needed.
- Mirioron 8y ago>This is a narrative the game industry has been successfully pushing through organized PR campaigns and astroturfing online discussions, of course parents share some responsibility but this angle is disingenuous and lets publishers off the hook too easily. I wouldn't beat yourself up too much here you're aware of the situation and actively involved in fixing it. It is almost entirely the parents' fault. Parents are the ones that have to raise their children, especially when the parents are letting the kid play a game that's meant for somebody 4+ years older. >This + the instantly available secondary market which allows you to gamble with your digital goods/currency is the major difference between this and it's predecessor: baseball/pokemon/magic the gathering card packs. But those exact same things happened with those games too. The reason those card games weren't so popular was that they weren't as fun and they were prohibitively expensive. >Belgium/EU are making strong moves on this but very doubtful we'll see any movement in the US anytime soon, a New Hampshire senator dared to question the situation and was blasted by an aggressive letter from the ESRB claiming loot boxes are not at all gambling. The EU might agree, but that's because the EU makes all kinds of decisions to curb the freedom of its citizens. I say this as a European. And the reason why the ESRB told that senator that lootboxes are not gambling is because they do not fall under the legal definition of gambling. >Most games are just a vessel for the 'marketplace' which is an online casino for kids. The current state of gaming is shocking, regulation is desperately needed. I find it ironic that you're asking for regulation on a topic you seem to be completely ignorant of. Most games do not even have a marketplace. What's shocking about gaming is the amount of misinformation floating around. I guess this is our generation's "video games cause violence."
- UnrealIncident 8y ago>It is almost entirely the parents' fault. Parents are the ones that have to raise their children, especially when the parents are letting the kid play a game that's meant for somebody 4+ years older. That just isn't true. Game publishers and developers these days use psychological tricks to keep people engaged and paying money into them. >The EU might agree, but that's because the EU makes all kinds of decisions to curb the freedom of its citizens. I say this as a European. And the reason why the ESRB told that senator that lootboxes are not gambling is because they do not fall under the legal definition of gambling. Lootboxes are gambling no matter how you try to justify them. You pay money for the chance to win a prize with no guarantee you will. Protecting your citizens from predatory practices is not curbing the freedom of it's citizens. >I find it ironic that you're asking for regulation on a topic you seem to be completely ignorant of. Most games do not even have a marketplace. What's shocking about gaming is the amount of misinformation floating around. I guess this is our generation's "video games cause violence." There's 2 reasons games don't have marketplaces, neither are because these companies have a heart and want to stop gambling. One is that a marketplace requires trading of some kind. Trading can reduce their income on usually cosmetic items. Look at Overwatch, there's no marketplace because Activision Blizzard know they can make more money through just lootboxes because most people only want a skin for a specific character not a random chance to get something they probably don't want. The other reason is they don't want to be associated with "real gambling". Everyone's seen what's happened with Valve and the fire they've been coming under for just ignoring third party gambling sites for years. But they obviously don't care about the consumer when they're using the same tactics as slot machines to get them to spend as much money as possible.
- xvector 8y agoThat really sucks to hear. As I used to be a gaming addict myself as a child, I know that banning games for children absolutely does not work. He will find a way around it and he will learn not to trust you. Perhaps induce degraded connection for Fortnite in particular, via some router-level hacks? Just an idea, but it could be catastrophic if your son figures out. Hopefully he would be mature enough by then to understand.
- Mirioron 8y agoFortnite is T-rated, meaning that it's suitable for ages 13+. But as a parent it's your choice what you allow your kids to do, however it's still your job to raise your children, not the government's. >A user should be able to pause a game without being punished. Good luck pausing multiplayer games. >Isn't there a way at all? I understand this is stepping on personal liberties, but it hurts to know dudes in Epic Games are stuffing their wallets while young kids are breaking their banks to buy virtual pistols and don't have ways to exit that world without taking a hit. He's your kid. You're the one that's letting him make those transactions. He doesn't earn money on his own and most methods of payment require parental approval. >I blame myself. It is your fault, but chances are pretty good that he'll simply get over it one day. As long as he keeps his grades up and behaves normally you probably shouldn't be too worried about it. On the other hand, if it is an epidemic as you claimed above then your kid will simply be the norm and not an outlier.
- slavik81 8y agoThat doesn't sound so bad. When I was younger, I probably spent $2000 into Yu-gi-oh! cards and tournaments over the course of a couple years. An hour of Counter-Strike each day wasn't that unusual, either. I have very fond memories of my time playing those games. The question is whether they are happy with their choices.