Earlier quoted context omitted.
It is extremely easy to enforce: just make items non-transferable, so they can only be gained by actual questing. As soon as an item is gained, it is permanently associated to a given account. Done.
How would you prevent the sale of accounts?
A Dark Consensus About Screens and Kids Begins to Emerge in Silicon Valley
451–460 of 516 posts
Re: A Dark Consensus About Screens and Kids Begins to Emerge in Silicon Valley
#452I think it's less about the screen time, and more about what's on the screen. Echoing some of the existing comments: Games and sites today are vastly different than they were 20 years ago. Games like Civilization, Quake, Diablo, C&C, Mortal Kombat, Tony Hawk etc... were definitely addictive. But modern games like Fortnite and Clash of Clans are not engineered the same way. They are specifically designed to function l…
It robs a child’s body and brain from developing social and motor skills in a 3D world. Time spent in the trance state is habit forming and is in general stolen from time spent exploring the world, and letting the brain learn from full bandwidth experiences.
So yes, It is the screen.
Children’s real life unstructured full-bandwidth play is learning on steroids. All systems engaged, constant observation, endless questions, simulations etc. think social simulations, physical and motor skills challenges, puzzles. It takes life to prepare human brains for life.
Re: A Dark Consensus About Screens and Kids Begins to Emerge in Silicon Valley
#453I think it's less about the screen time, and more about what's on the screen. Echoing some of the existing comments: Games and sites today are vastly different than they were 20 years ago. Games like Civilization, Quake, Diablo, C&C, Mortal Kombat, Tony Hawk etc... were definitely addictive. But modern games like Fortnite and Clash of Clans are not engineered the same way. They are specifically designed to function l…
"I just wanna spend $20 on my skins for Fortnite" Right... the game is designed to hook you in, that's games, they've all done that since the year dot. You're invested. Except now, in order to continue getting the same high, you need to spend money. They're purposely engineered this way. Just like drugs. I grew up as the public internet took it's first breaths. When you had to figure out just how to get an internet s…
Interestingly, that’s going back to video gaming’s roots in the arcade.
Re: A Dark Consensus About Screens and Kids Begins to Emerge in Silicon Valley
#454This has always been a form of Luddism. Tech is inevitable. I view tech similarly to how I view sex-ed in 2018: it's been proven that if you do abstinence only education then bad things happen (teen pregnancies, stds, etc...). Your kids are going to grow up to be adults with bad tech habits if you don't start teaching them how to use it responsibly and protect themselves early. Help them find good content. Have days…
Re: A Dark Consensus About Screens and Kids Begins to Emerge in Silicon Valley
#455I think it's less about the screen time, and more about what's on the screen. Echoing some of the existing comments: Games and sites today are vastly different than they were 20 years ago. Games like Civilization, Quake, Diablo, C&C, Mortal Kombat, Tony Hawk etc... were definitely addictive. But modern games like Fortnite and Clash of Clans are not engineered the same way. They are specifically designed to function l…
Source: I have 6 kids between the ages of 9 and 16
Re: A Dark Consensus About Screens and Kids Begins to Emerge in Silicon Valley
#456I would say that it is better to go the hard route and helping my daughter to learn to live with screens and some semblance of self-control around them, rather than enforce complete prohibition.
But from reading the article, most of the "screen-time" seems to have been un-supervised? That is the thing we are probably trying to avoid the most, with my daughter we are most of the time in the room, and we did agree on a limit (most of the time, one sitting is 3 cartoons she chose beforehand).
But I do wonder what I will do, once she is in school, and there is a cool new game with microtransactions everybody is playing.
I kinda hope I will manage do be the weird dad that persuades her and her friends to organize a lan-party instead of throwing bucks at $COOL_SKIN in $POPULAR_GAME :-)
Re: A Dark Consensus About Screens and Kids Begins to Emerge in Silicon Valley
#457Earlier quoted context omitted.
> the TOS of all games say that the player does not own them Yet loads of people sell their in-game items (that they got through chance) for real money. So in a sense, they do own them.
Usually despite being banned by the TOS, as a black market kind of operation. More problematicly, im not sure how youd stop it from extending to say WoW gold-selling, or even cartridges with 100% saves on them. People will attribute value to anything for any number of reasons, but I’m not sure you can make regulation on anything beyond “encouraging” such behavior. (And I would assume these companies already actively…
We're well past the point where virtual entitites are imaginable by the general populace.
Getting a virtual gun, creates an actual advantage in the game your are playing online.
While ultimate ownership of the code may be fraught, but practical day to day ownership and usage is not (unless you are fighting a particularly contrived case).
Re: A Dark Consensus About Screens and Kids Begins to Emerge in Silicon Valley
#458I think it's less about the screen time, and more about what's on the screen. Echoing some of the existing comments: Games and sites today are vastly different than they were 20 years ago. Games like Civilization, Quake, Diablo, C&C, Mortal Kombat, Tony Hawk etc... were definitely addictive. But modern games like Fortnite and Clash of Clans are not engineered the same way. They are specifically designed to function l…
I have no doubt video game addiction will at some point become an actual diagnosis, just like gambling addiction.
Re: A Dark Consensus About Screens and Kids Begins to Emerge in Silicon Valley
#459Earlier quoted context omitted.
I have no idea if there is any legal precedent for requiring resell value on a prize, but these "rare drops" definitely do constitute prizes on a human level. And they by definition DO economic value (even if you can't resell them) because people pay money specifically for a chance to win them.
If value of something is how much the market is willing to pay for it: it had value before you bought it, and none after (you can’t resell!). Is there a difference from buying an “experience”?
Would that not closely match this example, at least in terms of utility?
Re: A Dark Consensus About Screens and Kids Begins to Emerge in Silicon Valley
#460I think it's less about the screen time, and more about what's on the screen. Echoing some of the existing comments: Games and sites today are vastly different than they were 20 years ago. Games like Civilization, Quake, Diablo, C&C, Mortal Kombat, Tony Hawk etc... were definitely addictive. But modern games like Fortnite and Clash of Clans are not engineered the same way. They are specifically designed to function l…
You can still find the oldschool-style. I.e. I just played CHUCHEL adventure game alongside my 4 year old, and it is a simple ~4 hour long adventure game, costs ~10$, no micro-transactions funny business.
Reminds me of my time at my grandma's house playing Neverhood :D
Open Transport Tycoon Deluxe still works on modern machines.
Shovel knight, Tooth and Tail, Guacamele, Into The Breach, Shadowrun, Reigns, Abzu, Magicka, Undertale ... and many more. Of course, not many FPS/high-budget rpgs?
I actually am strongly considering to be the first in my family to buy an actual gaming console, once my daughter is a tiny bit older. Nintendo with its Switch lineup seems to be quite in line with the old-school mentality of "Pay once, get the game, have fun" :-)