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Experiences can be compelling without being addictive, which is a distinction I think sometimes lost here. Civilization is compelling and I for one have lost some sleep to Just One More Turn, but one rarely loses one's job or family over Civilization, which is not true of gambling addiction. Inability to stop despite sincere desire to stop, negative impact across multiple outside-the-activity areas of life, etc, are diagnostic criteria for addictions of all sort for basically this reason.

As a parent, I probably wouldn't encourage my children to play either WoW or Genshin Impact or similar until I had a strong bead on their level of self-regulation capacity.



I think the difference here is that Genshin only has variable rewards and allows you to pull levers for them with real money. Civilization (for the right player) has bottomless gameplay time, A game like WoW has a fixed subscription cost (with cosmetics) and a bottomless gameplay time; what Genshin Impact adds to the danger list is the “gacha” style gameplay progression where you gamble with as much money as you are willing to spend for game items, stat boosts and characters, many available for only a limited time.

I have no doubt this model is much more lucrative but it feels like there is a slot machine standing in the way of what is otherwise a very impressive fusion of different ARPG ideas.


> I think the difference here is that Genshin only has variable rewards and allows you to pull levers for them with real money.

It's even worse than that. You can only earn a relatively small amount of gatcha currency in-game. Once you've exhausted that pool for a given patch, no amount of grinding will get you more and the only way to "pull the lever" is with real money.


>but one rarely loses one's job or family over Civilization, which is not true of gambling addiction.

debatable. Maybe not with Civ specifically, but I remember huge scares in the MMO days over some people literally playing themselves to death from malnourishment. In particular this was targeted towards dedicated gaming cafes in Korea from what I remember. Addiction can be just as deadly even if it "only costs $10/month"

I imagine it's more common than expected, mmo's have just become "more accepted" over time as it acclimated into society.




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