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www/proprietary malware-games.html proprietary-...
From: |
Therese Godefroy |
Subject: |
www/proprietary malware-games.html proprietary-... |
Date: |
Thu, 7 Mar 2019 05:50:11 -0500 (EST) |
CVSROOT: /webcvs/www
Module name: www
Changes by: Therese Godefroy <th_g> 19/03/07 05:50:11
Modified files:
proprietary : malware-games.html proprietary-addictions.html
proprietary.html
proprietary/workshop: mal.rec
Log message:
Techniques to make games addictive (RT #1340721).
CVSWeb URLs:
http://web.cvs.savannah.gnu.org/viewcvs/www/proprietary/malware-games.html?cvsroot=www&r1=1.28&r2=1.29
http://web.cvs.savannah.gnu.org/viewcvs/www/proprietary/proprietary-addictions.html?cvsroot=www&r1=1.4&r2=1.5
http://web.cvs.savannah.gnu.org/viewcvs/www/proprietary/proprietary.html?cvsroot=www&r1=1.91&r2=1.92
http://web.cvs.savannah.gnu.org/viewcvs/www/proprietary/workshop/mal.rec?cvsroot=www&r1=1.52&r2=1.53
Patches:
Index: malware-games.html
===================================================================
RCS file: /webcvs/www/www/proprietary/malware-games.html,v
retrieving revision 1.28
retrieving revision 1.29
diff -u -b -r1.28 -r1.29
--- malware-games.html 15 Jan 2019 00:06:37 -0000 1.28
+++ malware-games.html 7 Mar 2019 10:50:10 -0000 1.29
@@ -47,6 +47,56 @@
<div class="column-limit" id="malware-games"></div>
<ul class="blurbs">
+ <li id="M209900000">
+ <p id="addictiveness">Many games are designed to
+ keep gamers compulsively playing—and renewing
+ their subscription. To achieve this result, developers use <a
+
href="http://www.cracked.com/article_18461_5-creepy-ways-video-games-are-trying-to-get-you-addicted.html">
+ techniques that derive from behavioral and brain research</a>:</p>
+
+ <dl class="compact"><dt>The Skinner Box</dt>
+ <dd>An environment in which the rat… sorry, the user is trained
+ to “push the lever“, i.e. do a certain action over and
+ over again in order to get a reward.</dd>
+
+ <dt>Virtual food pellets</dt>
+ <dd>Items that have nothing to do with the game itself, but are
+ valuable to gamers because of the work required to obtain them
+ (e.g., EverQuest); some people will end up collecting them for the
+ sake of collecting.</dd>
+
+ <dt>Random rewards</dt>
+ <dd>They turn the game into the equivalent of a slot machine (e.g.,
+ World of Warcraft, ZT Online).</dd>
+
+ <dt>Elaborate cycles</dt>
+ <dd>Gamers' behavior can be “shaped” by making cycles
+ (progress from one level to the next) slower and slower, designing
+ complex tasks that are difficult to get out of (e.g. World of
+ Warkraft), or conversely dividing them up in small chunks to avoid
+ frustration (e.g., New Super Mario Bros.Wii).</dd>
+
+ <dt>Decay of game assets</dt>
+ <dd>This makes it necessary for a gamer to keep playing, without
+ vacations, simply to avoid losing what they have earned so far
+ (e.g., Farmville, Ultima Online, Animal Crossing).</dd>
+ </dl>
+
+ <p>Games such as World of Warcraft, that are considered very addictive,
+ use several of these techniques.</p>
+
+ <p>However, the addictiveness of a game is only one of the determinants
+ of addiction. Equally important are the psychological make-up and life
+ circumstances of the gamer. Gaming addiction, like other addictions,
+ is a form of mental escape from an unrewarding life. The sad truth
+ is that, in the long run, it leads to an even worse life.</p>
+
+ <p><em>Note:</em> We are not gamers. If you think we
+ have misunderstood some point, or have suggestions for making
+ this text clearer or more correct, please send them to <<a
+ href="mailto:address@hidden">address@hidden</a>>.</p>
+ </li>
+
<li id="M201807310">
<p>A nonfree video game, available through the nonfree Steam client, <a
href="https://www.extremetech.com/gaming/274552-great-now-games-are-hijacking-systems-with-">
@@ -276,7 +326,7 @@
<p class="unprintable">Updated:
<!-- timestamp start -->
-$Date: 2019/01/15 00:06:37 $
+$Date: 2019/03/07 10:50:10 $
<!-- timestamp end -->
</p>
</div>
Index: proprietary-addictions.html
===================================================================
RCS file: /webcvs/www/www/proprietary/proprietary-addictions.html,v
retrieving revision 1.4
retrieving revision 1.5
diff -u -b -r1.4 -r1.5
--- proprietary-addictions.html 23 Feb 2019 11:53:28 -0000 1.4
+++ proprietary-addictions.html 7 Mar 2019 10:50:10 -0000 1.5
@@ -37,6 +37,56 @@
<div class="column-limit" id="proprietary-addictions"></div>
<ul class="blurbs">
+ <li id="M209900000">
+ <p id="addictiveness">Many games are designed to
+ keep gamers compulsively playing—and renewing
+ their subscription. To achieve this result, developers use <a
+
href="http://www.cracked.com/article_18461_5-creepy-ways-video-games-are-trying-to-get-you-addicted.html">
+ techniques that derive from behavioral and brain research</a>:</p>
+
+ <dl class="compact"><dt>The Skinner Box</dt>
+ <dd>An environment in which the rat… sorry, the user is trained
+ to “push the lever“, i.e. do a certain action over and
+ over again in order to get a reward.</dd>
+
+ <dt>Virtual food pellets</dt>
+ <dd>Items that have nothing to do with the game itself, but are
+ valuable to gamers because of the work required to obtain them
+ (e.g., EverQuest); some people will end up collecting them for the
+ sake of collecting.</dd>
+
+ <dt>Random rewards</dt>
+ <dd>They turn the game into the equivalent of a slot machine (e.g.,
+ World of Warcraft, ZT Online).</dd>
+
+ <dt>Elaborate cycles</dt>
+ <dd>Gamers' behavior can be “shaped” by making cycles
+ (progress from one level to the next) slower and slower, designing
+ complex tasks that are difficult to get out of (e.g. World of
+ Warkraft), or conversely dividing them up in small chunks to avoid
+ frustration (e.g., New Super Mario Bros.Wii).</dd>
+
+ <dt>Decay of game assets</dt>
+ <dd>This makes it necessary for a gamer to keep playing, without
+ vacations, simply to avoid losing what they have earned so far
+ (e.g., Farmville, Ultima Online, Animal Crossing).</dd>
+ </dl>
+
+ <p>Games such as World of Warcraft, that are considered very addictive,
+ use several of these techniques.</p>
+
+ <p>However, the addictiveness of a game is only one of the determinants
+ of addiction. Equally important are the psychological make-up and life
+ circumstances of the gamer. Gaming addiction, like other addictions,
+ is a form of mental escape from an unrewarding life. The sad truth
+ is that, in the long run, it leads to an even worse life.</p>
+
+ <p><em>Note:</em> We are not gamers. If you think we
+ have misunderstood some point, or have suggestions for making
+ this text clearer or more correct, please send them to <<a
+ href="mailto:address@hidden">address@hidden</a>>.</p>
+ </li>
+
<li id="M201902220">
<p>On-line gambling services (and their nonfree
client programs) are <a
@@ -129,7 +179,7 @@
<p class="unprintable">Updated:
<!-- timestamp start -->
-$Date: 2019/02/23 11:53:28 $
+$Date: 2019/03/07 10:50:10 $
<!-- timestamp end -->
</p>
</div>
Index: proprietary.html
===================================================================
RCS file: /webcvs/www/www/proprietary/proprietary.html,v
retrieving revision 1.91
retrieving revision 1.92
diff -u -b -r1.91 -r1.92
--- proprietary.html 4 Mar 2019 08:28:43 -0000 1.91
+++ proprietary.html 7 Mar 2019 10:50:10 -0000 1.92
@@ -146,6 +146,56 @@
<h3 id="latest">Latest additions</h3>
<ul class="blurbs">
+ <li id="M209900000">
+ <p id="addictiveness">Many games are designed to
+ keep gamers compulsively playing—and renewing
+ their subscription. To achieve this result, developers use <a
+
href="http://www.cracked.com/article_18461_5-creepy-ways-video-games-are-trying-to-get-you-addicted.html">
+ techniques that derive from behavioral and brain research</a>:</p>
+
+ <dl class="compact"><dt>The Skinner Box</dt>
+ <dd>An environment in which the rat… sorry, the user is trained
+ to “push the lever“, i.e. do a certain action over and
+ over again in order to get a reward.</dd>
+
+ <dt>Virtual food pellets</dt>
+ <dd>Items that have nothing to do with the game itself, but are
+ valuable to gamers because of the work required to obtain them
+ (e.g., EverQuest); some people will end up collecting them for the
+ sake of collecting.</dd>
+
+ <dt>Random rewards</dt>
+ <dd>They turn the game into the equivalent of a slot machine (e.g.,
+ World of Warcraft, ZT Online).</dd>
+
+ <dt>Elaborate cycles</dt>
+ <dd>Gamers' behavior can be “shaped” by making cycles
+ (progress from one level to the next) slower and slower, designing
+ complex tasks that are difficult to get out of (e.g. World of
+ Warkraft), or conversely dividing them up in small chunks to avoid
+ frustration (e.g., New Super Mario Bros.Wii).</dd>
+
+ <dt>Decay of game assets</dt>
+ <dd>This makes it necessary for a gamer to keep playing, without
+ vacations, simply to avoid losing what they have earned so far
+ (e.g., Farmville, Ultima Online, Animal Crossing).</dd>
+ </dl>
+
+ <p>Games such as World of Warcraft, that are considered very addictive,
+ use several of these techniques.</p>
+
+ <p>However, the addictiveness of a game is only one of the determinants
+ of addiction. Equally important are the psychological make-up and life
+ circumstances of the gamer. Gaming addiction, like other addictions,
+ is a form of mental escape from an unrewarding life. The sad truth
+ is that, in the long run, it leads to an even worse life.</p>
+
+ <p><em>Note:</em> We are not gamers. If you think we
+ have misunderstood some point, or have suggestions for making
+ this text clearer or more correct, please send them to <<a
+ href="mailto:address@hidden">address@hidden</a>>.</p>
+ </li>
+
<li id="M201902270">
<p>The Ring (now Amazon) doorbell camera is designed so that the
manufacturer (now Amazon) can watch all the time. Now it turns out
@@ -203,24 +253,6 @@
restrictions in the use of ink cartridges that would otherwise be in
working order.</p>
</li>
-
- <li id="M201902220">
- <p>On-line gambling services (and their nonfree
- client programs) are <a
-
href="https://www.theguardian.com/society/2019/feb/22/gambling-apps-more-dangerous-than-fobts-study-finds">
- designed to be addictive</a>, much like on-line games. They achieve
- this with various different malfunctionalities, often in combination.</p>
-
- <p>Many of these malfunctionalities are implemented by the server and
- the client program together. In some cases, there is no honest way that
- the client program could counteract the nastiness—for instance,
- when the server manipulates amounts won in order to get the user
- addicted, the only way the client program could block that is to pretend
- the win did not happen, and users would not want that modification.</p>
-
- <p>However, modification of the client program could cover up some
- addictive behaviors without losing the user anything.</p>
- </li>
</ul>
@@ -281,7 +313,7 @@
<p class="unprintable">Updated:
<!-- timestamp start -->
-$Date: 2019/03/04 08:28:43 $
+$Date: 2019/03/07 10:50:10 $
<!-- timestamp end -->
</p>
</div>
Index: workshop/mal.rec
===================================================================
RCS file: /webcvs/www/www/proprietary/workshop/mal.rec,v
retrieving revision 1.52
retrieving revision 1.53
diff -u -b -r1.52 -r1.53
--- workshop/mal.rec 6 Mar 2019 09:06:12 -0000 1.52
+++ workshop/mal.rec 7 Mar 2019 10:50:10 -0000 1.53
@@ -25,6 +25,61 @@
#### Please don't remove the blank line after this marker! ####
# ADD NEW BLURB HERE
+Added: 2019-03-07
+Id: 209900000
+RT: 1340721
+PubDate: 2010-03-08
+Target: malware-games.html malware-games
+Target: proprietary-addictions.html proprietary-addictions
+Keywords:
+Blurb: <p id="addictiveness">Many games are designed to
++ keep gamers compulsively playing—and renewing
++ their subscription. To achieve this result, developers use <a
++
href="http://www.cracked.com/article_18461_5-creepy-ways-video-games-are-trying-to-get-you-addicted.html">
++ techniques that derive from behavioral and brain research</a>:</p>
++
++ <dl class="compact"><dt>The Skinner Box</dt>
++ <dd>An environment in which the rat… sorry, the user is trained
++ to “push the lever“, i.e. do a certain action over and
++ over again in order to get a reward.</dd>
++
++ <dt>Virtual food pellets</dt>
++ <dd>Items that have nothing to do with the game itself, but are
++ valuable to gamers because of the work required to obtain them
++ (e.g., EverQuest); some people will end up collecting them for the
++ sake of collecting.</dd>
++
++ <dt>Random rewards</dt>
++ <dd>They turn the game into the equivalent of a slot machine (e.g.,
++ World of Warcraft, ZT Online).</dd>
++
++ <dt>Elaborate cycles</dt>
++ <dd>Gamers' behavior can be “shaped” by making cycles
++ (progress from one level to the next) slower and slower, designing
++ complex tasks that are difficult to get out of (e.g. World of
++ Warkraft), or conversely dividing them up in small chunks to avoid
++ frustration (e.g., New Super Mario Bros.Wii).</dd>
++
++ <dt>Decay of game assets</dt>
++ <dd>This makes it necessary for a gamer to keep playing, without
++ vacations, simply to avoid losing what they have earned so far
++ (e.g., Farmville, Ultima Online, Animal Crossing).</dd>
++ </dl>
++
++ <p>Games such as World of Warcraft, that are considered very addictive,
++ use several of these techniques.</p>
++
++ <p>However, the addictiveness of a game is only one of the determinants
++ of addiction. Equally important are the psychological make-up and life
++ circumstances of the gamer. Gaming addiction, like other addictions,
++ is a form of mental escape from an unrewarding life. The sad truth
++ is that, in the long run, it leads to an even worse life.</p>
++
++ <p><em>Note:</em> We are not gamers. If you think we
++ have misunderstood some point, or have suggestions for making
++ this text clearer or more correct, please send them to <<a
++ href="mailto:address@hidden">address@hidden</a>>.</p>
+
Added: 2019-03-04
Id: 201902270
RT: 1365737
- www/proprietary malware-games.html proprietary-...,
Therese Godefroy <=