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Surname 3 Student Instructor Professor Date The ethics of video Games Video

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The ethics of video Games

Video games give people endless hours of fun irrespective of their race, gender, and age; among others, however, they do not look like a threat to their wallets and mental health—for instance, watching too many video games can be detrimental to an individual because it is addictive whereby the person will ever lose a lot of money or interfere with their mental health. The game developers use several techniques that manipulate their players into purchasing the games. The technique includes the bounty rewards that the purchases are promised after buying or after winning a given match in the games. Therefore, it is prudent to demonstrate that video games have gone too far from the stipulated ethical code that controls their mandate and remedies the exploitation.

The video games have gone too far for their players according to the stipulated ethics. Nowadays, the game developers are forcing players to purchase games whenever it reaches a certain stage, and they are required to continue with the game (Sürücü 21). It will become frustrating because they have to purchase the game to continue their entertainment at the next stage (Nguyen & Ruberg 20). Exploiting their financial strength also comes with possible addiction to the games because they create an environment that requires the player to purchase the games. Therefore, the players have to consider buying the game before relegating to the starting stage, which is unethical in financing the game developers and exploiting the players.

Remedy for exploitation

Game designers have to develop a responsibility to present implementation measures that ensure that they profit without necessarily inflicting financial or mental harm to the users (Nguyen & Ruberg, 2020). It gives the players an ample opportunity to rethink all participation in the purchasing game without necessarily paying heavily for the product. Therefore, meeting such measures ensures that the system does not exploit the players financially.

Candy Crush forces the player to reach a near-miss to get developers in tension which aggravates the frustration experience encouraged to depend on the game. The implementation feature requires the player to unlock the games whenever they have money (Chen et al. 200). Since the game is interesting, they are forced to deposit some money which enriches the company but disadvantages the players. The company argues that it is a prevention measure of making the player not to be addicted. However, it does not explain the amount of money the player loses in the case of wanting to continue playing the game (Egunjobi 234). Therefore,  the company’s strategy focuses on making additional money by getting numerous smaller amounts of cash and deliberately taking money from the player even though the player has purchased the game. Secondly, the developers openly violate the code of ethics of computing machinery (Sazali 245). The Candy Crush game leads to addiction which is detrimental to health. Addiction is a major cause of insomnia, hallucination, drastically decreased academic performance, and increased stress.

In conclusion, uncontrolled video games can come with numerous detrimental impacts on the players. As demonstrated in the research watching too many video games can lead to addiction and major financial constraints. The game developers use several techniques that manipulate their players into purchasing the games through mind games that make them addicted.

Works Cited

Almalki, Abdulrahman Abdullah, and Hind Mohammed Aldajani. “Impact Of Playing Video Games On The Social Behavior And Academic Performance Of Medical Student In Taif City.” International Journal of Progressive Sciences and Technologies 24.1 (2021): 572-585.

Chen, Chongyang, et al. “Preventing relapse to information technology addiction through weakening reinforcement: A self-regulation perspective.” Information & Management 58.5 (2021): 103485.

Egunjobi, Joyzy Pius. “Candy Consumption: An Inquiry on the Candy Crush Hypothesis.” African Journal of Alcohol & Drug Abuse 5 (2021): 3-16.

Nguyen, J., & Ruberg, B. (2020, April). Challenges of designing consent: Consent mechanics in video games as models for interactive user agency. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (pp. 1-13).

Sazali, R., Suhaimi, S. S. A., Nazuri, N. S., Ahmad, M. F., & Jong-Young, L. (2021). Deliberation of Gaming Addiction to Physical Activity and Health: A Case Study in South Korea. International Journal of Academic Research in Business and Social Sciences, 11(10), 605-620.

Sürücü, A. Y. Ş. E. G. Ü. L. (2020). Animal Cruelty in Video Games: An Ethical Investigation. Published Master’s Thesis). Bahçeşehir University, Graduate School of Social Sciences.

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