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The truth about gambling disorder, from Fortnite into WoW

Gambling disorder might be a newly recognised condition, but disordered gambling is anything but new. Five years before, another Korean man collapsed and died after a 50-hour session playing StarCraft within an online cafe.

In the west, World of Warcraft, published in 2004, was among the earliest games to trigger addiction narratives in the mainstream press, with the game blamed for causing faculty students to drop out of college and others losing families and professions.

What has changed this time round is partly a matter of scale. World of Warcraft peaked in 2010, six years after launch, with 12 million readers worldwide.Fortnite, published under one year ago, has more than 10 times that at 125 million. Even if nothing else had changed, 10 times the players likely means 10 times the stories of a disordered connection with the match Fortnite materials .

The match's free-to-play nature -- it costs for cosmetic updates but anyone can download and play Facebook without having to spend a cent -- signifies that a far greater percentage of those players are young compared with previous gaming phenomena. Not only are there more young folks -- that aren't good at setting bounds -- but there's also more prominence of all sorts of play: an eight-hour gaming session that might be more guiltily shrugged off with an 18-year-old pupil in a college city can prompt concern for that same student's parents if they are just a year younger and living at home.

Publicerat klockan 08:43, den 7 augusti 2018
Postat i kategorin Okategoriserat och taggat som fortnite items mmotank
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