Shove / Rake

So, a couple of months ago, according to the folks at the University of Adelaide, teenagers who play video games regularly are more likely to develop anti-social habits that lead to problem gambling.
I guess it’s not the craziest thing I’ve heard.
I mean, if you take it in a literal context, there are plenty of examples of gambling in games. There are interactive scratchies in GTA: Chinatown Wars. There are the pub games in Fable 2. There are slot machines, blackjack sessions, variations on blackjack sessions…you can even contribute ante to a pot in some racing mechanics. Hell, some games just cut to the chase and are purely on casino table games. The online poker phenomenon has been around for years, with pundits playing several games at once, using bots to suck fish dry, and even getting promoted to real poker championships to boot.
But wait a minute - let’s step back for a second.
If we look at a definition:
Gambling is the wagering of money or something of material value on an event with an uncertain outcome with the primary intent of winning additional money and/or material goods.
“An uncertain outcome”. That would imply the concept of chance. You are betting on the fact that the laws of gravity and friction will have the dice facing up in a particular way. You are betting on the fact that the single jackpot winning lottery ticket you are buying is one amongst several hundred thousand.
Most games nowadays reward players with skill, rather than by some random chance. Hopefully, it wasn’t luck that had your railgun slug punch through the skull of your opponent across the map. You didn’t just wall run through a gauntlet of spinning knives and do a double somersault pike while snatching that golden idol by chance. You earned that shit, goddamnit.
However…there is an element of luck in games.
I believe that as we progress through games and we start getting comfortable with the controls and the abilities we have, we become cocky. We take chances, trying to push the envelope of what is possible and what we can or cannot do. We try to leap onto higher buildings. We start aiming for the head instead of the body. We try to pull off trickier combos. Risk for reward - it’s the oldest trick in the game design handbook.
Games also promise rewards. Armour sets, higher levels, better mounts, mo’ money. Gamers want these rewards, so we chase them (work and social life be damned). We grind and we crawl and we reload our subscriptions. Just so, hopefully, we get a lucky drop.
So the more I look at games in this mindset, the more I realise that they all have a hook of some sort. And why shouldn’t they? The stakes are high, the bar has been raised over the years. Games need to capture us and hold us so that we’ll keep playing, buying subscription recharges and DLC, and hopefully even the next instalment. Encouraging us to take risks in the hopes for a big payout? Yeah, I’d say that’s some kind of correlation there.
Or, y’know, it’s more likely that these kids need a better parenting model.






