Tag: Academia

  • An Initiation Into Heroic Imperialism

    An Initiation Into Heroic Imperialism

    Content Notes: Discussions of Anti-Semitism, Colonisation, Racism and Sexism

    In the previous essay, we covered the broad strokes of how The Hero’s Journey rose to fame, alongside its lionised author, Joseph Campbell. Today, we will focus on how anthropologists, folklorists, and the groups he takes from, view the infamous man himself. And how he contorts academia and marginalised beliefs, to fuel his own fantasy.

    A Minefield of Malapropisms

    I want to initiate this dissection of The Hero Journey, with a more technical and nitpicky aspect to Campbell’s errors. Partially to ease us in to his more bigoted beliefs, and partially to indicate how he can’t even get the innocuous parts correct. Alan Dundes, as part of a larger talk on the crisis of folklore studies, commented on how Campbell led to a swelling of amateurs with no background in relevant academia trying to understand mythology.[1]

    Now, I am not the most diehard fan of this talk, as his understanding of feminist theory is remedial at best. But I believe one of his points helps underpin just how little research Campbell did. Throughout The Hero with a Thousand Faces, Campbell calls all the stories he uses myths. Every. Single. One. Even I, a person with an amateurish knowledge on folk tales, picked up on this. See, there is a difference between folklore, myths, legends and fairy tales.

    Fairies and Their Sun-Bath by Frances Griffiths and Elsie Wright
    Retrieved From: Wikipedia
    Note: BEHOLD!!!! A MYTH

    Dundes, who quite literally wrote the 1965 book on folklore, defines it as any form of shared story, knowledge or proverb, specific to a group of people.[2] He is deliberately vague in this definition, both because he uses folklore as an umbrella term for things like legends and myths. And because folk can mean: ethnic groups, racialised groups, groups of occupation, neighbourhoods and more. Think of how tales can spread of a cursed building within a particular company, or a street is haunted with a ghostly woman. It would be inaccurate to attribute these to individual countries, as they are significantly more localised.

    Within this context, a myth is type of folklore that is typically adopted by a extensive section of the folk, as a fundamental story. [2] They do not have to believe in the 100% veracity of the tale. Instead the myth can become foundational to the folk’s customs and create a metaphorical understanding of the world around them. This can include creation myths, like people being made from clay by Viracocha. Or national myths, such as Rome originating from two boys raised by wolves.

    A legend tends to possess a more temporal and geographical anchor.[2] Foundational myths especially, have a tendency to be more loose with their connection to material reality. However, if you are cursed to be British, when I mention Lady Godiva, you likely think of Medieval Coventry. Like myths, legends are not always necessarily believed as factual. Though they can still become deeply associated with smaller areas or subsets of people, including how they view their own identity. For example, Lady Godiva began the time honoured British tradition of public streaking as protest.

    Lady Godiva (2022) by Volgio Bene
    Retrieved From: VolgioBeneArt.com

    Finally (at least for our purposes), there are fairy tales or fables. A fairy tale is distinct from legends and myths, more in the fundamental method of transmission. The latter are usually oral, passed down through generations and disseminated by word of mouth.[2] A fairy tale is often written down and can be traced to a sole author, although many are iterated upon or shift in meaning as they pass into different cultures.[3]

    The point of this digression is to demonstrate the complexity involved in the study of folklore. As well, these definitions, whilst seemingly pretty wide spread are not universal. Different academics will express slight or major disagreements. And, quite like psychology, there is a mountain of essays and counter essays detailing a rich pinpointing of specific meaning and language with these terms. My definitions are admittedly simplistic, but Campbell’s are even more so.

    He compresses all of these forms of folklore and more into myth, simply because it has the most grandiose sound to it.[4] When we think of myths, we think of Greeks and Romans, of scandalous stories and brilliant battles. They are the most mysterious and captivating, at least to people like Campbell. But, in doing so he compresses the intracies of these stories and is forced to twist their narratives.

    Glass Onion: A Knives Out Mystery (2022) by Rian Johnson
    Retrieved From: Know Your Meme

    In a way, his aggrandisement of these tales could be seen as noble. If you were squinting and the sun was in your eyes as a fork got stuck in one of your eyeballs. If that isn’t happening, then you’ll presumably see Campbell’s bolstering as rather fetishistic. Though to be fair, Campbell did a lot worse than the simple flattening and overselling of cultural touchstones.

    A Skeleton Made Up Of Racist Bones

    I am not going to beat around the bush here. Campbell was a racist. Unequivocally so. Both in his work and his personal life. We will start with the latter as it is moderately more blatant. In an excellent review by Roger Echo-Hawk, a well-regarded Pawnee historian, he outlines many of Campbell’s links to eugenics and white supremacy.[5] An great quote to start us off is Campbell’s view on Indo-Aryans:

    the most productive, as well as philosophically mature, constellation of peoples in the history of civilization had been associated with this prodigious ethnic diffusion…” [5]

    The Indo-Aryans are an ethnic group within Central and South Asia. They were utilised by pre-cursors of Nazis, Nazis themselves and organizations inspired by them. It’s where the idea of Aryans in these contexts originates from. Although I want to stress, none of this is the fault of Indo-Aryans themselves. Crowds of Western European scientists, philosophers and historians, projected their ideals of civilisation onto these people, using them as background for the true superiority of the white race. Therefore, Campbell reflecting such ideas is certainly damning. And it gets worse.

    Campbell had associates actively involved in the eugenics movement, that is, the belief in scientific breeding to create a superior people. One such example was Carlton Coon, a chairman of the International Association for the Advancement of Ethnology and Eugenics.[5] On top of that he was a prestigious anthropologist, who published a book called The Origin of Races. Which, as you can imagine, was a runaway hit amongst racists. So much so, Coon was lambasted at the time and literally sued newspapers who quoted his supporters racist beliefs.

    And Campbell, cited this man in his book, The Masks of God.[5] Never making any mention of the very well-known scandal about Coon’s book and racist viewpoints. This would not be the lone horrific figure Campbell quoted.

    T.S. Eliot (1923), Photographed by Lady Ottoline Morrell
    Retrieved From: Wikipedia
    Note: A man so constantly confused by context and women, he simply can’t seem to understand the idea of a woman with a camera.

    To justify his totally apolitical, rational view of mythic heroes, he recounts writings from Ezra Pound and T.S Eliot.[6] The former was a literal Italian Fascist in the 1930s and the latter was a divine right royalist. Eliot also was a part of the New Criticism movement, which believed that all literature should be critiqued without extraneous context. Wonder why that sounds familiar.

    If that is not enough, later in his life, Campbell was invited to join Mankind Quarterly by Roger Pearson. Pearson was a lifelong proponent of Nordic racial supremacy, a term I hope I don’t need to elucidate the problems with. As well, Mankind Quarterly published work quoted in The Bell Curve, the most infamously racist academic book from the 20th century. And Campbell accepted the invitation to be a part of Mankind Quarterly.

    Even defenders of Campbell showed how awful the man really was. In a comment that feels like it was ripped out of a Ben Shapiro rant, an associate of his wrote that Campbell admired:

    intellectuals who saw Western Civilisation as threatened by the rot of decadence.”[5]

    Adding onto this Campbell apparently thought that:

    the left-wing, liberal, Jewish, Communist point of view was part of the degeneration.”[5]

    Speaking of anti-semitism, Campbell seemed to revel in his hatred for the Jewish people and faith. A remarkable feat considering that Sarah Lawrence College, where he taught, had a strong Jewish faculty.[6][7] Robert Segal recounts how Campbell publicly expressed his pernicious hatred of Judaism. In one instance of raving at a Jewish student, he stated that the God of the Hebrew Bible was completely evil and he had moved out of the Bronx in New York to get away from Jewish people.[7]

    I’d like to say, as Robert Ellwood and other biographers frequently try to, that Campbell’s work was not mired by his horrific views. Actually thats a lie. The more I learn about Campbell, the more a twisted relief manifests whenever I get to vent about his writing. Because despite how prolific his prose is, it is so clearly poisonous as to have a toxic cloud in the shape of a skull appear whenever you turn a page. So hold your breath as we turn a new leaf.

    The Flesh That Hates Everyone Else

    Continuing with his trend into Anti-Semitism, Segal notes how Campbell is unusually uncharitable towards Jewish beliefs and folklore compared to other religions within his work.[7] Although he delivers criticisms for Christianity, Campbell often belabours the values of Gnosticism. Or at least his version of it. Gnosticism was an esoteric form of early Christianity which preached secret knowledge that could only be understood through ritualistic initiation.[6] It is, essentially, the more mystical and metaphorical rebrand of God.

    A Possible Depiction of The Demiurge by Bernard de Montfaucon
    Retrieved From: Wikipedia

    Within Gnostic belief, an ancient minor god called the Demiurge messed up reality and trapped our divine essence in a poorly designed meat bag.[6] Only though the rituals of Gnosticism could one transcend the body and become divine. Campbell was enamoured with this. Probably because he, like many Catholics, rebelled against the stuffiness of the traditional church. But Christianity isn’t the sole religion to retain esoteric varieties.

    As Segal points out, there is an extensive tradition of mystical interpretations for Judaism, through scholars like Gershom Scholem or Raphael Patai.[7] Campbell even nominally mentions the idea of mysticism in Judaism, but never seems to quote from the figureheads of such views. Instead, he usually shrouds it under his personal universal views and frankly, spurns it for the sake of aggrandising other cultures. In one telling quote Ellwood frames this as:

    Judaism is said to be chauvinistic, fossilized, nationalistic, sexist, patriarchal, and anti-mystical. Even primal peoples, such as Campbell’s beloved Native Americans, are said to “possess a broader vision than Jews.”” [6]

    But do not let this fool you into thinking Campbell treats indigenous peoples’ religious beliefs any better. Throughout his book, he uses tales from the Yolngu and Arrente people of Australia. Glenda Hambly, a documentary filmmaker and white Australian academic specialising in indigenous folklore, counters many of Campbell’s retellings.[8]

    This can be as grandiose as Campbell’s enforcing of linearity into the narratives of the Yolngu and Arrente, who believe in a more cyclical version of time.[8] Where past, present and future merge into one. Their tales often revolve around these cycles, how people were born from the earth itself and must always return to the earth. They also emphasise repetitions, cycles of things happening again and again. Both of these are non-existent Campbell’s romantisisation.

    Ghost Gum and Waterhole, Central Australia (1955) by Albert Namatjira
    Retrieved From:Wikiart
    Note: Namatjira was an Arrente artist and this image in particular reminds me of the Arrente creation myth, in which humans emerged from the dirt underneath a lake.

    His most pernicious example is the Arrente passage of manhood, which Campbell cites as a circumcision ritual.[4] He narrowly focuses on the act itself and the boys learning the oral history of the Arrente. Now, for the sake of respect, Hambly omits the details of the actual ritual. This is due to it being a closed practice and the fact people like Campbell keep bastardising their religious beliefs. However, as reported by Hambly, the ritual is significantly more complex containing multiple parts before and after the circumcising.[8]

    Most importantly, to me at least, is how Campbell uses this story to emphasise the boys self-generating knowledge. The individualised actualisation of their own wisdom. But, obviously, they do not do that. The Arrente focus on how act of passing down knowledge is critical.[8] The communal aspect of teaching a rising generation and respecting the wisdom of those who came before you. Furthermore, the other stages of the ritual are just as important as the circumcision itself, yet in Campbell’s retelling, you’d think the Arrente only care about that.

    And it isn’t just indigenous beliefs Campbell manages to misunderstand.

    The Mind That Forgets Itself

    Mary Lefkowitz is a prestigious scholar of Ancient Greek and Roman literature. As well, she was involved in an academic controversy between herself and African history scholars. This involved complaints of Afrocentrism and Eurocentrism within historical analysis about Ancient Greece, which I cannot get into with any more detail because it would require an essay to unpack properly. One I may eventually write. But for now, I felt it was worthwhile to at least mention her marred reputation.

    In a 1990 essay, Lefkowitz points out how Campbell flattens Greek mythology. Campbell composes the story of Telemarketer Telemachus in the Odyssey, as a rite of passage, an ascension into manhood.[9] However, Lefkowitz attests that the moral was likely more fundamental, that good sons always honour their fathers. In a way, Campbell persistently tries to make the unfamiliar, familiar.

    Telemachus and Athena by Tenoart
    Retrieved From: Tumgik

    Furthermore, he uses Artemis (or Diana in later Roman revisions) as an example of his Universal Goddess.[4] The archetype for all goddesses in all mythology who can be either a nurturing lover or, conversely, a tempting trickster. Ignoring the net he is casting, that is so wide it could encompass Venus, he weaves us the tale of Actaeon.

    A mortal man was out hunting deer with his domesticated wolves. Whereupon, by chance, he finds the goddess Artemis bathing in a secluded brook. He takes this “opportunity” to look upon the naked goddess. Artemis rebukes him, cursing him to become a deer, which causes him to be ripped to shreds by his own hunting wolves. Campbell’s version frames the goddess as a tempting trickster.

    To start with, the story has a variety of versions, including one in which the Actaeon figure is turned to stone and another where the peeping Tom is transformed into a Thomasina. Furthermore, composing the tale through the lens of Acateon means that the tale is interpreted as a godly test designed for the hunter.

    Acateon Sculpture at Caserta Palace by Paolo Persico, Angelo Maria Brunelli, and Tommaso Solari
    Retrieved From: Wikipedia

    As Lefkowitz points out, this framing has less basis in Greek or Roman mythology.[9] Contemporary people were unlikely to see this as a test, instead viewing it as an example of the gods’ mean-spirited nature. Or even just as an example of why you shouldn’t be a voyeur. Astonishingly, the Greeks could be prudish.

    Many people of the time understood the gods as aloof and uncaring in the matters of humans.[9] A stark contrast to Campbell’s revising, which places human heroes as the most important figures in the god’s lives. In a way, I believe Campbell’s opinion of gods mirrors his self-image. Which is never made any clear than this damning statement by Segal:

    As relentlessly dismissive of Judaism as Campbell ordinarily is, he dismisses it in the name of Judaism itself. Judaism, like every other Western religion, has misunderstood itself, indeed has perverted itself. Judaism can, however, be saved, once Judaism the religion is replaced by Judaism the mythology. Since Jews themselves have perennially been inculcated in Judaism as a religion, they can hardly save Judaism. Only Campbell can. He alone grasps at the true mythic nature of Judaism. He thus becomes the savior of Judaism. He saves it from itself. He saves Judaism not by forging myths for it but by revealing the myths it harbours.” [7]

    Even when he is praising a culture or folklore, Campbell can’t help but position himself as the arbiter. As the prism which can unlock all the shades of storytelling. As the saviour God, guiding the next generation of heroes with his comparative mythology. A naked narcissism in the most classical version of the term.

    Reality is Ether

    Campbell is neither the first nor the only person to create grand sweeping generalisations of culture. In fact, in a bitingly mocking manner, Dundes mentions how Campbell’s belief of universal truth in folklore is a thought often expressed by first year folkloric students.[1] Less provocatively, Barre Toelken mentions how Campbell’s issue is one that faces many psychology adjacent people who delve into folklore. They tend to regard it as having one canonical variant and therefore posit their theories as the canonical interpretation.[10]

    A personal pet peeve of mine, is how Campbell achieves this with the Vodyanoy or Water Grandfather. A figure in Slavic mythology, the Vodyanoy is a recurring fairy-tale character. A bald toad-like man, that destroys waterwheels, interferes with fishermen’s catches and even takes women who drown themselves as wives. There are many variations of him, some imagine a Vodyanoy king, others tie him to Russian Rusalkas. But Campbell only mentions that he is a water spirit who drowns women to compel them into marriage.[4]

    The Vodyanoy (1934) by Ivan Bilibin
    Retrieved From: Wikipedia
    Fun Fact: The first monster in the first DnD campaign I ran was a homebrewed Vodyanoy

    This, to Campbell, is a prime example of the Crossing of the Threshold. Where the woman is Crossing from the Threshold of the living to the dead and the Vodyanoy is the gatekeeper. We will only glance at the sexism that Campbell’s version of female heroism involves death and marriage, as this also attributes a canonicity and linearity that isn’t present in the actual folklore.

    Like many folkloric figures, the Vodyanoy is fluid. They shift depending on if the region relies on water mills or fishing. If they are by the sea or only have lakes and rivers. If there is a history of drowned women or if the history is of dead men at sea. That, to me, is the beauty of folklore. It is ever changing, and those transformations mark the differences in the cultures spreading the story. It can speak to the priorities of a folk, their aesthetic choices, their worries and their situation captured within a certain time. But to admit that would be to confess to the heterogeneity of life itself.

    Florence Sandler and Darrel Reeck, hit the nail on the head when they call Campbell, and other like him, comparative esotericists.[11] Put differently, they are interested in cultures in order to seek wisdom, using symbols within tales to direct their thought. Though this must be detached from the folk it came from, lest it be tainted by the spectre of subjectivity.

    This is never made clearer than in Campbell’s disdain for how the Vedic hero Indra’s tale was changed.[11] Originally, Indra’s slaying of Vritra was lauded, but when later Hindu stories framed Vrita as a Brahmin, Indra’s act was corrupted and cruel. The tale evolved, much to the remorse of Campbell. For if anything evolves or changes, it means a universal constant cannot exist. Objectivity is dead.

    Battle of Vritra & Indra from a 1916 Manuscript of Bhagavata Purana Retrieved From: Wikipedia

    Although of course, Campbell is anything but objective. As Sandler and Reeck state, his hero is absolutely American.[11] The hero must be a rugged individualist and sacrifice anything he can to save his community alone. All in the hopes of being rewarded. His disdain for Hinduism and other Asian belief systems, was mired not only by racism, but by anti-communism. As a fear of “The East” became more incoherent in the minds of westerners.

    Campbell’s brand of generalisability is one of convenience. He does so with a sweeping brush to paint himself as good and others as evil, as virtue or vice, as white or black. The only way that can be done, is to present history, folklore and culture as providing a particular canonical lens, a fundamental truth which only he can divine.

    In a way, he never really renounced his Catholicism. He just rebranded to a different type of canon he could control.

    A Canonical Interpretation

    I have recently finished reading Babel by R.F Kuang. I swear this is relevant. Babel is about many things, but the primary interest for us is how Kuang unpacks translation. A great deal of the book tackles if there is a right way to translate, if it is an art or a science, and how much of translation in Britain leaves out the native speakers of the language.[13]

    Victoire by grntre23
    Retrieved From: Tumblr
    Note: Victorie my beloved!

    There is a discussion between the characters about if texts should secede to the language they are translated into. Should a Mandarin text retain its differences, its figures of speech and metaphors? Or should the metaphors be translated into roughly equivalent English phrases, even if it displaces some of the implicit or explicit meaning? Your mileage will likely vary depending on the text, the purpose of translation and more.

    But it is with this fluxing framework, that I came across an Instagram reel. I know, the height of academic sources. But Jake Grefenstette of the International Poetry Forum was making a point about Emily Wilson’s translation of The Illiad.[14] In specific, how she translates a passage pertaining to Achilles mourning of Patroclus. She translates it as:

    I love him like my head, my life, myself.”[15]

    Grefenstette says that to specify “my head”, instead of removing it, was a deliberate and unique translational choice.[14] It preserves a moment of poetic strangeness where we, the English speaking audience, are forced to consider an alternative form of understanding love. Presented in a manner not wholly familiar to us, using a phrase we would never use. Yet echoing a sentiment we can grasp, if we only reach for it.

    To crib from Babel, this would be akin to prioritising the native understanding of the language. To translate on its own terms and preserve it’s meaning, even if this is unfamiliar to the target audience. And Campbell would hate this.

    Campbell’s translation goals is to make the unfamiliar familiar. To digest the intricacies of Native Americans, Chinese, Indians, Indigenous Australians, Africans, Southern Americans, Jewish people and more, into tales familiar to 1950s White American men. He was lauded time and again, even by authors critical of him, for his ability to utilise so many tales.[6][9][11] But utilise is too kind a word. Co-opt, steal, warp, manipulate are all better. But only one word truly fits.

    Colonise.

    The Loop of Colonisation

    In Babel, a major thesis point of the book is how the British colonised language.[13] How the country used, and uses, the act of translation to further imperialism. To manipulate native people. To canonise certain versions and translations of a language. To provide an example from Babel, our Chinese protaganist is forced to stop speaking Cantonese in favour of Mandarin. Since it is more useful to British imperial efforts to speak the language of the courts than of the common people.

    What Campbell did was perpetuate the tradition of imperialism. It becomes increasingly more rare (but not completely gone) for countries to commit imperialism through miltary invasion. Empires have been nominally dismantled and countries like the United States, Britain and many more, require a way to exert control on others. And one of the numerous ways to achieve this, is to rewrite culture.

    To take the stories, the beliefs, the words of people they dehumanise and imprint their own viewpoint onto it. To make the imperialist belief system solely legitimate. The English words become the authoritative version. I’d liken it to butchery, but that requires some finesse. This is like cutting fat off of a steak with your fingers. It’s filthy, lazy and requires no substantial thought. The skill comes in the spinning of idleness as enlightenment. In the gift of the gab that devours and regurgitates all for the next generation.

    Campbell’s efforts were hardly unique. His method is one that has been, and continues to, be wielded by many figures across the political spectrum. It’s tempting to try and be universalist as a form of kindness. To consider everyone as exactly the same. But doing so wipes out important differences. It leaves the most marginalised, those still crushed by colonisation, unable to speak about how their differences are being erased. Their beliefs. Their viewpoints. Their stories.

    Joseph Campbell didn’t merely write a silly little universalist plot structure, devoid of cultural context. He stole from various cultures all around the world to prove his idea is the most legitimate. The only real one, the guiding light towards spiritual salvation for the white man. Whilst he liked removing context, I will keep including context in his work. Because his words are still used, his mindset is still terribly real. And unless we consider the context, the culture, the viewpoints of those unfamiliar to us. We will end up like him.

    Thank you so much for reading. Please let me know your thoughts, and I will be back next time to analyse how Campbell uses psychoanalysis, as well as the broader issues with using psychoanalysis in media. Until next time.

    References

    1. Dundes, A. (2005). Folkloristics in the twenty-First century (AFS invited Presidential Plenary Address, 2004). The Journal of American Folklore, 118(470), 385-408.
    2. Dundes, A. (1965). The study of folklore in literature and culture: Identification and interpretation. The Journal of American Folklore, 78(308), 136-142.
    3. Jorgensen, J. (2022). Fairy Tales 101: An Accessible Introduction to Fairy Tales. Dr Jeana Jorgensen LLC.
    4. Campbell, J. (1949). The Hero with a Thousand Faces. Pantheon Books.
    5. Echo-Hawk, R. (2016). Joseph Campbell and Race. Retrieved From: WordPress
    6. Ellwood, R. (1999). The politics of myth: A study of CG Jung, Mircea Eliade, and Joseph Campbell. Suny Press.
    7. Segal, R. A. (1992). Joseph Campbell on Jews and Judaism. Religion, 22(2), 151-170.
    8. Hambly, G. (2021). The not so universal hero’s journey. Journal of Screenwriting, 12(2), 135-150.
    9. Lefkowitz, M. R. (1990). Mythology: the myth of Joseph Campbell. The American Scholar, 59(3), 429-434.
    10. Toelken, B. (1996). Dynamics Of Folklore: Revised and Expanded Edition. University Press of Colorado.
    11. Sandler, F., & Reeck, D. (1981). The masks of Joseph Campbell. Religion, 11(1), 1-20.
    12. Campbell, J. (1976). The masks of God : Oriental mythology. Penguin Books.
    13. Kuang, R. F. (2023). Babel. Edizioni Mondadori.
    14. International Poetry Forum. (21st March, 2025). Happy World Poetry Day from the International Poetry Forum. Instagram. Retrieved From: Instagram
    15. Homer. (2023). The Iliad (E. Wilson, Trans.). W. W. Norton & Company.
  • How The Hero’s Journey Departed Into The World

    How The Hero’s Journey Departed Into The World

    Content Notes: Descriptions of Racism and Sexism

    You are most likely at least vaguely familiar with The Hero’s Journey. It is not just a narrative framework for how to conjure a delightful story. It is the distilled archetype for the pantheon of heroic tales from all cultures in mythology. It is a self-help guide for young men who lost their way. And it is the reason Star Wars exists. But more than all of this, it is a vague conglomeration of bad psychology, poor philosophy and racist anthropology, masquerading as intuitive truth. Though before we unmask this narrative astrology, we must start examining what it is attempting to portray in the first place.

    The Hands Creating The Mask

    The Hero’s Journey was created by Joseph Campbell in his 1949 book, The Hero With a Thousand Faces.[1] Before we get into the book, I want to provide a bit of background on the man himself. Born in 1904 to Roman Catholic parents, Campbell’s love for mythology began when he visited the American Museum of Natural History as a child.[2] In it was housed Native American artefacts and stories, including human remains taken from grave sites for the white patrons to gawk at.[3]

    The American Museum of Natural History, Photographed by bryan
    Retrieved From: Flickr

    As most children do, he compared the Native American tales to his own experiences with the gospel of Jesus.[2] This innocuous moment lead to his most steadfast belief. That all mythology, in all the world, within all time, is fundamentally the same. But to appreciate this, mythology must be removed from it’s temporal and social context to weave a grand tapestry of truth. Or, you know, he somewhat edited his biographical history to present that heroic realisation about the fundamental truth of the universe, so it sounded more satisfying.

    Campbell graduated from Columbia University with an English Bachelors in 1925 and a Medieval Literature Masters in 1927.[2] He subsequently studied Old French and Sanskrit, at the University of Paris and Munich separately. During this foray to Europe he started to read psychoanalytical literature, particularly the works of Sigmund Freud and Carl Jung, which would heavily influence his philosophy. It is noteworthy that Campbell had no formal training in anthropology, history or psychology. This does not diminish his insight intrinsically, but it is worth keeping in mind as we scrutinize his work.

    Ultimately, Campbell began working as a professor of Literature at the Sarah Lawrence College and wrote his magnum opus, The Hero With A Thousand Faces.[2] Combining Jungian psychology and his own literary know how, the book showcased his hypothesis that all heroes can be understood through his framework. After this, he wrote a 4 volume survey on world mythology and toured around Western universities, giving talks on his books and more generally his philosophy.

    Bill Moyers (Left) and Joseph Campbell (Right) in The Power of Myth (1988)

    In later years, he was more clear on his politics, favouring the idea of a hero as a rugged American individualist.[2] And American culture as uniquely positioned to produce self-reliant men who were the epitome of psychological and social wealth. Though you can absolutely identify these ideas leaking into his earlier works too. Additionally, he was a staunch support of the U.S. invasion of Vietnam and avowed against the counterculture movement that was, in some ways, inspired by his own books.

    His final, and perhaps most influential act, was a six part interview with Public Broadcasting Service (PBS) journalist Bill Moyers.[4] He died in 1987, a year before the interview was released, in Honolulu, Hawaii.[2] Making him one of the countless white Americans to retire by occupying indigenous land simply because of the scenic view. Which, honestly, does actually parallel his most famous book quite well too.

    A Journey of Theorisation

    To commence our descent into The Hero’s Journey, I want to provide the first sentence that greets you, the prologue to Campbell’s idea:

    Whether we listen with aloof amusement to the dreamlike mumbo jumbo of some red-eyed witch doctor of the Congoor […] now and again crack the hard nutshell of an argument of Aquinas, or catch suddenly the shining meaning of a bizarre Eskimo fairy tale: it will be always the one, shape-shifting yet marvelously constant story that we find.”[1]

    In reading the entirety of this book, I did try to be mindful of the fact that he is an white American man who grew up at the turn of the 20th century, so some level of racism was to be expected. However, he is also positioning himself as the figurehead for all mythology within the world.

    So, perhaps more than a lot of historical figures, his description of Congolese stories as mumbo jumbo from a witch doctor or Inuit fairy tales as bizarre warrants some scrutiny. These are not the descriptions of an unbiased academic who respects the culture the narratives come from. At best, Campbell seems to exoticise the cultural tales he regales.

    The original Hero’s Journey is a 17 point collection of archetypal story beats, which are split into three parts. Departure, Initiation and Return.[1] In the broadest strokes of the journey, the hero begins setting forth from the ordinary world to the beginning of an adventure, usually a gate to a realm beyond our own. The hero must conquer a superhuman power, or is defeated himself to pass through the gate, where he will undergo mystical trials.

    Our hero will then arrive at the reward he seeks to bring back to mankind, which frequently involves a union with a God-like figure or his own ascension into Godhood, be that metaphorical or literal.[1] The hero then flees the supernatural sphere, either because he stole the reward or must help those back in the material world. He returns transformed and gifting the world novel insight, thereby helping the world to have transformed too.

    The Hero’s Journey (1949) by Joseph Campbell, Page 227
    Note: This image makes it clearer right? Right?…

    If this all sounds rather esoteric and archaic that is because it is. We will delve into detail for each step, but be aware that they don’t all have to co-occur. Rather, for each of the three sections, there are multiple possibilities of things may occur. These possible occurrences do not have to be in the order Campbell presents, so long as the three main points are in order. And these story beats may be entirely literal or so abstractly metaphorical as to be etheric in substance. But we must attempt to grasp at the maddening ether to understand this framework.

    Departing From Generalities

    Departure starts with a Call to Adventure, where the hero is beckoned into starting his journey.[1] This can be a princess being ordered to kiss a frog or a disease needing a supernatural cure. Often accompanying this call is a herald, an older, shrewder man, describing what the hero must do. Next is the Refusal to Call, which does not always need to happen. This can be split into two sections, those who stories end at refusal and those who continue despite refusal.

    The former are stories like King Minos, who keeps a divine bull instead of sacrificing it to the gods, refusing the call to fulfil his spiritual duty.[1] He is then punished for this by his wife sleeping with said bull and birthing a horrific monster, the Minotaur. The other has the hero compelled into the adventure, through trickery or death of loved ones, resulting in pressure that forces action.

    Ionian Minotaur Perfume Bottle, Photographed by Mary Harrsch
    Retrieved From: Wikipedia
    Note: He’s just a little guuuuy

    After this the hero gains Supernatural Aid, where a wise woman or wizard gives them trinkets, spells or amulets to assist them in their supernatural journey. [1] With gifts in tow the hero must Cross The Threshold, passing through a gate in order to enter the supernatural realm. Usually through tricking or defeating the guard of the gate, although in death, a hero can also find themselves somewhere new.

    The concluding part of Departure is The Belly of The Whale, accordingly named after the biblical tale of Jonah which resembles the whale scene from Pinocchio.[1] The Belly represents an area where the hero is reborn in order to pass through the unfamiliar world. A region of safety and, at the same time, mystery. A brief respite of transformation, before his tribulations begins.

    Jonah and The Whale (1621) by Pieter Lastman
    Retrieved From: Wikipedia

    First in Initiation is The Road of Trials, which is exactly what it sounds like.[1] A set of tests the hero must overcome, usually utilising the supernatural aid they previously received. Once the trials are completed there are a few things that can happen as a form of personal spiritual reward. The Meeting With The Goddess is perhaps the most courteous way of saying, the Hero bonds with a supernaturally beautiful woman, usually romantically and physically. Campbell tries to wrap this in esoteric dyads to make it seem less horrifically sexist.

    This does not work, especially because the adjoining section is called, Woman as Temptress.[1] Where a Goddess of Flesh and Love, the antithesis of Christendom, appears to the hero. This encapsulation of sin reveals the delights of womanhood that he has hitherto not understood. Essentially placing women’s worth not just as being arm candy, but as the servitors of orgasmic insight. Campbell nominally positions himself as better than his Catholic upbringing by attempting neutrality towards such archetypal characters. Although, the way he talks about sexuality is rather revealing:

    Generally we refuse to admit within ourselves, or within our friends, the fullness of that pushing, self-protective, malodorous, carnivorous, lecherous fever which is the very nature of the organic cell. Rather, we tend to perfume, whitewash, and reinterpret; meanwhile imagining that all the flies in the ointment, all the hairs in the soup, are the faults of some unpleasant someone else”[1]

    Slightly less horrific is Atonement With Father, which does not flow where it should after the previous two sections.[1] Instead, this is a moment with either a literal patriarch God, or a supernatural parental figure, who guides our hero from boyhood to manhood. This can be through slaying the father figure, rebuking them, or accepting their place within the world.

    Then is Apotheosis, where the prior version of the hero dies, so they can ascend, either into godhood or fresh spiritual understanding.[1] In any of these cases, the hero gains new items, new powers or new wisdom, a so called Ultimate Boon, which he then must bestow to the mortal world.

    Return begins counter-intuitively, with Refusal to Return.[1] The hero refuses to come home because of a charming wife, a wondrous life, or a world of strife which awaits for him. This too can be split like the previous refusal, where the story ends with the hero refusing to come back or it continues due to circumstances outside of his control. Usually, through a Magical Flight whereby he wields supernatural powers to go back home, either sanctioned by the world he is departing from, or being chased by those he has wronged.

    Aladdin (1992) by Disney

    His return is usually aided by the people of the world itself, called the Rescue from Without.[1] This can be magical assists, the opening of the threshold or even the music of the people providing guidance back home. The hero then Crosses the Return Threshold, often with the caveat of struggling to adjust to his home realm. Now he has insight or power, it is unfathomable to ever be normal again. But those who can manage it become the Master of The Two Worlds, able to delve between them and deliver prosperity.

    And all of this ends with The Freedom to Live, referring to the people of the mortal world, who now benefit from the hero’s wisdom or gifts.[1] Now they have gained rare insight and can develop anew, either becoming slightly changed or drastically different from before. Fortunately for us, the insights into Campbell and heroes does not end here.

    Popularising Academia

    You may be somewhat pondering how a dry, rather obtuse academic text managed to become on par with a Three Act Structure in the minds of writers. Well, ironically, the popularisation of The Hero’s Journey also happened within three acts. And it all begins with a little known, minor science fiction adventure trilogy in nine parts, called Star Wars.

    Amongst his other mentors like Francis Ford Coppola, George Lucas states that Campbell was a huge inspiration and guide for his writing with Star Wars.[5] In an interview with Bill Moyers, Lucas states how he employed the Hero’s Journey, to structure the original Star Wars trilogy. This is not just him post-hoc claiming this, contemporary journalists at the time noted the similarity in structure as well. [6]

    Star Wars: A New Hope Poster by Tom Jung

    Star Wars gave a new generation of film nerds instant insight into Campbell’s work and philosophy, not just in terms of heroism. The Force, as stated by Lucas, is a deliberate abstraction of religious beliefs around the world, of faith itself.[5] It allowed him to explore religious symbolism and scholarship in a more modern lens. As well as introducing such ideas to a teenage audience that was increasingly becoming disillusioned with all sects of Christianity.

    But Lucas was not the only influential storyteller to be inspired by Campbell. Christopher Vogler was a story consultant for Disney and Fox amongst others, perhaps best known for his work on the iconoclastic film, The Lion King.[7] In the late 1980s, he wrote a set of memos whilst working at Disney about The Hero’s Journey, which he then compiled into a 1992 guide for screenwriters at the company and beyond.[8]

    By his own telling, the memo was hot stuff in the writing departments and even was read by then head of Disney, Jeffery “So Petty He Made A Competing Film Studio” Katzenberg.[8] Vogler uses a 12 point condensed version of the Hero’s Journey and peddles it not just as a possible structure, but as a great rubric to decide if any writing is good. Put differently, The Hero’s Journey is not just a framework, but a standard by which all stories must be measured against. Since, as Vogler articulates:

    Campbell’s contribution was to gather the ideas together, recognize them, articulate them, and name them. He exposes the pattern for the first time, the pattern that lies behind every story ever told”[8]

    This hyperbole is likely the result of Vogler overselling his memos at Disney to establish himself as more notable and gain more prestigious work. Nevertheless, the idea of The Hero’s Journey as a metric is not wholly original, as Campbell did often view his own framework as the pinnacle of classical storytelling.[2][4] And even more so, journalists, essayists and writers still view The Hero’s Journey to such high regard. But, it isn’t just in narrative niches, that Campbell’s work made a splash.

    Masculine Myth Making

    The Mythopoeic Movement was a faction of men’s mental health advocates in the 1980s and 90s. It’s foundational author was Robert Bly, who was inspired by Campbell to use mythology in guiding men.[9] He speculated, much as Campbell did, that tales could be used to combat the psychological and social ills facing men at the time.[10] Especially the grief of a bygone age, where they had structure and purpose.

    Robert Bly at Poetry Out Loud Finals, Minnesota 2009, Photographed by Nic McPhee
    Retrieved From: Flickr

    Now, I have to pause here because the Mythopoeic Movement is complicated, in a similar way to how Campbell’s philosophy and modern men’s mental health activism is. There are good ideas from these voices. Such as Campbell’s advice for men to have hobbies and time just for themselves, to get away from the stresses of a capitalistic hellscape.[4] In a similar fashion, the Mythopoeic Movement advocated for men to get in touch with their emotions, to freely cry and grieve, without constraint.[9]

    However, the issue that many of these movements face can be simply summed up in three words. They’re not intersectional. Meaning, they only consider the perspective of how white masculinity is in crisis. This is not wholly unique to men’s mental health, white feminists of the 80s were similarly criticised for their focus only those whose sole marginalisation was their biological sex. Causing black women, trans women, disabled women, poor women and more to never be directly helped or considered in such activism.

    Though, the Mythopoeic Movement and Campbell were remarkably bad for this, as they rather viewed themselves as above political and social advocacy. [4][9] Their universalist, psychological approach, meant there was no need to consider the context of the time they lived in and simply should promote broad, arching beliefs about all men’s necessities. Some of this was reasonable, like encouraging intra-gender friendship, creating bonds with fellow men.

    Others were well…whining about sexism. Or more specifically, whining about women who dared to state they were, for most intents and purposes, the same as men. Bly, Campbell and other similar proponents only wished to celebrate the unique differences between men and women. By acknowledging the irrevocable truth that your gentials dictate your brain, soul, personality and capabilities.[1][4][11] It’s just facts and logic.[No Citation Found]

    Jordan “Lobster Understander” Peterson at Toronto University (2017), Photographed by Adam Jacobs
    Retrieved From: Flickr

    It is plain to see how Campbell and Bly’s ideas have festered into modern conservatism, men’s rights activism and even messaging on mental health. But it is equally critical to state that both, rather conveniently, only really appealed to men like them. Never considering, never thinking, never inviting in, those with vastly diverse experiences. Be that due to class, disability, race or other marginalisations. One piece of advice that has stuck in my head throughout this reading as symptomatic of this is Follow Your Bliss.

    The term originated with Campbell and is his idea that to be truly like a hero, you must follow your passions.[4] It is a refrain shared by Lucas in the interviews he’s given and by Bly in his book.[5][9] This means, finding a job you love and making it a cornerstone of your life, monetarily and psychologically. Which is a nice sentiment. In theory. But as any person in a even a mildly competitive industry will tell you it is laborious to achieve. I do not want to sound like a doomer here and say it is impossible.

    But rather, foster a sense of realism. That for the impoverished, the marginalised, the most shunned of society, following your bliss can be incredibly difficult. Barriers of mental health, of stigmatisation, of internal and external pressures constantly build up to prevent you from doing so. To choose to follow your passions requires sacrifice, support, and is a monumentous choice for the majority of people, let alone the majority of men. Such halcyon dreaming, can really only be followed with ease, when social, economic and political issues do not touch you.

    Dying Achilles by Ernst Herter, Photographer Unknown
    Retrieved From: Pinterest

    As the hero is often rendered invulnerable by the supernatural aid of his allies. The experiences of Bly, Lucas and Campbell show how they were rendered indestructible by the unnatural assistance of policies, societal support and birthright financing in their favour. But of course, those of us without such direct access to these advantages, have to create our own magic, to carve a similar path. And even then, sparks of magic are easily snuffed out.

    Carrying A Different Message

    Over the next couple of essays, we will be exploring more detail about the inaccuracies of the Hero’s Journey. But to finish off this section, I wanted to talk about an alternate theory to writing and structure, one that has stuck with me as a writer. Ursula K LeGuin was an American fantasy and science fiction writer, perhaps best known for book series, Tales of Earthsea, which was adapted into a Studio Ghibli movie. As well, she was an essayist who discussed the nature of narrative itself.

    In 1986, LeGuin wrote one such musing called, The Carrier Bag Theory of Fiction.[12] The essay is based on Elizabeth Fisher’s book Women’s Creation, in which she argues for the titular theory.[13] The concept blends prehistoric study and how we tell the stories of prehistory. It asserts that the first thing to ever be created as a tool, was not a weapon made of bone, but likely a container to carry food.

    This is based on the fact that most prehistorical societies had the majority of their food from gathering fruits, nuts, vegetable, fungi and anything else you could find nearby. Meat from hunting was more of a treat, like a takeout with deadly stakes. So a takeout.

    LeGuin furthers this, stating that the idea of our first act of creation being to carry, is more grounded in the world she wishes to live in, then our first act being violence.[12] And that although many stories tell of hero’s violent exploits, killing and slaying to gain a prize, she derives comfort in the heroes who navigate through life in more ordinary ways. Who carry words, items, or crafts of their own devising to trick, to bargain, to pass but never to kill.

    I use this as a comparison to Campbell, because LeGuin states this as a sort of pseudo-philosophy as well. A philosophy of people and happiness. For, as she remarks, those who simply foraged and occasionally hunted, possessed much more free time for hobbies, for passions and love.[12]

    Though I cannot assert the historical truth of this idea, I like this for the ideas LeGuin presents beyond factual basis. Like Campbell, it is a way of telling stories and viewing our lives, focusing on those who gather, on those who cultivate, on small conversations and minor acts of kindness. As she says, this kind of story may be:

    A strange realism, but [life] is a strange reality.”[12]

    And ultimately, this reality is one I too would rather occupy, then one of Campbell’s devising.

    Thank you for reading, I would love to hear your thoughts and experiences with The Hero’s Journey. Next time we will be tackling psychoanalysis in Campbell’s writing and how it leads to bad personal and mental health advice.

    References

    1. Campbell, J. (1949). The Hero with a Thousand Faces. Pantheon Books.
    2. Segal, R. (2019). Joseph Campbell | Biography, Books, & Facts. In Encyclopædia Britannica. Retrieved From: Britannica
    3. Sutton, B. (2024, July 31). American Museum of Natural History has repatriated more than 100 Native American human remains and 90 objects. The Art Newspaper – International Art News and Events. Retrieved From: The Art Newspaper
    4. Campbell, J., Moyers, B. (1988). The Power of Myth. PBS.
    5. Lucas, G,. Moyers, B. (1999) The Mythology of ‘Star Wars’. Film for the Humanities and Sciences. Retrieved From: Youtube
    6. Gordon, A. (1978). “Star Wars”: A Myth for Our Time. Literature/Film Quarterly, 6(4), 314–326.
    7. The Lion King – Full Cast and Crew. IMDB. Retrieved From: IMDB
    8. Vogler, C. (1992). The Writer’s Journey. Retrieved From: Web Archive
    9. Bly, R. (1990). Iron John : A Book About Men. Vintage Books.
    10. Quinn, F. (2000) An Interview With Robert Bly. Paris Review. Retrieved From: RobertBly.com
    11. Connell, R. (2005). Masculinities. Routledge.
    12. Le Guin, U. K. (1986). The carrier bag theory of fiction. The ecocriticism reader: Landmarks in literary ecology, 149-154.
    13. Fisher, E. (1980). Woman’s Creation. McGraw-Hill Companies.
  • Infinity Nikki: Tailor Made To Make You Pay

    Infinity Nikki: Tailor Made To Make You Pay

    Throughout the past two essays on gaming addiction and the addictiveness of loot boxes and gachas, it may have been apparent that I have not really engaged with the games that are the focus of academics. This is predominantly an issue of genres. I cannot aim guns to save my life and autoplay mechanics bore me to tears. But there is one amongst the pantheon of addictively designed games that I have played. Today we will look at Infinity Nikki and see how it manipulates you to spend, spend, spend.

    Together Till Infinity

    The Nikki series is a set of mostly mobile dress up games created by the Chinese developer Paper Games. The first instalment Nikki UP2U was released in 2012, and the most recent version, Infinity Nikki, launched in December 2024. I personally started with Love Nikki, the third instalment, when I was a young teenager, before shifting to Shining Nikki and then Infinity Nikki. Although there were years long gaps between me playing them.

    As you may guess, the games revolves around the titular Nikki, a pink haired girl transported to a mystical world called Miraland, alongside her trusty talking cat friend Momo. In it, people resolve conflicts through style battles, where points are accrued based on creating outfits that fit into a set of descriptors. Though there has been at least one incident where someone just shot the other person.

    Nikki and Momo from Infinity Nikki by Paper Games
    Retrieved From: The Gamer

    The basic gameplay of all the Nikki games revolves around the player collecting new clothes to progress in the story. Going through styling battles unlocks further worlds, more materials and better clothes. These outfits are of different rarities and can be upgraded to increase your proficiency in styling battles. But Infinity Nikki somewhat differs from its predecessors, in that it is open world and available on all platforms, instead of being exclusively on mobile. This means both its presentation and how it utilises standard mobile game mechanics differs from the usual.

    For example, both traditional Nikki games and Infinity Nikki make use of stamina mechanics. You possess a certain number of hearts, which can be expended to carry out activities. They slowly regenerate with time, or you can spend in game currency to instantly recharge.

    However, traditionally Paper Games employs this to gate progression through levels and acquiring of materials, whereas in Infinity Nikki they use it only to bar very specific items. Many materials are gained through the open world itself. Although notably the rarer items may only have one source, like a specific animal, forcing you to wait 24 hours to collect again.

    The Violinist Outfit From Infinity Nikki
    Retrieved From: Eurogamer
    Note: People do actually try to play songs using this violin, my favourite being this

    Moreover, Infinity Nikki contains an unusual method of delivering gameplay. Abilities are gained through the accumulation of specific outfits, usually comprising 8-11 articles of clothing to collect. These can provide to you the capability to float, attack enemies or the most crucial power of all. Playing violin! These outfits serve a dual purpose of being aesthetically interesting to the player and offering mechanical benefits. Some are given to the player for free, some are earned through gameplay. And some are gained through the gacha element of Infinity Nikki.

    There are essentially two parts of the gacha mechanic. One is a permanent banner, currently with four outfits. This uses blue Resonance Crystals, in order to gain attempts, or pulls, from it. The other is two monthly cycling banners usually containing four outfits, but it can be only two in shorter periods.

    These comprise two easy to obtain outfits (requiring at most 10 pulls per article of the outfit) as well as inconsistently containing two hard to obtain outfits (requiring at most 20 pulls per article of the outfit). These banners use pink Resonance Crystals. Whilst you can earn both types of crystals in gameplay, the primary way of obtaining them is through purchases with in-game currency.

    Infinity Nikki Permanent Banner by Paper
    Retrieved From: Sport Skeeda

    You can obtain three forms of currency within Infinity Nikki. Blings is the most common, used for small easily accessible items as well as the general payment for crafting or refining materials. Diamonds is the currency used for buying more exclusive products, be these clothes or modest mechanical benefits. On top of this, they are how you buy Resonance Crystals, with some people saving up literal millions of diamonds for banners they like. And finally we have Stellarite.

    Unlike the previous two which could be earned in game, Stellarite is exclusively available through investing real-life money. It is primarily used to access exclusive outfits, which get rotated out each month, as well as bonuses for special updates, like a bicycle that can go any place. No, I am not kidding, Infinity Nikki includes bicycles locked to certain regions, meaning you could not use a bike from one area in another.

    Until they dropped a free roaming bicycle for Stellarite and then after this offered an outfit which summoned a motorbike. Though it was only obtainable through the gacha element. Rather scummy right? Well, it’ll only get worse from here.

    Through The Pattern Darkly

    Dark Patterns or Deceptive Patterns is a term coined by website designer, Harry Brigull.[1][2] It describes a set of interface design choices which manipulate users in order to promote benefits (usually profit) for the owners. In other words, you know how scammy websites will have arbitrary timers in big bold font to make you sign up for their rubbish? Dark patterns describe the mechanical aspects of such design choices.

    A Fake Example of a Dark Pattern by Cmglee
    Retrieved From: Wikipedia

    It is a rather comprehensive term, used in all forms of technology from shopping websites to social media to video games. Naturally, for our purposes, we are only interested in the latter most. To save on space, I will focus on the specific deceptive patterns that I have identified in Infinity Nikki. As well, there is no comprehensive list of what is and isn’t a dark pattern. In fact, there is much debate about whether some of these mechanics are really wholly underhanded. Therefore we will start with their general definitions and then look at how they link to Infinity Nikki, as well as the damage they cause.

    Dark patterns are often separated into one of three categories: Temporal, Monetary, Social.[2][3] Temporal concerns deceptive mechanics which manipulate the players time, often with the goal of convincing them to devote more time than is reasonable or desired. Monetary is when users financial sense is exploited or they are tricked into spending more than is necessary. Social is when relationships or desire for bonds is leveraged.

    Grinding is a common temporal example, where a tedious repetitive task is necessary to achieve a goal.[3] This means all you can hope to do is accelerate the process as there is no other way around it. Endowed Progress is another, unfortunately named, one which is when the initial advancement is significant quicker than subsequent advancement. Leading to a warped sense of progression. Fear Of Missing Out (FOMO) is when games use daily logins gifts, frequent updates or reward passes to persuade players that they should log in everyday.

    Loot boxes or gacha mechanics are the chief monetary dark pattern. But since I have already dedicated an essay to them, I will not delve far into Infinity Nikki’s specific brand.[3] Pay Walls are when content is locked behind payment. This is a common tactic for free to play games, where necessary or even just useful mechanical benefits are locked behind small payments (often called micro-transactions). Comparison prevention involves an interface making comparisons between products difficult, especially when monetary value is obfuscated.[2]

    The sole social dark pattern of interest is fake social proof. These include user reviews, testimonials or inter-user social medias that are manipulated or forged in order to present a more favourable version of the product.[2] Though it is important to note there are other examples. Like social pyramid schemes, where players are encouraged to onboard others in return for in-game currency.[3] But that is the be all and end all of the phenomenon, so there isn’t much more depth to them.

    However, as you will see, the others are really baked into the foundational practices of Paper Games and how they made Infinity Nikki.

    Tailoring Your Mind

    Grinding is one of the most normalised dark patterns listed. In Infinity Nikki, grinding is primarily done through the gating of materials to make new clothes. These clothes can be integral to story progression as well as giving diamonds for completed outfits. For me, the majority of Infinity Nikki gameplay was spent picking plants, brushing sheep and playing a fishing mini-game I dearly wish I could have skipped.

    Response to Infinity Nikki Survey by Sad-Blackberry-7283
    Retrieved From: Reddit
    Note: Average fishing hater be like

    But to do so was mandatory to complete quests and to gain new clothing items, the two major conceits of the game. This leads to people expending money on quick fixes. Such as spending Diamonds on more stamina or additional materials to quicken progression. Sometimes you would even need to expend Stellarite for exceedingly rare items. You could also try your luck on the gachas, as some outfits quicken the progress of collecting materials.

    Endowed progress is another common mechanic within games. For Infinity Nikki, like many others, you first level up and gain access to resources quickly. This leads to a blistering pace, where you’re constantly acquiring new clothes and new features to try out. However, this plateaus swiftly, with the gaining batches of clothing going from every day, to every week, to every month if you’re waiting for new non-gacha content. And to collect them requires either paying into the gacha element or spending each day grinding to obtain more materials.

    The way Infinity Nikki uses Fear of Missing Out is different to its predecessors, where there were explicit daily login rewards. Alternatively, Infinity Nikki makes use of a two tier battle pass system. For those who do not spend money, they can gain some much needed diamonds by completing daily and weekly tasks. Paying money unlocks extra Diamonds as well as access to Stellarite, stamina boosts and even exclusive outfits for Momo. If you need Diamonds for the gacha mechanic or to progress quicker, this is the most economical way. However, it is also the most time consuming.

    Cycling in Infinity Nikki as Photographed by FluffyBunny359
    Retrieved From: Reddit

    I’ve already sort of touched on Pay Walls with the whole bicycle debacle. Games will formulate annoyingly arbitrary problems and then sell solutions to the consumer. Grinding and Endowed Progress also feed into these, as users are expected to pay for the luxury of reasonable progression. Paying players then become preferentially treated, which in and of itself, can encourage others to fork out for the “premium” experience. By which of course I mean, mildly functional experience.

    Comparison Prevention makes this even worse. The use of in-game currency and in-game currency that can only be bought with in-game currency, obfuscates comparisons between game products and likening products to real world value. Crystals can be purchased, but never directly with money, only with Diamonds or Stellarite. Meaning players are likely to spend more than they otherwise would due to this complexity. Even the savviest shopper would be bogged down in mathematics to understand the likely monetary cost of clothing gained from the gacha machine.

    Fake Social Proof is an intriguing one, because I cannot say definitively if the Steam reviews have been flooded with bots. There has been some evidence of suspicious activity on Steam. Such as profiles which have engaged in no other games, play very little of Infinity Nikki and provide glowing endorsements.[5][6]

    This would make some sense as there have been efforts in the fan spaces to review bomb Infinity Nikki on Steam.[7] Usually whenever Paper Games pushes the envelope on exploitative corporate practices, like a cat near a precarious glass of water hanging over electrical equipment. But nothing I have observed is concrete, so it will not be the basis of my foundation for this point.

    Current Review Breakdown for Infinity Nikki on Steam.

    However, there are a frequent stories of the official Infinity Nikki discord server being heavily moderated against controversy, with most expressing their experiences on the fan run subreddit.[8-10] Doing so serves two purposes. Firstly, it serves to insulate paying customers in a cheerful atmosphere, thereby reducing the likelihood of player numbers (and therefore payments) dropping. Secondly, it means newer players are in a complimentary upbeat community, that incentivises a lack of critical thinking when engaging with the game. Meaning new players can be on-boarded to pay and continue paying.

    Overall, this seems a pretty scathing indictment on the methods used by Paper Games in their game. And don’t get me wrong it absolutely is. But it wouldn’t be one of my essays without some complexity thrown into the mix.

    The Light Hand of Darkness

    Look, I want to state my position here clearly. I do believe that Paper Games (and by extension other publishers) are engaging in deeply unethical and manipulative practices. But that does not mean I agree with how the research on dark patterns is applied. There’s nothing inherently wrong with it, but much of the writing feels out of touch with both game design and with gamers.

    Take grinding for example. I am a filthy turn based RPG player, so I have spent most of my time playing games by gaining levels and abilities to defeat the next big bad boss. Its undeniably mostly grinding. But I don’t believe it would qualify as inherently deceptive. There’s a lot to complain about with Final Fantasy games, but its routine of fighting is usually part of the appeal. It creates a gameplay loop where you master the skills of your characters. Iteratively getting more competent at the mechanics and gaining artificial boosts to power through the game itself.

    The Best My Favourite Turn Based RPG, Bravely Default by Square Enix
    Drawn By Akihiko Yoshida
    Retrieved From: Tumblr

    To put it in more simple terms. Its really fun beating those level 5 blobs that caused you trouble at the start of the game with a giant fireball because you now comprehend elemental weaknesses. And have way higher stats. This needs to be considered when applying these dark patterns to games. Some are clearly just manipulative no matter what, like fake social proof, comparison prevention and loot boxes. There is no mechanical or narrative reason to dissipate dissent, to prevent players from making informed financial decisions or to use randomised mechanics to give rewards. It is solely to increase profit.

    Though with practices like endowed progress, they can create good gameplay experiences. Infamously, Runescape took the idea perhaps a little too far, with the meme of 92 is half of 99. Because the necessary experience points to get to level 92 were half of those needed to get to level 99. But quicker beginning progression gives a fast-paced gameplay and allows players to quickly explore the benefits of level ups. Whilst later slower progression, instils rarer, more substantial benefits for sticking with certain characters or mechanics.

    And that, in my own experience, is extremely fun. I want to use Ultima on the ultimate boss because I spent so long working on these characters to get to it. So my reward should be to one shot those who stand in my way with the power to end all reality.

    Donald Duck Casting Zettaflare in Kingdom Hearts 3 by Square Enix
    Note: Me at every minor inconvenience in a game

    This lack of fundamental lived experience by the academics investigating it, means they miss the intricacies of gaming. And admittedly, I am not considerably better. The reason I even heard about dark patterns is because a friend brought up the concept. Without the connections I have to many talented friends involved in diverse aspects of game design, I would have missed a remarkably rich vein of discussion.

    So, how about we look at some research by actual game academics?

    Gaming In The Dark

    In their 2021 paper, Dupont and Malliet try to develop a version of dark patterns that can be understood through the lens of game design theory.[11] In it, they make use the fundamental unit of a game called a ludeme. This is akin to the basic unit of speech called a phoneme, which is the smallest possible sound a person can produce. Phonemes are then strung together to create words, which generates sentences, which formulates paragraphs, so on and so forth. In a similar manner, their ludeme comprises the root components of a game. Comprising a graphic element, sound cue and mechanic. Which can then be strung together to create puzzles, levels and games.

    Their example is the block pushing from the original legend of Zelda games. Within is a graphical representation of both Link and the block, the sound of something dragging on the floor and the mechanic of pushing the block through the character.[11] Whilst this definitionally is not the base element of the game itself; it is the most stripped down interaction for what a player experiences.

    Graphic from Dupont and Malliet (2021)

    Merely looking at the block is not the player interacting with the world. It is only with all three combined that they enact change upon the game world itself. Audiovisual feedback punctuates mechanical changes and tells them they are doing something right.

    Just as a sound can be utilised in a variety of different words, ludemes can be employed in a variety of different games. Nintendo does not own the patent for pushing blocks. Although I wouldn’t put it past them to be honest. But if you played the original Legend of Zelda and then saw a similar block within another game. You would attempt the action again, to try and push it, to see if it is the same ludeme.[11] In this way, games not only instruct us about further gameplay within themselves, but base mechanics and genre conventions condition our view of future games as well.

    The benefit of framing dark patterns through ludemes, is that we can appreciate the mechanical differences between deceptive practices and beneficial practices. There is much focus on how it is the slick graphics or earworm auditory cues, that lead to people becoming dependent on these games. But really, those elements are similar across MMORPGs. The difference is the context of the mechanic.

    Screenshot of the Gacha Pulling Animation from Infinity Nikki
    Retrieved From: The Gamer

    For example, MMORPGs often allow the player to gather materials through the world. Whether it be getting plants, foraging for foods or interacting with animals, even fighting bosses can net you rare items. These materials can then be used to craft better armour or weapons. All without spending a single real world penny. Similarly in Infinity Nikki, you can forage for plants, interact with animals and go through boss trials to gain rare items, in order to craft better clothes. But, these are significantly more gated behind 24 hour timers and stamina mechanics. And unlike say, World of Warcraft, the game has easy ways for you to spend money to get around these arbitary restrictions.

    So, despite both seeming similar on the surface, in Infinity Nikki (alongside other scummier games) you are incentivised to expend real money. Dark patterns manipulate training from previous games, slightly twisting our ingrained responses of collecting materials to profit. That is what causes them to be manipulative. The parasitic contortion of otherwise normal gameplay elements to further incentivise spending.

    The most important part to stress through this framework is how player interaction with the game is highlighted. Sizeable amounts of research positions players as passive, that they are being manipulated through these tricks without input. This isn’t to say it is the player’s fault, rather that their input and prior experiences are integral to the manipulation itself. It is in their interactions with games that grinding or endowed progress is seen as normal and not harmful. Which subsequently allows for manipulative practices to catch them off guard.

    Lighting Up Darkness

    There has been academic discussion of the ways in which we can limit or otherwise ameliorate the effects of dark patterns. This is especially pressing considering that even games for preschoolers have been found to exhibit some characteristics of dark patterns.[12] Nong (2025) states some simple changes, such as game distribution boards enforcing stricter methods of transparency for in-store and online descriptions.[13] Like an enormous yellow warning signs saying “contains gambling and unbridled ravenous predation by executives”. Though my suggestion may need workshopping.

    Current Pan-European Game Information (PEGI) Warning Labels for Loot Boxes and Gachas
    Retrieved From: Royal Society Publishing

    Further effective interventions suggested include clear conversion rates between the value of items and real money, perhaps through a toggle or enforcing price tags only in the relevant currency for the country.[13] You know, instead of three levels of obfuscation. Others have suggested more legalistic action, such as challenging games companies on these deceptive practices violating data protection and consumer rights laws.[1] All things considered, I think these methodologies can be easily surmised like this.

    Make deceptive practices as inconvenient to implement as humanly possible.

    To me this is reasonable as unfortunately, there really is no individual method to salvation here. You can be an informed consumer; trying to research the games you wish to play. But this is rapidly becoming the standard for most games. And exploitative practices are becoming increasingly normalised. I will always champion education on these topics, but I don’t think there is a way to outmanoeuvre this as a typical consumer.

    I’d like to say that since boycotting worked to get Paper Games to reverse some decisions, the same is true for games companies like Activision-Blizzard. Unfortunately, Paper Games isn’t a massive megacorporation. When they are boycotted, it impacts their bottom line. When Activision-Blizzard is, it affects their employees. Plus, Paper Games relies on the Nikki series almost exclusively, whereas other corporations retain a wide berth of games companies beneath them to throw under the bus. They won’t stop until they are forced to.

    So the most urgent communal action we can carry out as gamers, is not boycotts, though I would still recommend avoiding their games. Instead it is political pressure on lawmakers. The tried and true method of shouting on the streets, educating others, as well as pushing for change personally and politically. Inconvenience is a effective tool and one that routinely influences those with actual access to power. And only through preventing easy money, will we ever hope to stop capitalistic enterprise. Their laziness is their greatest moneymaker and their greatest downfall.

    The End of Infinity

    I do want to emphasise that I really love the Nikki games. At least. Abstractly. In terms of dress up games, they are some of the best if not the best. They are an oasis in a desert of a deprived genre. It caters very explicitly to women, to a particular genre of women’s gaming that is never considered to be profitable or worthwhile. They fufill a fantasy for many people, not just women, that is severely deprived otherwise.

    But, that’s the issue, right. The reason for Infinity Nikki’s popularity, the reason as to why people will latch on and cling to it despite Paper Games practices, is the desperation. Is the lack of catering to a market that is crying out for high quality games. And, to me at least, that makes Paper Games practices worse. They are not even the worst offenders in implementing dark patterns, much more ink is spilled on Overwatch, Genshin Impact and FIFA amongst others.

    Infinity Nikki is arguably one of the better games within this manipulative genre. I want that to sink in for you. Amongst consistent use of dark patterns, this is as good as it gets. Yet it is still a game that got under my skin so much and made me buy into the sunk cost fallacy of spending money on it, that I had to stop playing. Again.

    Because this is a repeat issue in the Nikki games for me. And for many others. Even at their best, they are coercive, deceptive and most of all, greedy. Unfettered in their desire to accumulate wealth at the cost of ethical practice. Even as they nominally pretend to care about their player base, the company’s only real concern is a loss of revenue. The sole method to stopping their relentless onslaught of harm, if we force them to. And unfortunately the only current way to prevent it from harming you, is to stop playing.

    Thank you all so much for reading, do let me know your thoughts on dark patterns below. And I will be back with next time to discuss Joseph Campell’s, The Hero’s Journey.

    References

    1. Mathur, A., Kshirsagar, M., & Mayer, J. (2021). What makes a dark pattern… dark? Design attributes, normative considerations, and measurement methods. In Proceedings of the 2021 CHI conference on human factors in computing systems (pp. 1-18).
    2. Shemeikka, A. (2024). Dark patterns in video game monetization (Bachelor’s thesis).
    3. Veiga, E., Silva, N., Gadelha, B., Oliveira, H., & Conte, T. (2025). Dark Patterns in Games: An Empirical Study of Their Harmfulness. Proceedings of the 27th International Conference on Enterprise Information Systems (ICEIS 2025), 2, 470–481.
    4. Koeder, M. J., Tanaka, E., & Mitomo, H. (2018). ” Lootboxes” in digital games- A gamble with consumers in need of regulation? An evaluation based on learnings from Japan. 22nd Biennial Conference of the International Telecommunications Society (ITS): “Beyond the Boundaries: Challenges for Business, Policy and Society.”
    5. Masterre (2025). I may of found proof that some of the most recent positive steam reviews are not only fake but probably were purchased. Retrieved From: Reddit
    6. TheHeadlessFool (2025). I have a feeling that Steam reviews are manipulated. Retrieved From: Reddit
    7. BanananaCherryBiscuits (2025). So we’re finally now over 50% negative reviews on Steam. Retrieved From: Reddit
    8. Mischeveouslyacat (2025). The majority of us who were participating in the discourse about the game got 24 hour bans and we’re muted by last night. Retrieved From: Reddit
    9. Nysanion (2025). The Discord situation is ridiculous. Retrieved From: Reddit
    10. Hitomienjoyer (2025). The censorship in official spaces takes the cake for me!! LIKE WHAT. Retrieved From: Reddit
    11. Dupont, B., & Malliet, S. (2021). Contextualizing Dark Patterns with the Ludeme Theory: A New Path for Digital Game Literacy?. Acta Ludologica, 4(1), 4-22.
    12. Sousa, C., & Oliveira, A. (2023). The Dark Side of Fun: Understanding Dark Patterns and Literacy Needs in Early Childhood Mobile Gaming. In European Conference on Games Based Learning (Vol. 17, No. 1, pp. 599-610). Academic Conferences International Limited.
    13. Nong, M. N.(2025) Predatory Game Monetization: Going Beyond Loot Boxes and Gambling.
  • Loot Boxes and Gacha Games: The Creation Of A New Addiction

    Loot Boxes and Gacha Games: The Creation Of A New Addiction

    Content Notes: Discussion of Gambling Addiction, Internet Gaming Disorder, Loot Box/Gacha Addiction and Substance Addiction

    In the previous essay, we covered problematic gaming, examining the academia behind it’s creation. However, when thinking of the harms caused by gaming, we ordinarily don’t consider Internet Gaming Disorder (IGD). Instead, within recent years, there has been an increase in journalistic and academic interest for a particular set of mechanics. Loot boxes and gachas are the new terror sweeping video games. So I would like to share with you the research into whether they are addictive. And to apply what we find, to the real world.

    Semantic Sparring

    Gachas and loot boxes are sparsely defined features. There is, as far as I can find, no singular definition for either and no agreement between academics as to if they are: completely distinct, exactly the same, or some nebulous spectrum. Therefore, we shall go over the basics of each term, looking at the similarities and differences in how they are utilized.

    Gacha derives from gachapon, a name for small toy dispensers usually associated with Bandai (yes of Bandai Namco).[1] To play, you insert a coin into a machine and twist the handle to receive a random small toy within a capsule. If you have ever been in a run down shopping mall or a cheap seaside arcade you are likely familiar with the concept. I definitely spent too much time on penny arcade machines. The word gachapon is onomatopoeic. Gacha is meant to represent the sound of turning the handle and the Pon is to evoke the noise of the machine as the toy drops.

    Gachapon Machines in Hong Kong, Photographed by Mk2010
    Retrieved From:Wikipedia

    However, in video games, gacha is not a genre but specifically a mechanic. In it, a person uses an in-game currency to purchase a randomly dispensed item, generally with the hopes of obtaining a rare reward.[1] More often though, players will receive duplicates or a useless filler prize. These rewards can be purely cosmetic, i.e. they lack gameplay or monetary value. Or, they can be mechanically useful, such as more powerful weapons to fight with.

    As well, the gacha feature is not the sole element of the game. It is not just a gambling simulator, instead they have separate gameplay, which is supposed to comprise the majority of the entertainment value. This can be heroic battles, simulator world-building or, obviously, dressing up in terrible outfits in order to prevent war between nations. Through this standard gameplay you can obtain free tries for the gacha mechanic. Of course, if you’re impatient, unlucky or loaded, there is usually the option to invest real money in order to acquire more attempts.

    In a similar fashion, loot boxes also rely on a randomised dispensation where players use in-game currency to receive a reward. This currency can be gained through progression or using real money. Loot boxes can contain either cosmetic differences or mechanical benefits depending on the specific example. They also are not a genre but a mechanic employed by a variety of otherwise independent games. You may therefore ask if there is any reasonable difference between them. Well…sort of.

    Loot Box by Viktoriia Tkachenko
    Retrieved From: ArtStation

    Essentially the corporate model behind the game is what truly distinguishes gacha and loot boxes.[2] Gachas are conventionally Free to Play (F2P), meaning that you do not have to purchase the game in order to play it. Its monetisation is primarily, if not entirely, the gacha element. Whereas loot boxes usually appear in Pay to Play games, the traditional model where you pay upfront to access content. Typically around £40 £50 £60! Holy extortionate pricing. On top of which you are expected to play for a pittance of in-game currency or spend money to gain pulls.

    Furthermore, Koeder and colleagues (2018) state that gachas are frequently on mobile whereas loot boxes are generally on consoles.[2] Although I would say this is a rather inaccurate distinction. Especially with the fact that archetypal gachas such as Genshin Impact and Infinity Nikki have both mobile and console releases.

    From all of this, I would argue the difference is both initial payment and geography. Loot boxes are associated with European and North American games, whereas gachas are linked to East and South East Asian games. In terms of mechanical difference, there is very little. Therefore for the sake of simplicity, and not giving myself or anyone else an aneurysm, I will be conflating the two. Though I will specify if research focused on gachas or loot boxes.

    But, to be fair, if you have heard about either of these, you have likely heard them conflated with something else.

    Let’s Go (Talk About) Gambling

    Gambling is another one of those words that is thrown around a lot, but the nuance of it is misunderstood. Gambling is not just a legal term, or a psychological construct, or a noun to describe a genre of entertainment. It is all of these things and more, wrapped up in diverse forms of research. Therefore, it is challenging to propose a universal definition as to what gambling is. To discuss laws would be to parse through every country’s intricate legal system. Something I am neither qualified nor interested in doing.

    Instead, I want to talk about how psychological research defines gambling. The most oft cited definition in loot box and gacha academia comes from Griffiths (1995) whereby gambling is any game where there is:[3]

    • The exchange of money or something of value.
    • A future event determines the results of this exchange, and the outcome of this event is unknown at the time that a bet is made.
    • An amount of chance that partly determines the outcome of the exchange.
    • The ability to avoid losses by simply not taking part.
    • A gain for winners at the sole expense of losers.

    Frequently added onto this definition, is the caveat is that any winnings must be able to be cashed out.[4][5] Although this value can be outside of the gambling game itself depending on who you ask, such as selling any winnings through a third party. It is pretty effortless to demonstrate how most of these pertain to loot boxes or gacha games.

    Both allow for the exchange of money to gain attempts. Both have outcomes which are unknown to the player before paying and determined by chance. Loss within these chance elements can be avoided by not taking part. The two major points of cotention are that some games do not offer a mechanical advantage for players who win rare rewards and some do not allow for cashing out. Though it should be noted, two academics informally reviewed 22 games and found ten which fulfil all of Griffith’s criteria for gambling (therefore excluding cashing out).[4]

    Table 1 From Drummond and Sauer (2018)

    If we include cashing out, that would mean only four are gambling. Cashing out is mostly achieved due to the presence of third-party sites, where items or even accounts can be sold and exchanged. This is typically unintended by the developers, though they rarely enforce strict control against these markets either. However, even without this detail, that still means many games are essentially just fancy one arm bandits in all but monetary motivation. And these were all immensely popular games when they released.

    Plus, it is not just aesthetic similarities that we can draw between them.

    Hedging Addictions

    Many studies have shown a connection between loot boxes and gambling addiction. Zendle, Meyer and Over (2019) established a significant positive correlation between adolescent gambling and the amount spent on loot boxes, with a 0.12 effect size.[5] To frame this more simply, in their particular sample, scores on a gambling scale could explain 12% of the differences in the amount spent on loot boxes.

    This may not sound like a lot, but it is rare to see effect sizes for single scales above 5%. Behaviours are typically multi-factorial, they require a variety of measurements in order to explain the majority of the cognition behind them. So, the result is pretty promising as a factor, suggesting that although gambling is not solely predictive, it is at least an integral component. Though of course, this is only one study’s finding.

    Roulette Machine, Photographed by Pavel Danilyuk
    Retrieved From: Pexels

    Another study reported that problem gambling was also positively correlated with loot box spending in adults.[6] They observed a moderate correlation between the two and that problem gambling explained more variance in loot box expenditure in comparison to IGD. In other words, gambling addiction scores were more closely related to loot box spending than gaming addiction scores.

    Zendle and Cairns (2018) found that problem gamblers spent more on loot boxes than non-problem gamblers, with a moderate effect size as well.[7] This is taken even further in a 2023 study, which estabished that problem gambling represents a moderating factor between loot box spending and debt.[8]

    So, loot box spending was more likely to lead to an increase in debts, when the person was predisposed to gambling issues. This shows a direct link between loot box purchasing and real world consequences, as well as what vulnerabilities may be exploited by these mechanics.

    There are even systematic reviews such as Spicer and colleagues (2022). They showed that 93% of the studies sampled, reported a positive relationship between problematic gambling and loot boxes.[9] In a systematic review, all the results from numerous studies are compiled and compared to determine if any overarching conclusions can be drawn. So this would suggest a massive support for a connection between gambling and loot boxes in academia.

    Overall, this sounds pretty convincing. Probably because I am deliberately ignoring any granularity for dramatic effect. But, the evidence is unfortunately not as clear cut as anyone or I would like. That same systematic review, examined 32 studies of which 14 related to problem gambling.[9] The rest looked at loot boxes and problem gaming or the link between problem gaming and problem gambling. That isn’t bad, but it isn’t exactly a huge amount of research. And certainly not enough to base any consensus opinion on.

    Furthermore, both it and a review by Yokomitsu (2021)[10] call into question the quality of the research. I do want to state upfront, very few of the papers both reviews identified were what would be considered unforgivably bad. Yokomitsu identified two investigations of poor calibre [9] and Spicer and colleagues noted three studies that failed more aspects of quality analysis than they succeeded.[9] However, none of them were excelling and most were middling, leaning towards limited quality.

    Table 1 From Spicer et al (2022)
    Note 1: This has been edited to show only those exploring a relationship between Problem Gambling and Loot Boxes
    Note 2: The key for the MMAT Quality Analysis is as follows – 4.1 = appropriate sampling strategy; 4.2 = representative population; 4.3 = appropriate measures; 4.4 = low nonresponse bias; 4.5 = appropriate statistical approach; 4.6 = peer-reviewed; 4.7 = pre-registered/replication study; 4.8 = open access data; 4.9 = low risk of cohort response bias

    The methodological flaws skate a variety of factors including issues with sampling, suitable statistical methods, appropriate measures and whether or not they were peer reviewed. It is, quite frankly, inane how low quality some of this research is. This is made even more depressing by the fact Yokomitsu (2021) only found that half of the studies they sampled confirmed a link between loot boxes and problem gambling. [10] That is not what I would call a consensus in research.

    Furthermore, from my reading of these papers, there is a lack of research focusing on loot box users who spend vast amounts on them. Whilst it is intriguing that Zendle and Cairns (2018) found problem gamblers spend £30 more a month on loot boxes than non-problem gamblers.[7] Those most affected by this issue, the highest spenders, are likely to have different motivations and psychological profiles than those with still high but more stable spending habits.

    In other words, those who spend £100s if not £1000s on loot boxes each month are unlikely to be the same as those who spend £50 within a similar timeframe.

    However, we should not get too far ahead of ourselves here. The overall evidence being mediocre does not change the trend in the research of higher quality, that gambling and loot boxes are somewhat linked. But, it may be pertinent to consider other avenues as well, to develop a broader understanding.

    Making You Pay

    A 2023 study produced a pretty comprehensive look at a variety of psychosocial factors and how it related to loot box spending.[11] Their notable finds were a strong correlation between desire to progress in-game or socialisation around it and loot box spending, as well as a compulsive element.

    Put more simply, mechanical improvements and social pressures can help promote a compulsive desire to engage with loot boxes. Though this is correlational. So we do not know if these factors predispose people to steeper loot box spending, or if higher spenders end up placing more importance on the motivations as a justification.

    A study by Tang and colleagues in 2022 developed a remarkable model for gachas. They found that stress, clinical anxiety, monthly expenses, predisposition to participating in gambling activities and the number of self identified motives to engage in loot boxes were significant predictors of loot box spending.[12] And they reported an effect size of 0.513, or that around 51% of spending was explained by all the variables combined. That is astronomical and rarely seen.

    Now I do want to state they had a small sample size of 337 participants, and these were mostly young adult male Chinese players. So this is not a monolithic study. Nevertheless, it is a promising model and makes some intuitive sense. Increased stress or anxiety could lead to a larger engagement in gacha mechanics to self regulate and gain enjoyment. As well, though there is some link to gambling, this study does not define it as an exclusive relationship, nor is it the primary one.

    Genshin Impact Cover Image by MiHoYo Co., Ltd.
    Retrieved From: WCCFTech

    There is also some evidence for protective factors that reduce the amount spent by loot box and gacha users. A 2024 study found that flow reduced spending on loot boxes.[13] Flow is the experience of being completely immersed in an activity, to the point that the external world becomes unimportant. You may have experienced it watching a good show, immersing yourself in an creative project or just really needing to finish this one battle in a game and then you will eat, you swear.

    We still cannot specify if those who spend lower amounts are predisposed to flow states or experiencing flow reduces loot box consumption. But it is an fruitful avenue to discuss how people’s engagement with the medium could help safeguard them from predation.

    Furthermore, Dong (2020) identified negative correlations between loot box spending and paying for other video games, software or idol merchandise.[14] Now, this is a little speculative, but it is somewhat sensible to suggest that engaging in other hobbies would be protective from heightened spending on loot boxes. A varied expenditure would mean that less monetary and personal value is placed in a single product.

    All of this, not only de-centres gambling as the allegory of loot boxes, but helps us understand loot boxes in a unique manner. Similarly to how academics critiqued IGD for relying too heavily on gambling and substance addiction literature, the same has been talked about for loot box and gacha research.

    EA Sports FC 24 by Electronic Arts
    Retrieved From: Wired
    Note: Their faces capture the ways I have ended up feeling after writing all things. Alternating between complete dissociation and horror.

    Newall (2024) argues that such analogistic reasoning is important in the early stages of research, but should be ultimately abandoned to examine critical nuances of the phenomenon.[15] Whilst analogies to previous research can assist in establishing a basis, it hampers our ability to grow beyond previous reports.

    For example, Newall mentions how impulsivity plays a role in gambling but not in loot box and gacha spending.[15] More importantly (at least from my perspective) it means we do not conflate the lived experiences of those targeted by gambling machines and those exploited by loot boxes and gachas. Although some similarities exist, there is a difference in motivation.

    After all, unlike gamblers, most loot box users aren’t looking for a cash out. Primarily because it is not straightforward to transfer earnings in the game to real-world value. Which does beg the question, as to what they do desire.

    Why Pay to Play?

    As I have stated in other essays, I adore research which focuses on the population being studied. When researchers allow those effected to have a voice and guide understanding, it means we gain unique insights into what is happening as well as giving agency to participants. After all, they are usually relegated to being examined, and having their life contorted into the framework of someone out of touch at best, and wilfully ignorant at worst.

    Zendle, Myer and Over’s 2019 paper didn’t merely establish a positive correlation between loot boxes and gambling in adolescents. More valuable, for our purposes, is their qualitative analysis of their participants motivations. They invited each of them to self-describe their reasons for buying a loot box in the past month.[5] Of the 492 incentives offered by 441 participants, eight different categorises were collated.

    Gameplay from Overwatch 2 by Activision Blizzard
    Retrieved From: Steam DB

    The most often remarked (making up 21.9% of reasons) was competitiveness, like the need to keep up with other players or compete with them.[5] Next was collectability, mentioned in 19.2% of the motivations. Specifically this is outside of aesthetic or mechanical importance. People just wanted to possess a collection of characters, weapons or clothes, which is remarkably similar to how traditional gacha machines work. They prey on your desire for a complete set.

    After that, with 16% of responses, is the excitement of pulling itself, the thrilling feeling of that chance to gain something novel and exciting.[5] This is best encapsulated by the following quote:

    “shit just feels good man, seeing other people opening hundreds and you get a few of that feels good and keeps me goin[sic]”

    15.3% of responses talked about aesthetics, being able to either show off rare costumes, or customising the character to the person’s own style.[5] 10.7% interestingly mentioned wishing to support the developers. This, of course, was a prevailing sentiment for F2P games, where people likely feel they have gained a bargain and so wish to show gratitude.

    9.8% of gamers focused on value for money, such as it being cheaper to gain items through loot boxes.[5] Repeatedly their focus was on maximising their chances to increase how much bang they get for their buck. 6.2% mentioned speeding up the process of games, getting through the content faster. This may sound low at first, but to be fair, accelerating games is ordinarily the realm of micro-transactions and not loot box’s chance mechanics. So I am honestly surprised it is this high.

    And finally, most importantly of all, guess how many mentioned profit or making money back. A grand total of…0.9%.[5] Or four responses. Shocking no-one who plays games, most people who like loot boxes lack a fundamental part of gambling addiction. The desire to make money back.

    However, I don’t think this means that loot boxes and gacha games are not addictive. Rather, they are just addictive in a alternate way, at least motivation wise. But there is another way they resemble addictions, which is not really talked about as much.

    Golden Chocolate Coins, Photographed By Willam Warby
    Retrieved From: Pexels

    In a 2022 study (which is primarily an excellent bachelor’s thesis that I am totally not jealous of) George-Gabriel Rentia and Anastasia Karaseva interviewed 5 long time gacha game players.[16] Obviously, take these results with a huge grain of salt due to the low sample size, but I think their input is at least prospectively illuminating. Their results for motivations are relatively similar to those I have already stated, but the researchers also inquired into why the participants quit playing gacha games.

    Most stopped due to burnout from playing and irrelevancy, i.e. it demanded too much from them time wise or became monotonous.[16] In spite of this, they usually didn’t just quit and never play the game again. They would often go back, citing nostalgia or emotional attachment to the games. Then stop again, this time for longer. The cycle would continue until eventually they stopped playing entirely.

    Now, I am not going to put words in the mouths of these people. But it is my own opinion, that is is somewhat akin to weaning. That is, lowering your exposure more and more to something you are dependent on, until eventually you can live without it. A familiar method of amelioration for both drug use and gambling based addictions.

    And the fact that it requires this weaning period, at least for some players, is key evidence that it is addictive. An addiction that is deliberately designed to exploit people.

    Revenue Enhancement

    You are likely at least familiar with one or two stories of the high amounts people spend on loot boxes and gachas. One which echoes the tales I have heard from friends or acquaintances is a 2020 news story, where a student spent £3,000 on loot boxes.[17] Furthermore, some research has at least included high spenders, who cashed out over £200 per session[1] or £350 a month.[6] It is a known and well understood phenomenon that people devote more money than they can reasonably expend on these games. All of which, is part of the business model.

    Graph Developed by Singaporean Game Company, Nubee and Former Games Research Company, EEDAR
    Retrieved From: WordPress
    Note: As you can see here, there is a exponential increase in the amount spent per month by the most monetarily dedicated players. Making it very profitable to hook “whales” or “killer whales”

    Whether it is gachas, loot boxes or some putrid inbreeding of them, games companies gain most of their revenue through these mechanics from high spenders.[4] Which are charmingly referred to as “whales”. This destruction of people’s lives is merely business running it’s course, ironically in the same way cigarette and slot machine companies gain their profits.

    The unifying factor in all of them is not the psychological motivations of the addiction themselves, but the exploitative capitalistic venture of the people manufacturing the products. Companies prey on the psychological vulnerabilities of a minority, to gain higher revenue. There is no gameplay, narrative or other purpose that can justify these malicious practices. Just the ravenous greedy pit within every game executive who allows this. As succinctly put by a participant:

    “I want to support game companies, but they don’t want to support me.”[5]

    Which is why, thankfully there have been moves to legally ban, restrict or otherwise manage these mechanics. The Netherlands and Belgium have both declared loot boxes gambling, meaning they must be supervised in accordance to gambling machines, severely restricting their reach.[18][19]

    China passed an act with maximum individual and monthly spending limits for under 18s as well as a watershed for online gaming services.[20] South Korea and Japan forced companies to state the probabilities of all gacha mechanics.[21][22] An Austrian court has ruled that FIFA loot boxes constitute illegal gambling setting a precedent for future challenges.[23]

    And the UK….is just hoping the games industry will self-regulate.[24] Despite evidence that most mobile gacha games actually violate governmental guidelines.[25]

    GTA 5 by Rockstar Games
    Retrieved From: ScreenRant
    Note: Remember kids, this is worse than loot boxes.

    And Australia decided to somehow mess this up worse by making gambling simulators that do not require money 18+.[26] But loot boxes which require money are only M and therefore it is not illegal to peddle them to under 15s. Really showing true brilliant political manoeuvring that I usually only expect of the American and British government.

    Pathetic Practices

    I do not think it is controversial to state that these mechanics should be age restricted, at the very least. Kids can easily gain access to their parent’s bank cards or otherwise obtain money to fuel spending. Allowing kids to engage in these games only sets them up to continue such behaviours into adulthood. The sole benefit of which is to shovel money towards the already wealthy.

    Furthermore, more effective regulations should be required for adults, akin to that witnessed for gambling machines. Even to the point, I think such games should not be as easily accessible and ubiquitous as they currently are.

    The harm that can be done by these mechanics does not warrant any hypothetical gains, especially with how they are currently being utilised and will continue to be used. In the most pathetic display of gluttony stifling any actual innovative creation for the sake of maximised revenue.

    But more than this, it is critical to state clearly the harm these games do to people and to not shame those who have been targeted by them. Whether you want to consider them induced addictions, manipulation of those with pre-existing mental vulnerabilities or just malicious corporate practice, these people deserve protection.

    Legal, binding, inescapable protection. On top of which, they deserve empathy and support from us. We cannot claim to comprise a community of gamers if we cannot even stand up against such fundamentally disgusting practices.

    I personally believe these are addictive mechanics. The research routinely notes connections to other addictions, even if I do not believe they are one to one comparisons. Both qualitative and quantitative research shows inextricable links between addictive experiences and loot boxes or gachas.

    Companies should not be allowed to leverage people’s psychological dependencies, whether children or adults, to gain profit. Especially when they already amass unfathomable and unreasonable amounts of money. It is just one more practice in an extensive line of soulless cash grabbing exhibited by games companies.

    And if we accept that they are addictive, then we should probably try to examine what makes them so. So we can be vigilant against such methods and better understand what needs to be controlled. But that is something we will tackle next time. Thank you all so much for reading and let me know your thoughts. Until next time.

    References

    1. Lakić, N., Bernik, A., & Čep, A. (2023). Addiction and spending in gacha games. Information, 14(7), 399.
    2. Koeder, M. J., Tanaka, E., & Mitomo, H. (2018). ” Lootboxes” in digital games-A gamble with consumers in need of regulation? An evaluation based on learnings from Japan. 22nd Biennial Conference of the International Telecommunications Society (ITS): “Beyond the Boundaries: Challenges for Business, Policy and Society.”
    3. Griffiths M. (1995). Adolescent gambling. Psychology Press.
    4. Drummond, A., & Sauer, J. D. (2018). Video game loot boxes are psychologically akin to gambling. Nature human behaviour, 2(8), 530-532.
    5. Zendle, D., Meyer, R., & Over, H. (2019). Adolescents and loot boxes: Links with problem gambling and motivations for purchase. Royal Society open science, 6(6), 190049.
    6. Drummond, A., Sauer, J. D., Ferguson, C. J., & Hall, L. C. (2020). The relationship between problem gambling, excessive gaming, psychological distress and spending on loot boxes in Aotearoa New Zealand, Australia, and the United States—A cross-national survey. Plos one, 15(3), e0230378.
    7. Zendle, D., & Cairns, P. (2018). Video game loot boxes are linked to problem gambling: Results of a large-scale survey. PloS one, 13(11), e0206767.
    8. Sirola, A., Nyrhinen, J., Nuckols, J., & Wilska, T. A. (2023). Loot box purchasing and indebtedness: The role of psychosocial factors and problem gambling. Addictive Behaviors Reports, 18, 100516.
    9. Spicer, S. G., Nicklin, L. L., Uther, M., Lloyd, J., Lloyd, H., & Close, J. (2022). Loot boxes, problem gambling and problem video gaming: A systematic review and meta-synthesis. New Media & Society, 24(4), 1001-1022.
    10. Yokomitsu, K., Irie, T., Shinkawa, H., & Tanaka, M. (2021). Characteristics of gamers who purchase loot box: A systematic literature review. Current Addiction Reports, 8(4), 481-493.
    11. Close, J., Spicer, S. G., Nicklin, L. L., Uther, M., Whalley, B., Fullwood, C., … & Lloyd, H. (2023). Exploring the relationships between psychological variables and loot box engagement, part 1: pre-registered hypotheses. Royal Society Open Science, 10(12), 231045
    12. Tang, A. C. Y., Lee, P. H., Lam, S. C., Siu, S. C. N., Ye, C. J., & Lee, R. L. T. (2022). Prediction of problem gambling by demographics, gaming behavior and psychological correlates among gacha gamers: A cross-sectional online survey in Chinese young adults. Frontiers in Psychiatry, 13, 940281.
    13. Spicer, S. G., Close, J., Nicklin, L. L., Uther, M., Whalley, B., Fullwood, C., … & Lloyd, H. (2024). Exploring the relationships between psychological variables and loot box engagement, part 2: exploratory analyses of complex relationships. Royal Society Open Science, 11(1), 231046.
    14. Dong, Y. (2020). Exploring motivations for virtual rewards in online F2P Gacha games: Considering income level, consumption habits and game settings. (Bachelor’s dissertation).
    15. Newall, P. (2024). Beyond gambling: the dangers of analogistic reasoning in addiction science, and how loot box psychology should create its own unique theory. Addiction Research & Theory, 32(5), 319-324.
    16. Rentia, G. G., & Karaseva, A. (2022). What Aspects of Gacha Games Keep the Players Engaged?
    17. Hannah, F., & Andrews, J. (2020). Loot boxes: I blew my parents’ savings on Fifa. BBC News. BBC
    18. Yin-Poole, W. (2018a). The Netherlands declares some loot boxes are gambling. Eurogamer. Eurogamer
    19. Yin-Poole, W. (2018b). Now Belgium Declares Loot Boxes Gambling and Therefore Illegal. Eurogamer. Eurogamer
    20. Xiao, L. Y. (2019). People’s Republic of China Legal Update: The Notice on the Prevention of Online Gaming Addiction in Juveniles.
    21. Jae-Lim, L. (2024). “Loot box” transparency to swing wide open with new gaming laws. Korean Joongang Daily Korean Joonang Daily
    22. Kawase, T. (2023). An In-depth Explanation of Why “Kompu Gacha” is Illegal and its Relationship with the “Japanese Prize Display Act.” Monolith Law Office. Monolith Law
    23. Schütz, A. (2023). Austria | The End of Loot Boxes? – Taylor Wessing. Taylor Wessing
    24. Gerken, T. (2022). Government says video game loot boxes will not be regulated. BBC News. BBC
    25. Gerken, T. (2024). Top-selling mobile games breaking rules on loot boxes. BBC News. BBC
    26. Reilly, L. (2023). New Minimum Age Classifications for Gambling, Loot Box Content in Australia – IGN. IGN
  • Is Video Game Addiction Real?

    Is Video Game Addiction Real?

    Content Notes: Discussion of Gambling Addiction, Substance Abuse and Video Game Addiction

    I like to play video games. As this is being written, I am slowly making my way through Sea of Stars and have hopes to finish playing In Stars and Time. Although I am a child of the 2000s, I was raised on my older sibling’s consoles, like the Nintendo 64 and PS1. And since then, games have never left my life. Though my tastes are for turn-based RPGs, even I didn’t escape the cultural zeitgeist that is gaming addiction. So today and for the next couple of essays, I want to unpack the psychology behind disordered gaming and if games can be destructive.

    An Addiction to Pathology

    For as long as there have been video games, there has been psychological discussion of its possible addictive properties. Before the internet was but a gleam in a collection of nerd’s eyes, case studies of Space Invaders Obsession, Computer Catatonia and Video Game Addiction appeared in academic journals.[1] However, the first large-scale study to examine problematic gamers, the preferred term by researchers, was in 1989 by Shotton.[2]

    Shotton committed an error that is going to become a recurring theme over the course of this essay, as he failed to distinguish between pathological gaming and healthy pre-occupation.[1][2] The difference is primarily semantics but also key to understanding most clinical disorders.

    To rise to the level of a disorder, the person needs to not only think about an activity a lot, but be so fixated that it is detrimental to their physical, mental and/or social health or the wellness of others around them. Merely being a kid who plays for multiple hours on a weekend hardly rises to this.

    Space Invaders by SuperxTramp
    Retrieved From: Deviantart

    The issue would continue within the 1990s research and it was not until the early 2000s where there was more empirical studies, driven by the boom in Massive Multiplayer Online Role Playing Game (MMORPG) as a novel vector for possible dependence.[1] From this wealth of theoretical essays and psychometric studies, we arrive at 2014, when the 5th revision of the American psychiatric manual (DSM-5) was released.

    A 12 person panel was convened to evaluate all the evidence for behavioural addictions, that is fixations outside of drugs.[3] The only clinically recognised behavioural addiction is Gambling Addiction. However, Internet Gaming Addiction (IGA) was included in the conditions for further research, with the following clinical symptoms (as of 2022):[4]

    • Preoccupation with gaming
    • Withdrawal symptoms when gaming is taken away or not possible (sadness, anxiety, irritability)
    • Tolerance
    • Inability to reduce playing
    • Giving up other activities, loss of interest in previously enjoyed activities due to gaming
    • Continuing to game, despite problems
    • Deceiving family members or others about the amount of time spent on gaming
    • The use of gaming to relieve negative moods, like guilt or hopelessness
    • Risk, having jeopardized or lost a job or relationship due to gaming

    The proposed clinical descriptor suggests that experiencing 5 or more of these within a year is sufficient to satisfy the standard of IGA. Following suit, in 2018, the World Health Organisation’s (WHO) official classification for diseases had it’s 11th revision (ICD-11). Included within it was Gaming Disorder, described as:

    “a pattern of gaming behaviour (“digital-gaming” or “video-gaming”) characterized by impaired control over gaming, increasing priority given to gaming over other activities to the extent that gaming takes precedence over other interests and daily activities, and continuation or escalation of gaming despite the occurrence of negative consequences.”[5]

    So it seems pretty clear cut right? Both the American Psychiatric Association and World Health Organisation have official recognised disordered gaming as a genuine psychiatric problem that exists. Unquestionably there is no dissent amongst researchers about these definitions or psychometric measurements right?…Right?

    Of Course There Is Disagreement

    From the second the ink dried on the DSM-5, there was controversy in academia around it’s inclusion within the psychiatric manual. This was best shown in an open commentary by 28 authors within the field.[6] Although Griffiths and colleagues get into granular detail that I must skip over for expediency, I will provide the pixelated highlights.

    Despite the fact the DSM-5 is used internationally as a diagnostic manual, there were no African or South American scientists on the behavioural addiction panel. Additionally, all of their Asian researchers were East or South East Asian.[6] A significant amount of the global populace was unrepresented or lacking substantial consideration when this proposal was drafted.

    An International Consenus by Lowri’s Agender
    Made In: https://www.mapchart.net
    Note: Green represents the nationalites of the researchers on the panel

    So only research in the languages the panel members spoke were read and only these countries ideas were synthesised into the condition. Not all disorders are culturally neutral, as many mental health conditions intersect with social and environmental factors. Therefore, it is critical to include a broad pool of academic knowledge and research so that the complexities of these interactions can be considered.

    Furthermore, to draft the above symptoms, the panel looked at eight psychometric instruments as well as the clinical classifications for Gambling Addiction and Substance Use Disorder.[3] Psychometric tools are questionnaires used to measure an aspect of a person’s psychology including whether they have a disorder. They are frequently exercised in conjunction with diagnostic criteria.

    Ten measurements overall might sound like a lot until you consider a 2013 study found at least 18 instruments[7], with Griffiths and colleagues identifying even more available to the panel.[6] No information is supplied as to a possible exclusion criteria the panel used, so it would be speculative to discuss why this oversight happened.

    Nevertheless, failing to read around half of the available psychometric tests and relying very heavily on previous addictive classifications leads to the IGD being extremely similar to other disorders. This means it does not address the unique vulnerabilities of those who suffer the proposed disorder, nor consider how the subject of the addiction may influence behaviours. It is too generic and referential to be useful.

    Tolerating Inadequacy

    To furnish you with an example of the issue with relying on previous disorders, let us consider tolerance. With substance addictions, tolerance is the idea that the same doses of a drug have diminished returns with persistent use.

    The experience feels inferior, so to compensate, people with substance abuse disorder will increase the dose. With gambling addiction, tolerance becomes a resistance to winning. Small stakes become less exciting, so bigger risk is needed. But with IGD, what tolerance looks like, indeed if it even exists, is up for debate.

    Petry and colleagues argue that tolerance in IGD would represent an increase in time passed playing video games, an escalation in the exciting qualities of the games and more money spent on equipment.[3] If you don’t play video games, this may seem reasonable at first, but there are shortcomings to the definition.

    For substance abuse, the ceiling for tolerance is a fatal dose, for gambling its the amount of money you have. The ceiling for novelty or money spent on a tangible product is a lot more difficult to define as pathological.

    The idea of needing to engage in more thrilling games to experience a similar high doesn’t make sense. Much of the research on problematic gaming with MMORPGs emphasise escapism and dissociation from reality.[8-11] Gaming addicts wouldn’t require higher stimulation that overwhelms them, the research suggests they desire immersion to lose themselves in. But even if they did, you’d next have to define the qualities that cause excitement.

    Comparison of Spiderman (2018) Versions
    Retrieved From: Instagram
    Note: Never forget the world’s greatest tragedy. Puddlegate

    Graphical increases happen outside of the gamer due to corporate trends treating high fidelity graphics as a marketing gimmick. Gameplay developments are just established trends for most media to constantly innovate on previous work. There isn’t categorically any one factor in all games that could be considered uniquely exciting and causative of addiction. Nor is excitability of a game really a consistently measurable concept.

    As for monetary issues, most gamers upgrade their equipment. Games become more complex, performance of technology improves and those with disposable income may save or splash on some modern tech. This in and of itself is not unreasonable. Unlike with gambling addiction, where the disbursal relies on a sunken cost and a desire to gain returns on a chance based investment, the payment of money on equipment gives a market value tangible product.

    Gaming and computer companies are absolutely making you pay through the nose for their technology, but that is not a problem of addiction but capitalism. And there is no clinical literature I could find on gamers bankrupting themselves on technological upgrades. Pathologising a typical behaviour to invest in better equipment for a hobby is ludicrous. Unless we wish to establish the people who invest thousands of pounds into art supplies as so-called Painting Addicts.

    Photograph of Painting Supplies by Dmitry Pichugin
    Retrieved From: Britannica

    The only reasonable suggestion is an increase in time spent gaming, but even then there is an issue. Where is the line between too much gaming and engaging in a hobby to de-stress? It can’t be quantifiable, because everyone possesses varying amounts of free time.

    And if it is self-report, many problematic gamers may have already reached the maximum temporal threshold.[6] Unlike in other addictions, the acceleration and threshold for time spent gaming are not inherently problematic or easily identifiable.

    Taking everything into consideration, the IGD classification just doesn’t seem developed enough to be worthy of codification. And scholars likewise debated its inclusion in the ICD-11, citing similar concerns. [12] Aarseth and colleagues also emphasise how there isn’t even a consensus on if problematic gaming represents a primary or secondary condition. It may exclusively exist in conjunction with further mental health conditions and not constitute its own unique disorder.

    The fast tracking of gaming addiction has lead to a focus on top down research. In other words, the theoretical basis for problematic gaming is taken as granted and moved onto supplementary fields. Despite the fact we are not considerably closer to understanding how IGD manifests than we were in 1989.

    Although, there have been some interesting developments.

    Escaping Reality

    As stated previously, one of the most steadfast reasons behind problematic gaming is the desire for escapism.[8] But the ability to escape in and of itself is not the sole requirement for disordered gaming. A 2014 study by Kardefelt-Winther administered psychometric tests to 702 World of Warcraft players, the most popular MMORPG to date.[9]

    These tests measured stress, negative outcomes related to gaming and self-esteem amongst other metrics. The results suggested that for escapism to become problematic, the person needs to also be experiencing hardship and low-self worth. Otherwise, a desire to escape life’s problems is usually not indicative of problematic gaming.

    Now, the directionality of this relationship cannot be ascertained, i.e. whether escapism causes higher stress and lower self-esteem or vice versa.[9] Regardless, it is clear that the confluence of these factors causes a heightened propensity towards problematic gaming. Though I do wish to emphasise the pool of participants was overwhelmingly male (89% of them) and skewed towards young adults. Therefore, consider this not a broad sweeping truth, but likely one part of a larger whole.

    World of Warcraft by Activision Blizzard

    Furthermore, this may be due to the unique mechanics MMORPGs present. As noted by Billieux and colleagues in 2015, MMORPGs have unique structural mechanics compared to other games.[10] This is one of the few mediums of games to possess a persistent social world.

    That is to say, that things happen in-game without the player there. Because there can be thousands, if not millions of users, as well as time based events, interactions between gamers and adventures exist independent of any one individual.

    In addition, they are very social games. It is encouraged, even sometimes required, that a player should make friends with others and join teams.[10] To progress often necessitates a balanced group with different builds of characters, on top of the capacity to use written or audio chats to facilitate teamwork.

    Users can become a part of guilds, exclusive clubs in which participation nets rewards. Even outside of the game itself, social media groups for distributing news, updates and strategic developments become integral to improving a gamer’s skills.

    These factors facilitate escapism as they promote a heightened self-esteem from playing the game. On top of this they allow for socialisation in a manner that may come easier than non-virtual interaction. I don’t want to pretend that this is innately detrimental, but rather as Daniel Kardefelt-Winther states:

    Gaming provides certain affordances that may facilitate coping but the game itself is not the culprit, it merely acts as a potential facilitator of compensation for psychosocial problems.”[9]

    This idea that gaming could represent a vector of compensation is strengthened via a systematic review conducted by González-Bueso and colleagues in 2018. A systematic review, as the name implies, compiles a wealth of studies and synthesises their data. It is essentially a scientific summation of findings.

    Through 24 papers on mental health disorders and disordered gaming, they found that 92% of them established significant correlations between IGD and general anxiety, 89% between IGD and depression, 87% between IGD and ADHD and 75% between IGD and social phobias.[13] Put more simply, there is a sturdy correlation between other mental health disorders and IGD.

    Table 2 from González-Bueso and colleagues (2018)
    Note: Effect sizes measure how much of a single factor is responsible for another. For example an R2 of 0.01 suggests that Depression accounts for 1% of the variance in IGD within the sample. It’s used to quantify how impactful a significant relationship is.

    However, once more, directionality is not clear as to if IGD exacerbates these conditions or vice versa. And, as pointed out by González-Bueso and colleagues, the lack of longitudinal data means it is difficult to track the stability of these relationships.[13]

    Furthermore, the use of independent psychometric measurements for the conditions means there is less of a interconnected strength to the results. Though, it is at least clear that IGD co-exists with a variety of clinical conditions and likely is informed by low mental health.

    Altogether, the pattern seems to be that games offer a route for people with psychological issues to temporarily escape from their problems. And to even form communal bonds collectively they otherwise couldn’t. However, for a minority of these gamers, this becomes less of a healthy social hobby and more of an over-reliance on the medium to create happiness and peace.

    We subsequently see a misuse of the game themselves, to escape, to socialise or to otherwise avoid the issues in other sectors of their life. This isn’t conclusive, but at least presents an promising avenue not explored by the diagnostic manuals themselves.

    And there is one more method of elucidation to probe.

    Lets Ask The Audience!

    Despite how plainly useful it would seem to most of us, psychological researchers frequently refuse to consult people suffering with mental health disorders about their experience. Or even ask for second hand information from those around them.

    Whilst these populations may be utilised to examine psychometric tools based on theories by other psychologists. It is rather rare that comprehensive questionnaires are done to ascertain how those with these conditions understand their circumstances.

    Part of this is likely impartiality. After all who is more impartial than a clinical researcher getting money and notoriety for delivering results that make an institution look good as well as enriching publishing houses? Another part is that qualitative research is undervalued compared to numerical and statistical data, which is simpler to parse as well as easier to manipulate.

    But perhaps more than anything, there is a rather patronising view that clinicians are gatekeepers of ailments and only through their enlightened education can a disorder be understood.

    Artwork for MAGfest (2018) by Christina Danelon
    Retrieved From: ChristinaDanelon.com

    Times are changing, with lived experience starting to guide research, policy and care. Therefore, I hope you can appreciate my elation at Carras and colleague’s study from 2018, which asked gamers at a gaming convention, how they define game addiction.[11] It is uncommon to observe those with lived experience and expertise being highlighted in their understanding of how their shared pastime can become disordered.

    Although part of me suspects this is a clever ploy to obtain tickets to one of the largest conventions around. It is delightful to read research that doesn’t feel disconnected from the experience of the community.

    The researchers hosted two panels for MAGfest 2016 and 2017, wherein attendees were asked to write down signs of gaming addiction which were then ranked by the audience themselves.[11] I think the most interesting section is a table comparing the items generated by gamers to the DSM-5 criteria.

    Table 2 from Carras et al (2018)

    Here we can see a heightened consensus around the ideas of continued use despite a problem being identified, over-prioritisation of gaming, and withdrawal symptoms.[11] There was less consensus around the ideas of preoccupation with games, habitual playing, failing school and deception. Showing that there is some merit to the symptoms of the DSM-5 but not entirely, and that tolerance itself is never even remotely considered by the sample.

    But more interesting to me is the unique items mentioned. An avoidance of socialisation, lack of control over your schedule, a loss of reality and difficulty separating the fictional world from the material world.[11] Although the lattermost exhibits low consensus.

    There is a prioritisation by gamers as to how gaming affects your existence outside of it, an importance placed on socialisation and testimony that the hobby becomes more pivotal than other tasks. For example, you may log onto World of Warcraft to complete an event instead of having lunch, since the event is time locked.

    It is vital to stress two factors here, though. Firstly, the sample size comprised around 50 people, thereby hardly constituting a representative group. [11] Although I do hope more researchers will conduct similar enquiries. Secondly, it is unlikely there were many, if any, problematic gamers at the panels.

    Therefore, this needs to be understood as non-problem gamers utilizing their own lived experience to elucidate unique avenues and ideas. Interviewing self identified or clinically recognised problematic gamers would provide even richer details.

    MAGfest (2017) by Christina Danelon
    Retrieved From: ChristinaDanelon.com

    All things considered, the study showcases that the nature of games as a media informs how others understand problematic usage. It is not just as simple as game addiction is gambling addiction is substance addiction. Instead, due to of the role of time gated events, because of the unique social opportunities, and its ability to facilitate escapism into a simpler pixelated world, games cause a unique experience of dependence.

    To grasp how gaming addiction manifests, psychologists need to comprehend games and gamers significantly more than they do presently. Otherwise, any clinical condition they propose might as well be created by reading tea leaves.

    The Beginning Step

    I have difficulty knowing where to fully land with this. Part of me believes game developers should be aware of these issues and seek to counteract the methods by which general problem gamers manifest. But another part of me wonders how possible that is and if gaming is particularly notable in this regard. It is possible we worry about gaming being addictive not only because it is one of the most popular hobbies, but due to its comparative novelty.

    Western society does not stress about the kids who lose a sense of reality in books as it valorises the reader. They are educated, intelligent and of better stock than the folk we imagine to be gamers. I think that on a general level, any hobby could be maladaptive to a person.

    However, gaming represents a unique crossroads where individuals can gain skills and achieve a sense of accomplishment easily, whilst also losing themselves in a world unlike any other. It is a nexus point of many problems that other people latch onto to cope with stress and mental health issues.

    We’ve all binge watched a series to lose ourselves in characters whos lives seem so much better and happier than our own. We’ve all cooked a nice meal, or written a poem or otherwise engaged in a craft to feel that sense of accomplishment when it is completed. Gaming offers these and more, in an easier format, fostering a sense of reliance that would be hard to replicate in other avenues. It is a blessing and curse of games themselves that they remain such an interactive format.

    But, I think it would be academic dishonesty to pretend the medium, creators and corportations especially, are wholly innocent in this. Because, if you’ve been in the gaming community long enough, you’ve heard about loot boxes, gacha games and all manner of predatory addictive design. Creations that capitalise on vulnerable populations. So next time, we will explore not just gaming addiction generally, but a specific brand of corporately encouraged leveraging, tailor made to make you pay.

    Thank you all so much for reading, let me know your thoughts on game addiction or your own experiences with it.

    References

    1. Griffiths, M. D., Király, O., Pontes, H. M., & Demetrovics, Z. (2015). An overview of problematic gaming. Mental health in the digital age: Grave dangers, great promise, 27-45.
    2. Shotton M. (1989). Computer Addiction? A Study of Computer Dependency. Taylor and Francis, London, UK.
    3. Petry, N. M., Rehbein, F., Gentile, D. A., Lemmens, J. S., Rumpf, H. J., Mößle, T., … & O’Brien, C. P. (2014). An international consensus for assessing internet gaming disorder using the new DSM‐5 approach. Addiction, 109(9), 1399-1406.
    4. American Psychiatric Association. (2022). Diagnostic and statistical manual of mental disorders (5th ed., text rev.).
    5. World Health Organization. (2018). ICD-11: International classification of diseases(11th revision).
    6. Griffiths., Van Rooij, A. J., Kardefelt-Winther, D., Starcevic, V., Király, O., Pallesen, S., … & Demetrovics, Z. (2016). Working towards an international consensus on criteria for assessing internet gaming disorder: a critical commentary on Petry et al.(2014). Addiction (Abingdon, England), 111(1), 167.
    7. King, D. L., Haagsma, M. C., Delfabbro, P. H., Gradisar, M., & Griffiths, M. D. (2013). Toward a consensus definition of pathological video-gaming: A systematic review of psychometric assessment tools. Clinical psychology review, 33(3), 331-342.
    8. Kardefelt-Winther, D. (2014). Problematizing excessive online gaming and its psychological predictors. Computers in Human Behavior, 31, 118-122.
    9. Kardefelt-Winther, D. (2014). The moderating role of psychosocial well-being on the relationship between escapism and excessive online gaming. Computers in Human Behavior, 38, 68-74.
    10. Billieux, J., Deleuze, J., Griffiths, M. D., & Kuss, D. J. (2015). Internet gaming addiction: The case of massively multiplayer online role-playing games. In Textbook of addiction treatment: International perspectives (pp. 1515-1525). Springer, Milano.
    11. Carras, M. C., Porter, A. M., Van Rooij, A. J., King, D., Lange, A., Carras, M., & Labrique, A. (2018). Gamers’ insights into the phenomenology of normal gaming and game “addiction”: A mixed methods study. Computers in human behavior, 79, 238-246.
    12. Aarseth, E., Bean, A. M., Boonen, H., Colder Carras, M., Coulson, M., Das, D., … & Van Rooij, A. J. (2017). Scholars’ open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal. Journal of behavioral addictions, 6(3), 267-270.
    13. González-Bueso, V., Santamaría, J. J., Fernández, D., Merino, L., Montero, E., & Ribas, J. (2018). Association between internet gaming disorder or pathological video-game use and comorbid psychopathology: A comprehensive review. International journal of environmental research and public health, 15(4), 668.