Tag: Psychology

  • SCP-818: The Ongoing Project of Racialisation

    SCP-818: The Ongoing Project of Racialisation

    Content Note: Quotations of Racial Slurs, Images Depicting Racial Fetishisation as well as Torture Scars and Discussion of Corpse Abuse, Medical Racism, Self Harm and Slavery

    I have once again managed to have a topical essay out at around the right time. No not Valentine’s Day, this is not in the slightest bit romantic. But in the US, it is now Black History Month, although the UK’s is in October. So, now is the perfect time, along with the other 11 months of the year, to talk about the history of black medicalisation and how it is still ongoing to this day. As well as its relation to SCP-818, the story we covered last time, in the most awful of ways.

    The Invention of Race

    The topic of race, how it was invented, enforced and continues to impact racialised minorities has been the subject of a plethora of think pieces, essays, books and more. Even solely focusing on one narrow aspect would take thousands of pages that I do not have, despite me writing more than I usually do. Therefore, this cannot be a comprehensive overview, but rather is the relevant highlights from the history of medical racism.

    One of the first examples of academic racial categorisation was in the 1758 Systema Naturae by Carl von Linné or Carl Linnaeus.[1] You may know him as the father of modern taxonomy, who termed the species name Homo Sapien. Though he split Homo Sapiens into four further sub-categories, Europeans, Americans, Asiatics and Africans. Guess which one the Swedish taxonomist thought was superior?

    Carl von Linné (1775) by Alexander Roslin
    Retrieved From: Wikipedia

    This was hotly followed in 1775 by Johann Blumenbach’s expansion into five racial categories. Caucasian, Mongolian, Ethiopian, American and Malay. Blumenbach like his predecessor was called the progenitor of a discipline too. Though his epithet is the Father of Racial Science. A nickname that most would avoid but not Blumenbach.

    The basis for the categorisation of race started off as nothing more than a differentiation of skin colour, something which still exists to this day. Though later in the 19th century, physiognomy would serve as the basis for a lot of racial science.[1] From this would spring all sorts of judgements about culture, intelligence, personality, strength, and medical issues too. And this horrible application of colour theory, blossomed in the Atlantic Slave Trade.

    Rana Hogarth in her fantastic book argues that this period of racial pseudoscientific medicine was not solely due to the innate racism of the time.[2] Instead many colonial doctors wished to elevate their status and notoriety by being one of the premier professionals to treat black slaves for white plantation owners. As Hogarth so eloquently phrases it, the clinicians of the time period:

    Shared a faith that understanding blackness within the field of medicine would yield generous benefits to both those who subjugated and profited off of black people’s bodies and those who treated them”[2] (Page XV)

    Like in every other time when science becomes entangled with profit motives, prestige chasing and celebrity status, this birthed harmful practices and misinformation. One of these Hogarth focuses on is yellow fever, a scourge of the Americas during European colonialism.[2] During this time, it was believed black people were immune to yellow fever, whilst white people were exceptionally vulnerable to the disease. Many hypotheses were floated, from thicker skin, more amiable climate, to an interaction of genetics and temperature shielding black people.

    This is complete and utter nonsense. There was some, limited evidence, of enslaved native Africans dying at a lesser frequency to white people but this can be explained pretty simply.[2] If you contract yellow fever as a child, you are vaccinated for the rest of your life. Like chickenpox, it is also less severe in children than adults. Furthermore, the only reason yellow fever was in the Americas was because of the slave trade importing it from African outposts to American colonies. In other words, the black slaves likely already had immunity from childhood. It had, quite literally, nothing to do with innate racial differences and everything to do with geography.

    Aedes Aegypti (1905) by Emil August Goeldi
    Retrieved From: Wikipedia
    Note: Only the female Aegypti can spread yellow fever.

    But such intricacies did not stop race scientists from using this difference to benefit white supremacy.[2] Black men would make perfect soldiers and black women would make perfect nurses precisely because of this erroneous invulnerability. There were even multiple examples of white abolitionists pleading with freed black people to take care of towns struck by yellow fever. The final example included a signer of the Declaration of Independence, Benjamin Rush. Truly, there was no end to the mental gymnastics white people used to justify explicit and discrete forms of black subjugation.

    But even if black people did contract yellow fever they would simply blame them for being ill.[2] They would say it was because of black people’s diets, because they were really mixed race (without any evidence), or because they didn’t exercise enough. Similar arguments were articulated to blame white commanding officers for not feeding black people enough plantains. Which as we all know, is the secret panacea doctors don’t want you to know about.

    Rebranding Race Science

    Towards the latter half of the 19th century, we started seeing more interest in specific examples of physiology to medicalise race. Benjamin Rush, previously mentioned hypocrite, invented a medical disease called Negritude.[3] This “condition” was similar to leprosy and could be cured by skin whitening. Thank god nobody has ever propositioned bleaching as a cure for race again.

    Samuel Cartwright, an American physician during the Civil War, coined another racialised disease.[3] Dysesthesia Aethiposis. A humoral imbalance which explained why black people were just so lazy as well as why they must be ordered around and treated like children. Furthermore, this caused a thinning of the blood that led to a lower intellect in black people. All of this could only be cured by slavery, which he more politely termed as governance.

    Richard Allen (1823) by R. Peale.
    Retrieved From: Hogarth, R. A. (2017). Medicalizing Blackness: making racial difference in the Atlantic world, 1780-1840. UNC Press Books.
    Note: Allen was one of the Black Abolitionists who Rush had to plead with to care for the sick white people

    But do not think such terrible science is a thing of the past. BiDil, also known as Isosorbide Dinitrate with Hydralazine Hydrochloride, is a medication used for congestive heart failure and is termed by some as the first racialised drug.[4] That is, the first drug to be marketed purely to a single race. But of course there is a wealth of scientific literature and reasoning behind this. After all, a pharmaceutical company would never use racial science to increase profit margins for an ineffective drug, would they? What do you think.

    As Troy Duster notes in his essay on the topic, BiDil was first tested using a representative sample. This study found it to be no more effective than a placebo or other similar medications on the general population.[4] However, in their limited sub-sample of black people, it appeared to perform better. Therefore, of course, the researchers conducted a double blind follow up study collating the effectiveness of BiDil divided by racial lines, and using placebos as well as similar drugs to test efficacy.

    No wait, they just sampled black people and compared it purely against a placebo.

    Dr Jay Cohn by Unknown Photographer
    Retrieved From: American College of Cardiology
    Note: Doctor Cohn was the lead researcher and the one who benefited the most from BiDil’s success, having gained a lifetime achievement award for it amongst other research.

    Let’s contrast the example I provided and their method. In mine, the researchers can compare BiDil’s significance both across racial lines and against different medications. Therefore, they could see if BiDil works better for certain racial categorisations and if any effect is mediated by specific chemicals in the drugs or extraneous variables they had not considered. In their study, they can see if BiDil is better than a sugar pill, in one section of the population.

    This was deemed acceptable as there is a common belief that Black Americans possess a significantly higher incidence rate of heart failure. Although this difference could be as scarce as 1.2:1 according to some studies, well within the realm of social root causes.[4] Adding to this there are more relevant categories to consider than race. Like age, as 93.7% of deaths from heart disease in the United States are from people over 65 years old. Coincidently, in this age bracket, racial differences are completely insignificant.

    This modern race science contains startlingly similar echoes to that of the racial scientists of the 18th and 19th century. The motives are virtually identical, to increase a doctor’s prestige and financial situation, through the use of inaccurate technique and shoddy data. This kind of medical idiocy has also seeped into popular culture, as shown by this 2001 Financial Times quote:

    “Illnesses that seem identical in terms of symptoms may actually be a group of diseases with distinct genetic pathways. This would help explain blacks’ far higher mortality rates for a host of conditions…Until now, these gaps have been attributed largely to racism in the healthcare sector and widespread poverty among African-Americans.”[5]

    To this day, racism pervades medical science and beyond. Doctors are not trained to see dermatological signs in dark skin, black women’s gynaecological or maternity care is treated as an experiment for medical students, and their literal pain is believed to be less significant than that of a white person. It is hard to overstate just how present this kind of medicalisation is and how often white institutions seek any excuse for it that doesn’t result in their accountability. Something which apparently is true even in fictional worlds.

    A Mirror To Reality

    You may be reflecting on how this history relates to SCP-818 in ways more specific than the obvious broad strokes. So let’s dig down into a few specifics of the history I mentioned, starting with the justification and reasoning for racial science being used by medical professionals.

    Most historical and contemporary utilization of racialisation in science is employed in some way to profit the scientists who wield it. Be it with monetary, social, academic or militaristic incentives. The final category is the one that applies most to SCP-818. It is clear in the text itself, as well as the general knowledge of how other ontokinetics are treated in further stories, that they wish to use 818 to benefit the Foundation.[6] Likely to fight horrific monsters and contain them, or to supply the Foundation with valuable items.

    SCP 105 by Zal Cryptid
    Retrieved From: DeviantArt
    Note: In the Pandora’s Box Canon, SCP-105, as a literal underage girl, had to fight monsters for the foundation alongside Cain from the Bible. It went about as well as you can imagine.

    But 818 is incapable or unwilling to do so. I’d argue that latter, but the Foundation sees it as the former. They conceive it as insolence, as 818 being less intelligent, less able, lazy and unable to apply himself for their grand purpose. Sound familiar? Furthermore, the SCP Foundation, both in narrative and the community itself, is overwhelming white. It is a very white, nerd space with most of the writer self inserts at the time being white men. Meaning, in the narrative, it is a community of white doctors trying to weaponise and utilise a black body they have captured for their own purposes.

    There is even a similar sense of black people having to prove themselves to their white compatriots. In the previous example with Benjamin Rush, one of the arguments he used to persuade freed black people to nurse white people was that it would prove the former’s competency and agency.[2] This did not work, as one of the most famous writings to come out after, was about how black people allegedly stole from the ill white people and price gouged them for medicine. This was denied by the black abolitionists involved in the medical care. And I will believe them over racists any day.

    There are similar echoes to this in SCP-818, to the desire by these physicians to see him prove his worth.[6] Needless to say when he doesn’t, he is executed for his inability. I will explore the full implications of this later in the essay. Sufficed to say, the power to control life and death, to weigh the cost of a human life on its financial ramifications and alleged danger, is one with many echoes to plantation owners. And to modern medical establishments, who do not attend to black people as there is less monetary incentive for them to.

    The other point I want to touch on in this part, is one I mentioned more briefly. One of the modern issues with white doctors treating black patients is the pernicious falsehood that they experience pain less severely than other races. This has its roots in slavery, where it was believed that due to thicker skin, amongst other things, black people needed lashings and other forms of torture to condition them correctly.[2]

    Peter’s Scars (1863) Photographed by Mathew Benjamin Brady
    Retrieved From: Wikipedia 

    I feel like the connection between this, and 818 is pretty self-explanatory. We witness a black boy striking his head against a table, committing what I would label as self-harm and having scientists designate it a tantrum. Having seen first hand, little kids smacking their head against the floor or the wall or various objects to relay overstimulation, intense emotions or other issues, it would never enter my mind to call that a tantrum.

    But such is the power of medical racism within the world. Something which most would otherwise see with empathy and grace, is seen as indolence and rebellion against the guiding hand of the white superiors. It’s not a child communicating his abject horror about being imprisoned, dehumanised and experimented on by scientists he does not know and who do not care to know him. It’s him being disobedient. And as is probably obvious now, nothing is more offensive to white people with power over black people than disobedience.

    Denying Language

    As shown with BiDil, when it benefits white scientists they will not employ science as rigorously to black people as they would to other white people. Though the previous example involved statistical malfeasance for profit, here I want to focus on non-verbal communication. As it happens when this was written (in 2011), non-verbal communication existed for developmentally delayed children.

    These cover a vast range of practices that allow non-verbal kids to communicate to other juveniles and adults. This can range from simple sign language to relay words like “yes”, “no” or “more”, to picture boards where iconography can show the child’s desires, to speaking boards where they can type out sentences and gain artificial speech.

    An Example of A Commerical Non-Verbal Communication Board
    Retrieved From: Etsy

    It is challenging work. It requires untold amounts of consistency, specialists and the balancing of numerous techniques to allow the child to communicate. But most of those affected, as well as parents, practitioners, arguably even the general population, would agree that granting these kids as much autonomy and expression as possible is a good thing. Therefore, why didn’t the SCP Foundation ever pursue this line of communication?

    In universe, although this is relatively disputed depending on canon, the Foundation is meant to be competent. These are scientists hand picked by the corporation itself, the elites of their fields who are capable of tackling complex, abstract and mystical issues that plague the world. And they cannot even conceive of a basic method used by most Higher Support Needs schools. Something that would allow greater specificity and communication for the purposes of training 818.

    So why? Why did the greatest minds within this universe, specialists in the field of developmental psychology, who know of phosphenes and autistic behaviours, who have tackled demons and angels and Gods and multiversal beings, never implement such obvious methods of alleviating their issues? Never mind considering the myriad of supernatural ways this could be achieved, especially since the Foundation has let SCP’s interact for a whole lot less. Well there are two reasons for this one which leads into the other.

    818 is black.

    And therefore, his voice doesn’t matter.

    Racism combines with ableism to result in a tale as old as time. The scientists switch off anything that would apply academic rigour or care to this situation. Instead opting to maximise utility from a child with zero effort. To discipline him more like you would a dog than a human being.[6] Not only because it would cost more to have specialists, but because it would lend their weapon a voice. He would have ideas, and autonomy and the ability to speak about his discomfort. However, the fact of the matter is, he already does possess a means of communication. It just hurts him to do it.

    CHOKEHOLD (2019) by Jahi Chikwendiu
    Retrieved From: Instagram

    But there are further layers to this racist malpractice. This is what I would characterise as testimonial injustice. As explained by Alastair Wardrope, testimonial injustice is when individuals are unable to voice claims about their own experience.[7] It is a form of epistemic injustice, where language and communication is barred or utilised in a manner to oppress minority groups.

    He applies testimonial injustice to a more discrete form, where language for communicating experiences is barred from those who would require it most. How medical and academic gatekeeping, prevent people from knowing of different terms relevant to their experiences of various conditions.[7] In doing so, it silences dissent from the people most effected by medicalisation to speak out about the harm of current practices. As well as to understand their own health conditions in their own framework, away from monopolistic institutions.

    SCP-818, however, experiences the most fundamental form of testimonial injustice. He is unable to communicate primary facts about his life to those around him and is not provided the most simple of methods possible to do so.[6] This leads to a disbelief towards accounts of harm or care required, as we have seen previously.[7] But it also degrades 818’s ability to define his own personhood. To reason and engage with his own identity to the outside world. For most in the real world, this is generally a pervasive part of their medical history that defines much of their life, though not the entirety of it.

    Don’t Turn Around by Lia Kimura
    Retrieved From: XIBT

    But for 818, he doesn’t get to communicate anything about his identity. We know nothing of him from him, because his testimony is considered unimportant. He is stripped of any ability to self-identify and what little we do learn is incidental. He likes the colour green, he enjoys drawing, he finds fun in order and creating shapes. But none of that reveals his deeper personality. My personal interpretation that he is kind, strong and a wellspring of emotion is merely that. Interpretation.

    I believe any child who manages to deal with severe isolation and experimentation for as long as he did is a strong person. I believe any kid who mourns the death of a person they met a couple of times but became attached to, demonstrates a deep level of empathy and love . But that is me, imposing my analysis onto him, because there is no other way to assume his personality. And that to me is the cruellest part of this. We never get to actually perceive who 818 is. We never even know his name.

    Controlling A Body

    The final area I wish to touch on is necropolitics. A term and a book penned by Achille Mbembe, necropolitics in its most rudimentary form, is the ability for colonial powers to govern not only who lives and dies, but who is worthy of death and the manner in which they depart.[8] Mbembe focuses on war for the most part, how conquering forces justify the capturing, detainment and murdering of numerous groups, especially racial, ethnic and religious minorities.

    Achille Mbembe (2015), Photographed by Heike Huslage-Koch
    Retrieved From: Wikipedia

    Whilst not a 1:1 with the SCP Foundation or 818’s situation, there are many distorted reflections to the issue at hand. First, let us get into the most apparent connection. How they replicate the imperialist use of prisons on the anomalous and 818 in particular.[8] As Mbembe conveys, to justify state violence and counter terrorist measures, there must be some degree of othering through racialisation or an alternate marginalisation.

    These measures in the modern era have gone from governmental initiatives to private corporations determining the means to detain. Therefore it is worth noting the Foundation is a private corporation with the ability to detain anomalous and non-anomalous individuals. The latter mostly through their D-Class, criminals used for experimentation. Criminality here meaning anything from death row inmates to just nebulously charged with a crime depending on the writer.

    Commission by Snezka-049
    Retrieved From: Tumblr

    Within this modern era of corporatisation, carceral atrocities are no longer done through tyranny and religion.[8] Rather they are achieved with consumerist or even utilitarian ideals. Put differently, prisons presently exist to tap into a labour force for the creation of products, to use in the military or otherwise extract value from the prisoner’s bodies. Hence why the prison system is sometimes referred to as modern day slavery. Though this ignores all the other forms of slavery that still exist in the world, outside the purview of the Anglosphere.

    The relation to SCP Foundation is clear. A private corporation that confines those it considers hazardous, even when they demonstrably are not. But even if they are, one can reasonably argue there is a difference between containment for the safety of the world and abject prison isolation to minimise costs whilst maximising obedience. The purpose of cramped rooms, with minimal furniture and no social interaction, is not because that is what is best for the living SCPs. It is because it is inexpensive, effortless and means they can maintain absolute control of their prisoners.

    This control serves the Foundations ability to squeeze out labour and profit from their prisoners. They will wage their wars, perform their reconnaissance, or provide weapons to them. And when the Foundation cannot reap financial rewards, or worse yet, are actively are losing money due to an SCP “misbehaving”. Then they do what all imperial systems have done since the beginning. They commit murder.

    This ability to execute that which dissatisfies them gets to the heart of necropolitics. Imperial and corporate powers get to define the worthiness of life by any metric they desire.[8] And these metrics are frequently mixed with the biases of a society or group. It is not just that 818 was being a thorn in the Foundation’s side. It is also that he is black, he is autistic and he is a child. And because of all that, his life was deemed less worthy that his white, neurotypical counterparts, who are allowed to live. Even if they do not provide the Foundation with incentives.

    When cuts must come, they cut those they value least, not just financially, but socially. They cut those they can most easily hate.

    Controlling Bodies

    But we cannot solely consider SCP 818 in this. Or rather, I would like to widen the scope a little. The carceral system, be it private or public, corporate or governmental, serves another purpose.[8] Eugenics. The idea behind these systems is never reform, for how do you improve someone’s life in a tiny box, detached from the world, where you are degraded to a position below the lowliest of animals. It is to sequester people from life itself so you won’t get more of them.

    This is a more subtle form of eugenic extermination. Instead of committing an active genocide, you simply imprison certain groups in squalor, both in prisons and in their own communities through tactics like red-lining and urbanisation. All of this with the ultimate goal of the eradication of any non-white subsect of the world, to proclaim the superiority of the white race. This will likely never kill off every racialised person. But it allows for the mythologised supremacy of white people to be maintained through violence. And to also get rid of other undesirables who happen to be white.

    Now, to avoid an X-Men level analysis of marginalisation here, I will concede that the stakes are a little different. Ontokinetics and a lot of other anomalous people can cause active harm. However, so can non-anomalous humans. In real life. As well, most SCPs mentioned by the Foundation are able to be captured and contained. Unambiguously in the case of 818, his only deaths are associated with times of extreme mental stress, when either friends or relations died. He is about as dangerous as your average human with access to a weapon.

    Screenshots of X-Men: The Last Stand (2006) Posted onto Tumblr
    Retrieved From: Know Your Meme

    The fear is that he could kill more, but that fear is never substantiated. It’s purely a paranoia of annihilation, of the death of white men at the hands of a black boy that has been lurking in the white psyche for centuries now.[8] And one cannot help but perceive the way anomalies are treated as a re-enactment of eugenics. It is not merely that they are considered a hazard based on actual assessment of their powers. Anything that is unusual is locked up and contained away from the non-anomalous because they may eventually constitute a threat to that which is considered normal.

    Further, the SCP Foundation is one part of a larger whole. Other groups in lore, like the Global Occult Coalition, actively destroy any anomaly they capture. Be they human, animal, alien or object. Some enslave and experiment on the anomalies for their own purposes, like GRU-P, the Soviet Union version of the Foundation. It is not as if the Foundation is solitary. Rather, it is part of a global entangled web that seeks the extermination and subjugation of an entire group of people. People who can be equally dangerous and completely harmless.

    The way these groups deal with the anomalous is not rigorous, objective or scientific. And it never could be. Any system relying on control over certain groups of people will inevitably fall into anxiety based eugenics. They will be fattened with violent re-enactments of the very terrors that established their institution, imposed onto those they fear most. A twisted first strike that will never end peacefully.

    Usefulness After Death

    However, of all the things Mbembe touches on, I think the most pertinent and the most horrific to me, is how necropolitics relates to the control of the dead body. One of the most important parts of any human society is the funerary rights, the ability to grieve and celebrate the lives of the dead. As well as to allow them now rest in peace. Imperialist powers disrupt these sacred practices for their own purposes.

    This can be an act of dehumanisation, burying bodies in unmarked graves without care or even just abandoning their corpses to rot where they were slain.[8] But more related to 818, is that remains are intermittently used for the purposes of the imperialist power. To serve their agenda and desires even in death. In the case of 818, his body is placed in a freezer, and researchers are allowed access to his remains for further research into ontokinetics.

    As far as we know, 818 will never be buried. He will never receive a funeral, he will never be mourned, he will not rest in peace. His body will be subjected to permanent stasis, so even the release of decay and mayflies is not allowed to concern him. Even in death, the ultimate act of anyone’s life, when the body is at it’s most vulnerable, and the person’s will is unable to be expressed. He is debased. Reduced to flesh and viscera, like a blood sample on a slide. Something wholly based on real life history.

    I cannot help but think of Saartje Baartman when writing about this. A Khoikhoi child, the indigenous people of South Africa and perhaps formerly known by the first name Ssehura. Unfortunately, much like 818, we do not actually know her actual name, but I will use Ssehura for the rest of this in an attempt to employ a proper name. Her life began tragically as she was enslaved by Dutch colonisers in her infancy after her mother died during childbirth and her father was murdered by her captors.

    A Caricature of Ssehura (1810) by An Unknown Artist
    Retrieved From: Wikipedia

    After being traded between different plantations, Ssehura was used as an attraction for a carnival show, due to her “exotic” features. So captivating was her body to the voyeuristic eyes of the paying white public that she was nicknamed the Hottentot Venus.[9] She died at the age of 26 in 1815, in captivity and unable to secure her freedom. Her body was then buried in South Africa. In 2002. In the interim of nearly 200 years, Ssehura’s body was exercised for a extensive variety of purposes.

    She was displayed in museums, in other carnival shows, and admired by private collectors.[9] But perhaps most horrifically of all, her body was utilized by race scientists to compare her genitals to that of white women. Which then was employed to speculate about, amongst other things, the sexual primitivism of African people.

    Put differently, her body was manipulated for the benefit of white people, both to gawk at and to advance scientific discovery. Though the words, advance, scientific and discovery are used extremely loosely here. And again, this was not stopped until 2002. I was born then, it is within my living memory.

    Caricature (1810) by William Heath
    Retrieved From: Wikipedia

    What happened to 818, is paradoxically, a kinder version of the experiences of many black bodies to this day. Bodies routinely fetishised, humilated, dehumanised and experimented on for the titillation of white people. And entertaining the thought that 818 is technically lucky in this regard, is conceivably the most damning indictment this essay can muster.

    A Butterfly’s Wing

    To be honest with you, in writing this and researching this I got infuriated. Angered in a way I rarely do when writing these essays. I was, to some degree, aware of the history of racial medicalisation. I knew the broader strokes and some of the modern issues that black people faced when coming up against medical institutions. In fact, the reason I was aware of Ssehura was because of a YouTube video by a funerary reformist and death historian, Caitlin Doughty.

    But still, even with that, going into this history and nigh a thousand pages on the horrors faced by black people to this day is maddening in all senses of the word. Especially in the current political climate within the West, of denying racist institutions, supporting violence against Palestinians, the Congolese, the Uyghurs and so many more people. It is exasperating to consider. Part of me hopes this essay might help in some small way to educate people, but that does not feel nearly enough.

    And so, a small call to action. Please research local groups in your area, especially places like food banks, free law clinics, protest groups fighting for racial justice and more. Donate, advocate, educate and be educated, do what little you can or devote as much as you desire. There are also national and international organisations like Amnesty International, The Good Law Project or The Innocence Project. You do not need to quit your job and life, dedicating yourself exclusively to a cause. But awareness of your personal and political power are vital tools to fighting oppressive regimes.

    It is only through uniting that we can dismantle the local, national and international power structures that dehumanise so many different variations of marginalised groups. And all I ask is you lend your support as best you can. Be it time, educating those in your life, donations or more.

    Thank you so much for reading, I hope this has been illuminating for you. I will be back with an essay examining autistic medicalisation, as well as the intersection between blackness and disability.

    If you found this piece insightful please consider donating to my Ko-Fi. You will get access to my essays early through my moon tier, and one time support will garner you access to behind the scenes notes and musings on academic papers I did not get to use anywhere else.

    Let me know what you think below or on my Bluesky and until next time. Stay safe.

    References

    1. Witzig, R. (1996). The medicalization of race: scientific legitimization of a flawed social construct. Annals of internal medicine, 125(8), 675-679.
    2. Hogarth, R. A. (2017). Medicalizing Blackness: making racial difference in the Atlantic world, 1780-1840. UNC Press Books.
    3. Reiheld, A. (2010). Patient complains of…: How medicalization mediates power and justice. IJFAB: International Journal of Feminist Approaches to Bioethics, 3(1), 72-98.
    4. Duster, T. (2007). Medicalisation of race. The Lancet, 369(9562), 702-704.
    5. Financial Times (London), March 9, 2001: 16
    6. TroyL. (2011). SCP-818. Retrieved From: SCP Wiki
    7. Wardrope, A. (2015). Medicalization and epistemic injustice. Medicine, Health Care and Philosophy, 18(3), 341-352.
    8. Mbembe, A,. (2019). Necropolitics. Durham: Duke University Press.
    9. Qureshi, S. (2004). Displaying Sara Baartman, the ‘Hottentot Venus’. History of science, 42(2), 233-257
  • A Return to Archetypal Nightmares

    A Return to Archetypal Nightmares

    Content Notes: Discussion of Castration, Racism and Sexism

    We have previously discussed Joseph Campbell’s Icarusian rise to fame and his theft of mythology from all around the world. For this final essay, I want to examine why his use of Freudian and Jungian theories may be faithful retellings, but are unhelpful at changing others lives. And how Campbell is just one daisy, in a chain that leads to our present day and our future.

    Two Bros Chilling in the 19th Century

    Sigmund Freud was born in 1856, in what was then Freiburg of the Austrian Empire but is now the Czech Republic.[1] He initially studied physiology, but was soon under the tutelage of neuropathologist Jean-Pierre Chacot, who specialised in “hysterical” patients. I.e. women having problems caused by a wide variety of sources. It was during this stint that Freud first conceptualised of mental diseases that do not show up clearly in the brain.

    Colourised Photograph of Sigmund Freud (1921), Photographed by Max Halberstadt
    Retrieved From: Wikimedia

    More than anything, Freud is renowned for his psychoanalytical hypotheses, a set of ideas around development and psychopathology to explain a vast amount of mental health issues.[1] This is where we get terms like anally retentive, which to most people means someone overly detail orientated and precise. To Freud the characterisation is the same, but is due to a disturbed psycho-developmental issue, where as a child they were overly chasistised or otherwise shamed in relation to potty training or similar activities. I am not kidding.

    Of interest to us today however, are two of his more simplistic theories. The Oedipus complex and dream analysis. The former you have likely heard of, named after the Greek hero foretold to marry his mother. And in his attempts to escape doing so, stumbles into his destiny. The first reference to the complex appeared in 1910, where Freud argued that young boys would often associate their mothers with loose women. And would therefore develop a pubescent rage at their mother for engaging in sexual activity with their father instead of with themselves. [2]

    This would get built upon later by Freud and other theorists, who included that the Oedipal child had castration anxiety, that is a fear of having their genitals removed.[3] The fear arises because the boy identifies with the mother, even though anatomically they are akin to the father, leading to a misplaced belief that kids like him become castrated. To get past the complex, the adolescent boy must reject the identification with the mother and solely identify with the father. If not they may become overly horny, vain or even a homosexual!

    There is a female version of this called the Electra complex. But it gets very little mention academically and is certainly not even hinted at by Campbell in his books. Dream analysis however, is mentioned so often you’d think he was shilling out for Big DreamTM. The idea behind dream analysis is that our unconscious desires and drives manifest in our reveries as complex abstracted images. By accepting a psychoanalyst’s help to interpret these visions, a person can comprehend their individual subconscious drives.[4]

    Photograph of Carl Jung (1950) from the Bettmann Archives
    Retrieved From: Britannica

    However, Freud’s opinion was not universal. Carl Jung was a Swiss psychoanalyst born in 1875 and was a contemporary of Freud. His theoretical basis, confusingly called analytical psychology, both took from and responded to, Freudian psychoanalysis.[5] In his version of dream analysis, dreams are the personifications of the dreamer’s personality. This allows people to tackle both with the beneficial and troubling parts of themselves in an abstracted environment.[4]

    Jungian dream analysis builds upon his most famous and long reaching hypothesis, that of archetypal theory. This proposes there is a collective unconsciousness inside of every living being.[6] This is less of a hive mind and more a genetic imprint of life itself, which is relayed to us, through different essences that are completely universal. Imagine it as a blueprint by which humans are meant to appreciate everything about life. These essences are archetypes, which can be characters such as the old woman and the wise man or even just frequent occurrences like the number 4.

    Archetypes therefore manifest in our dreams to mirror ourselves and our position within the world.[6] Through this notion, archetypal theory gave us the idea of introversion-extroversion and led to the Myers-Briggs Personality Test.[6] So every time you’re on a first date with someone who tells you their moon, sun and rising sign along with a 4 letter encapsulation of their entire personality, you can blame the Swiss for it.

    Freud and Jung occupy an interesting place in popular culture. They are viewed as both scientific and philosophical, maintaining this dual purpose of being intellectually correct and spiritually healing. This is how their theories so easily slot into Campbell’s work. They tell us the psychological underpinnings of myths as well as how these stories can fulfil our spiritual needs. Therefore, to fully refute them, we need to not only show how they are unscientific, but how they are unhelpful in people’s lives. And where better to start that with Campbell’s own introduction.

    The Origins of Daddies

    When I first began to read The Hero with a Thousand Faces, I primarily went into the book blind. I was somewhat aware of the critiques of Campbell’s use of Native American mythology and felt personally his hypothesis of universal storytelling was rather oversold. However, what blind-sided me more than anything was how quickly and how fully Campbell embraces psychoanalysis. Starting off with the Oedipus Complex.

    Extract of My Notes from The Hero With A Thousand Faces (2025)
    Note: This is an insight into the kind of notes I make, especially when I feel like I am slowly going insane.

    Throughout the book, Campbell routinely calls back to the complex both explicitly and implicitly. He talks of the Yolngu castration ritual, a narrow section of a larger coming of age ceremony, as if it represents the boy’s alleviation of maternal connection.[7] Time and again, heroes journey away from Goddesses to Gods and sons reject their mothers for their fathers. Repeatedly, Campbell lionises the idea of men teaching the youth as being innately needed for the psychosexual and spiritual development of the child.

    There are many ways to address this scientifically. One could talk about how opposite sex children of gay couples do no worse than those of heterosexual parents.[8] We could mention how the issues of single parent households fall more economic, social and environmental factors than it does on single mothers “sissifying” young boys. You, the reader, could even reflect on your pubescent childhood and if it was spent wondering whether your penis would be cut off. Though considering I am trans and I imagine some of my readers are, I may uncover castration elation instead of anxiety. Frankly though, any of this is all giving this hypothesis too much credit.

    Psychological and neurobiological discourse has long since moved past the idea of Oedipus complexes because children’s psychosexual development is incredibly complicated. The impact of culture, law, environments, parenting styles, sexual orientation, religion, physiology, social setting, socialisation, education and so much more, means that psychosexual development is thoroughly individualised. One can note trends for sections and communities, but to generate a universal theory would be a fool’s errand.

    Fresco of Oedipus (2nd Century CE)
    Retrieved From: Wikipedia

    And the fact of the matter is, Campbell employs the Oedipus Complex in its more commonly utilised fashion. Not as a scientific hypothesis but as a sexist club to bludgeon mothers. The blame for boys who do not attach to their fathers, who do not identify with them, is invariably, solely placed on the mothers lap. They are coddling, they are overbearing, they enable him.

    This seed of hatred towards maternity is what would later lead to the stereotype that therapists always blame the mother. And to the term “refrigerator mother” to describe how women who are too uncaring, who never coddle, lead to children becoming autistic. A common dichotomy present throughout the feminine experience that there is a contradictory double standard you can never navigate through. And therefore, you are always ready to be the scapegoat.

    Campbell pretends to praise motherhood, but really he praises men who are “raised well.” Put differently, the only praise a mother achieves is when her son does well, in some metric decided by a man. And therefore a woman’s worth is inherently either to idolize a man as a mother or a wife. The raising of daughters is never considered, because to Campbell, girls do not become heroes.

    They become wives, and do this through some abstract power of nature that stirs inside of them when they first menstruate.[7] And of course, any woman who deviates from nature, is a monster. A witch. A demon. She can exclusively obtain godhood if she is self-sacrificing and exists purely to please or support the man. The hero. Mothers are not complex individuals with their own flaws, desires and needs. They remain tools for raising men, for assisting them to get past their issues. And in that sense, Campbell really understood Freud well.

    The Shadows On A Cave

    Andrew Neher provides an excellent examination of the various alternate explanations for Jungian archetypes. He focuses on carrying out more logical, reasonable and sound explanations to the ideas that Jung proposes.[6] To cite a rather memorable example, Jung discusses a delusion of a schizophrenic patient, who saw a penis on the sun itself and believes that produces wind.

    Ostia Antica Minthareum (A Mintharic Temple), Photographed by Michelle Touton
    Retrieved From: Wikipedia

    Jung relates this to a Mintharic text whereby the sun emits the wind itself through a tube extending out from it.[6] Jung is suggesting that this relates to an archetype of phallic imagery with the sun. That embedded with in all of us is the irrevocable truth of such an association. Because to Jung, psychotic hallucinations, along with dreams and mind wandering, represent the brain interacting with the archetypes buried deep within us. So this two, must represent an pattern we all share.

    Neher, with an limitless amount of patience I do not possess, suggests that this could be simply be because both cultures associated the sun with masculinity.[6] Which is a comparatively common association. Another explanation could be that the patient was already familiar with the Mintharic texts or a precursor/byproduct of the text itself. Therefore there is a similar basis for both accounts. But most simple of all is that it is just a coincidence of sorts.

    Any experience, be they reality, dream or hallucination could likely be contrasted to a myth because there are so many stories in the world.[6] No matter how bizarre, you are likely not the first to consider an idea or experience an oddity. And this could be further compounded by abstraction and contortion in order to provide a certain narrative, where similarities between two accounts are emphasised and differences are overlooked. You do not have to leap to a collective unconsciousness when the bounds of human imagination and wealth of human tales can clearly explain it.

    Morpheus Awakening (1690) by René-Antoine Houasse
    Retrieved From: Wikipedia

    Coincidences are bountiful in our world. Things happen, and we ascribe meaning where there is none. We encounter someone at the opportune moment or catch a bus as it is about to leave or receive a lucky break when we need to. And then believe that because it benefitted us that there is meaning behind it. Though we forget when we have barely missed someone, that we’ve been a second too late or that nothing came when we needed to. Most of the time, we remember to positive outliers and forget the negative commonalities.

    Really the one archetype we all share is that we are terribly subjective. We are all prone to bias, interpretation and letting our own theorising become universal experience of humanity. Most of us try to correct for this, always imperfectly. But Jung and Campbell let this idyllic dream run away with them. They imagine that their interpretation of patterns is the one true order. That unlike with the scientific process or most forms of human communication, they do not need to consider the perspective of others.

    I call this a dream because it is a nice fantasy to possess such knowledge. A secret gnosis that you alone truly perceive. But it is also dreamlike because it is ephemeral, it shifts illogically, and abstracts in ways only a lone person can intuit. Campbell’s writing frequently feels like that. As if he is divulging an intuitive truth only he understands and is woefully inept to explain to us. Because such biases, such dreams manifest in that manner. Emotively true. Logically wrong.

    Dreaming of Science

    Campbell often would intersect tales of mythology with extracts from the dreams of Jung’s patients. Once more, an exceptional example is from his section on the Yolngu, where after describing the tale of The Great Father Snake who desires foreskin, he quotes Jung:

    One of my patients dreamt that a snake shot out of a cave and bit him in the genital region. This dream occurred at the moment when the patient was convinced of the truth of the analysis and was beginning to free himself from the bonds of his mother-complex.”[7]

    Dreams comprise a fascinating area of psychology and rife with so many con artists because we don’t assuredly know a whole lot about them. Psychological studies on reveries to this day rely on self-report, an infamously unreliable method of data extraction because humans suck at recounting and describing our own experiences. Though that doesn’t mean science hasn’t advanced past Jung’s imagination.

    To understand dreams, we need to get to know a little about sleep. When humans sleep, we do so in three distinct phases. Hypnagogic, Non Rapid Eye Movement (NREM) and Rapid Eye Movement (REM).[9] Hypnagogic sleep represents the drifting into a proper repose during the first hour. This is where we get the term hypnagogic jerk for when you suddenly awaken with a start after having just drifted into dreamland.

    NREM and REM subsequently begin one after the other and cycle as we sleep.[9] Each cycle lasts around 90 minutes although the precise cycles themselves are individualised. As well both of these phases are typified by, of course, eye movement and the presence of specific neurobiological signals. In REM there are signals called Ponto-geniculo-occipital waves or PGO waves. Named because they spread through the brain stem and visual cortex.[10] They are believed to, although never solidly proven to, facilitate dreaming.

    One of the more convincing neurobiological explanations for dreams is memory reactivation. When humans sleep, we are, amongst other things, consolidating our memories.[11] Transferring them from short to long-term storage and getting rid of useless information. There is a hypothesis that when we do so, some of our memories are consolidated through dreaming. This could be deliberate or a by-product of the neurobiological mechanisms.

    Block Party by Hunter Cutrell
    Retrieved From: ArtStation

    This hypothesis has a couple of cool studies behind it. One is by Stickgold and colleagues in 2000 where 27 participants played Tetris when they woke up and before they went to sleep.[12] The players were awoken during the hypnagogic stage of sleep and asked to describe their dreams. The participants mentioned that they often dreamed of Tetris games, though usually a condensed version without a score board or border, just the pieces being moved.

    This becomes especially fascinating as most of the players recounted a 24-hour delay in these Tetris based hypnagogic dreams, suggesting a wait in the processing of memories into soporific material.[12] Additionally, for those who had played the game before, they reported some of their dreams were replays of games that had happened years ago.

    This study is particularly intriguing to me for four reasons, and a number that is clear proof archetypes exist. Firstly, it is something I have experienced, having sometimes fallen asleep playing Hades II, only to then dream of playing as Melinoë better than I ever could. Secondly, it suggests that dreams are not exclusively the realm of REM sleep and can, in fact, occur in any phase. Thirdly, the research itself was so notable it led to the coining of the term “The Tetris Effect” for the phenomenon.

    Fanart of Hypnos from Hades by Aurelion24
    Retrieved From: Twitter

    And finally, because one of the researchers, David Roddenberry, owns a company called HealthyWage. This company was purportedly was the first to offer cash incentives to encourage people to lose weight in the United States.[13] Just one of the strangest connection to academic research I have found so far. But overall, this does suggest that dreaming could, in some cases, be related to the brain trying to process the memories of the previous day. And it is not the only study to do so.

    Damaged Dreams

    In 2020 Spanò and colleagues decide to see if the hippocampus was involved in dreaming.[9] The colleagues by the way include the prestigious Queen of the Taxi Drivers herself, Eleanor Maguire. Your hippocampus is essentially your recall centre, it is where long term memories are stored. It can also restructure itself to better facilitate long term learning. Maguire herself was instrumental in our understanding of how the hippocampus works.

    THE QUEEN HERSELF ELEANOR MAGUIRE! (2016), Photographed by Duncan Hall
    Retrieved From: Wikipedia

    This study examined people with hippocampal loss on both sides of the brain and compared them to controls with no neural injury.[9] They found that those with hippocampal damage experienced fewer and less detailed dreams. Suggesting that the hippocampus plays at least a supporting role in how we process dreams and therefore that memories are involved with our dreams.

    However, I want to re-iterate that this is all merely a hypothesis. We do not know with any degree of certainty how dreams work or why humans developed them. There are other theories that suggest our dreams are: simply random noise we then force meaning upon, our dopaminergic system constantly activating, or our brains default state. [11]

    But none of the current thinking relates to Freudian or Jungian ideas of dreams, in fact they often refute it. Dreams can, and likely do, hold some meaning towards us as people, whether they be replays of memories or our imaginations running wild. But the meaning is likely more obvious than either theoretician ascribes. It is not our unconscious desires we cannot otherwise access, nor a calling to our genetic ancestry and connection to the universe itself. It is likely more personal, more individual and more to do with our own lives than anything else.

    Neher hits the nail on the head when he mentions the appeal of dream analysis:

    If such experiences as dreams and fantasies…can be seen as the product of an impersonal and universal collective unconsciousness, then we can distance ourselves from them… Granted this perspective may sometimes be healing, but the danger is it may encourage people to discount the personal implications.”[6]

    The issue with Freudian, Jungian and Campbellian philosophy is that it allows for a dissociation of the self from the world. Which, I now realise, is probably a sentence that shows I have read too much of their work. What mean is that they all allow individuals to disconnect from themselves and the world around them. Their neuroses, issues and problems are not caused by themselves or other people. But by an unconsciousness they cannot reach, a collective existential network or by a lack of heroic tales to guide them.

    It allows people, especially middle-class white men, to disengage from the problems of the world. Whether that be sexism, racism, genocide, colonialism or many of the other social, economic and political issues that where there when they were writing and continue to be there now. Because it is not people’s fault. It is not societies, or governments or social groups. It’s some abstracted other, and only by dealing with this muddied conceptualisation can anyone really make change.

    It’s a convenient excuse to remove yourself from the world, from aiding people, whilst seeming to engage with the issues at hand. And it’s an excuse still in use to this very day.

    An Ouroboros Of Masculinity

    I have harped on the connection between Campbell and modern conservatives like Ben Shapiro and Jordan Peterson, often with pithy commentary. This is not merely because of a connection with their inability to communicate clearly nor that they share a similar political philosophy. Rather, Campbell is just a joint between modern-day conservatism and conservatism of the previous century. Masculinity has forever been in crisis, and women are continually blamed for it.

    The reason may change on the surface level, be it feminism, women working, feminism, mothers providing for their daughters equally, feminism, lesbians sustaining public relationships and of course we can’t forget feminism. When women exist as people in public, actively engaging in the world around them, regardless of the opinion of the nearest man. It causes men who benefit from systems of oppression to become nervous.

    This is double, tripled and quadrupled, when it is women who are marginalised in a variety of ways. Such as queer women, trans women, women of colour, disabled women and any other constellation of these factors you can imagine. Because these women are meant to be invisible. To not be seen. They have no use to the men Shapiro or Peterson or Campbell or Jung or Freud are speaking to. Or any use they do have is a shameful secret spirited away to protect fragile masculinity. A glass construct that breaks when it has to consider just how much of their ego, their comfort, their posturing, is built on the back of women their eyes scan over.

    Campbell’s use of Freudian and Jungian psychology is the same as Peterson’s. The language may change, the presentation may be different, there may be a novel added spice of evolutionary psychology or bio-essentialist neurobiological takes. But ultimately, it exists to position a certain kind of man, who is white, educated, able bodied, cisgendered, middle class and so much more, as rightfully atop the hierarchy.

    And the most ironic part is that despite the popularity of Campbell and Peterson, such men are rare and non-representative of masculinity. Most men who read Peterson today are likely poor, would likely qualify as disabled, have never achieved higher education and have more in common with the minorities they denigrate than imagined majority conjured up by public intellectuals.

    If you are questioning Campbell, or Peterson, or men like them, then I want to stress something clearly. They are wrong. Scientifically, philosophically, spiritually or any other way you can think of. They do not understand what they are talking about in any depth. And you do not need to agree with my positions completely here. But I hope you will at least recognise my positions come from a depth of knowledge, that the researchers and writers I share have an even vaster reservoir of expertise and intellect.

    And I hope you will read these papers and articles or read more like them. That you will learn to foster your own version of masculinity, spirituality and life. Because ultimately, Peterson, Campbell and others deprive you not just of connection to yourself. But connection to those around you. To women in your life, the disabled people in your life, the black, brown and indigenous people all around you.

    But you can be better than Campbell. All you need to do, is try to understand those who are not like you. To read their words, to hear their stories, to engage with their perspectives and respect them. With open arms you will find connection in places you never thought possible. And connection, is something we all need more of, now more than ever.

    Thank you so much for reading. I hope you all enjoyed this foray in psychoanalysis and I will be back next time with hopefully a less intensive essay. Let me know what you think below or on Bluesky.

    References

    1. Jay, M. (2025). Sigmund Freud. In Encyclopædia Britannica. Brittanica
    2. Freud, S. (1910). A special type of choice of object made by men. SE, 171.
    3. Freud, S. (1922). Nachschrift zur Analyse des kleinen Hans. Internationale Zeitschrift für Psychoanalyse, 8(3).
    4. Roesler, C. (2023). Dream interpretation and empirical dream research–an overview of research findings and their connections with psychoanalytic dream theories. The International Journal of Psychoanalysis, 104(2), 301-330.
    5. Fordham, F., & Fordham, M. S. M. (2025). Carl Jung | Biography, Theory, & Facts. In Encyclopædia Britannica. Britannica
    6. Neher, A. (1996). Jung’s theory of archetypes: A critique. Journal of Humanistic Psychology, 36(2), 61-91.
    7. Campbell, J. (1949). The Hero with a Thousand Faces. Pantheon Books.
    8. American Psychological Association. (2021). Lesbian and gay parenting: Theoretical and conceptual examinations.
    9. Spanò, G., Pizzamiglio, G., McCormick, C., Clark, I. A., De Felice, S., Miller, T. D., Edgin, J. O., Rosenthal, C.R, & Maguire, E. A. (2020). Dreaming with hippocampal damage. Elife.
    10. Tsunematsu, T. (2023). What are the neural mechanisms and physiological functions of dreams?. Neuroscience Research, 189, 54-59.
    11. Graveline, Y. M., & Wamsley, E. J. (2015). Dreaming and waking cognition. Translational Issues in Psychological Science, 1(1), 97.
    12. Stickgold, R., Malia, A., Maguire, D., Roddenberry, D., & O’Connor, M. (2000). Replaying the game: hypnagogic images in normals and amnesics. Science, 290(5490), 350-353.
    13. Sayre, C. (2010). A New Weight-Loss Plan: Getting Paid to Shed Pounds. Time. Retrieved From: Time
  • 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.
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