Tuesday, February 6, 2007

The Addiction Factor

First off, I want to apologize for the latest of this blog.

What I want to address is something I think is very relavant to Turkle's worries about the addictive qualities of video games. What becomes interesting as the years have gone on since she wrote that article in 1984 is the fact that computers themselves have continued to enter into our lives, as seen with this class and our blog. I believe that, for the most part, even those on the "other side of the gap" with their children have made the transition. I would argue that even video games have made this transition.

My parents are a good example of how adaptation is very possible. We were not the first among my friends' families to have a computer and connection to the internet. However, once we received it in our household, it has never left. My parents still have questions as they progress with new technology, and there is an element of dependency for my brother and I to explain as they encounter new technologies. However, they are always willing to at least explore new areas of technology. At my encouragement, a few years ago my parents purchased a laptop and needed help setting up the new wireless set-up in their house. Once set up, they have never been happier with the new-found freedom of setting up the laptop wherever they like around the house. The interesting thing is that my dad has even found video games interesting. Back in the early 90s, when my brother and I were clamoring for the Sega Genesis, we convinced him to purchase the system due to its, and I quote, "really awesome, super real sports games." Specifically, Madden football and NHL hockey. Once we actually got it, we figured he'd take a look at it and then not worry about it after that. I honestly think he played the Genesis and, in some games, was actually better than us.

However, my parents would never have gone to the extremes that it seems some parents, and the players themselves go to each and every time a new system(s) are released, most recently the PS3 and the Nintendo Wii. Check out this link to see what I mean: http://money.cnn.com/2006/11/17/news/companies/playstation_craziness/index.htm

These kinds of incidents have been happening since the PS2 was released. It seems it will continue to happen everytime a new system is released. Honestly, it seems as though the companies responsible for the shortages create this effect on purpose. They want the shortage to cause increased demand. Think about this for a second: a brand new PS3 (the better of two editions available) retails for $699. This is for the system and one controller (plus the required cords to play). An additional controller is $60, while any games are $60 each. So, assuming you buy one additional controller and just one game, you've now spent approximately $820. As if that were not ridiculous enough in and of itself, people are attacking each other just to have the chance to purchase one of these stupid things?

Something about all this reeks, and it's not the technology itself...I think it's something a little more human...oh yeah, greed.

3 comments:

Marc said...

As an amendment, I'd like to point out that I was off on the pricing structure by $100. The PS3 is actually $599, which makes the total about $720, not $820. Sorry for the misinformation.

~*¨`*.~*¨*.¸¸.~*¨`*. said...

This kind of greed--while very disturbing--is not limited to technological goods. Similar things happened with the Tickle-Me-Elmo and even the original Cabbage Patch dolls. I think the extreme reactions here were due to the nature of the target audience. I'm not saying that it isn't insane--but I think the gaming industry cultivates this particular flaw in humanity more carefully and willfully than other industries... and just like materialistic zombies, everyone lined up and took the bait. Very creepy.

Daniel McGuire said...

Some have said that the true purpose of advertising, which is key to creating demand, is to make you feel bad about yourself. The ad makes you feel bad about yourself and then offers you the hope that having "the Product" will cure your ills. One paradox of computer games is that they offer you a social identity online, because you don't have an off-line identify, because you spend all your time online.
Cheers,DMCG