







StopGaming exists to help those who struggle with or have struggled with compulsive gaming or video game addiction.
Can a video game company tame toxic behaviour?
Scientists are helping to stop antisocial behaviour in the world's most popular online game. The next stop could be a kinder Internet.

Inside ‘AI Addiction’ Support Groups, Where People Try to Stop Talking to Chatbots
People are self treating themselves and other community members in subreddits like character_ai_recovery, ChatBotAddiction, and AIAddiction.

Bad Game Design - Clicker Games
Gaming by @sweetbee.vip
All-inclusive, "For-You" style video games feed. All gamers welcome. Anything related to gaming welcome. Anyone can use #gaming to include relevant posts.
The Video Game Library | All Books on Videogames
The Video Game Library is a site that celebrates books about videogames. From artbooks and children's books to novelizations and biographies. Indie writers to best-selling authors. Atari to Xbox. Come have a look and discover some books.

njms - Ethical anti-design, or designing products that people can't get addicted to.
In the photo above, a Wii Remote is sitting on a table next to an open window. People who grew up playing the Wii might remember it; while playing Wii Sports, the game would give you a pop up window of it with a message politely reminding you that you can always take a break. While it might seem a bit counterintuitive, there's a couple of different reasons why a game would tell you to stop playing. In the case of online, subscription-based games, the company might actually benefit from you logging off every once in a while (don't worry, I'll get to social media eventually). It's not like you're cancelling your subscription, and every second you're online chews up valuable bandwidth. In other games, things like level-grinding, while tempting, might ruin the experience. In a game like Pokémon, for example, if you get your entire team up to level 60 before taking on the Elite Four, you'll win, but not in the most glamorous or satisfying way. The case of the Wii was a bit different. It seemed like Nintendo was aware that their audience was mostly younger children, and they felt the need to intervene when the player spends too much time playing the game out of interest for the player themself (and maybe the appeasement of the parents). That's not the sort of thing we see often anymore, and I always wondered why.

Too amused to stop? Self-control and the disengagement process on Netflix
Abstract. Consuming media entertainment often challenges recipients’ self-control. While past research related self-control almost exclusively to whether i


The Search For The Apolitical Video Game
Beyond the Pentakill: 21st Century Competition
There’s been a lot of discussion about how to prevent toxic behavior in players of online competitive games. Today I’d like to suggest a different approach.

The Existential Terror of Battle Royale
It’s been a while since I wrote a blog post, I guess in general, but also a blog post about video games. Video games are probably the single thing most attributable to my career as a programmer, and everything else I’ve done professionally after that. I still feel

r/incremental_games
Welcome! This subreddit is for us lovers of games that feature an incremental mechanism, such as unlocking progressively more powerful upgrades, or discovering new ways to play the game. This genre is growing at a break-neck pace, be part of the revolution!
r/incremental_games
Welcome! This subreddit is for us lovers of games that feature an incremental mechanism, such as unlocking progressively more powerful upgrades, or discovering new ways to play the game. This genre is growing at a break-neck pace, be part of the revolution!
More Than a Quarter of Americans Gamble Online Daily, But Frequent Gamblers Likely to Self-Impose Br
As millions of Americans log on to track their college basketball pools, more than half (58%) of adults who gamble online daily say that they have intentionally taken a break or limited the amount of time they spend gambling, new poll data from the American Psychiatric Association (APA) shows.
