Could shortening quests make MMOs less addictive?
Recently, a cyber psychologist called out to developers of massively multiplayer online role-playing games, asking them to help prevent addiction by tweaking the design of their MMOs.
This cyber psychologist is named Dr. Zaheer Hussain, and lectures at the University of Derby. He called upon developers to shorten their quests in order to help combat the threat of addiction.
He did not contact any developers directly, but instead asked the developers to implement this in a new study called Social responsibility in online videogaming: What should the videogame industry do? He was assisted in this study by one Dr. Shumaila Yousafzai (from Cardriff Business School) and one Professor Mark Griffiths (of Nottingham Trent University).
Said Dr. Hussain, “As a first step online game developers and publishers need to look into the structural features of the game design, for example the character development, rapid absorption rate, and multiplayer features which could make them addictive and or problematic for some gamers. One idea could be to shorten long quests to minimise the time spent in the game obtaining a certain prized item.”
What do you think? Would shortening quests really help those who are “Addicted” to online games break said addiction? Or would it cause them to play more, as they could get more items in less time?
Thanks, Eurogamer (via Informahealth)