Korean Company Creates Anti-Addiction Gizmo
Fresh from The Korea Times [Full Article Here]. Blatant copying and pasting ensues:
A Korean venture start-up has developed an inaudible sound sequence, which it claims can prevent obsessive use of online games, thus giving hope to game addicts.
Xtive on Monday said the sound sequence is based on subliminal effects.
“We incorporated messages into an acoustic sound wave telling gamers to stop playing. The messages are told 10,000 to 20,000 times per second,’’ Xtive President Yun Yun-hae said.
“Game users can’t recognize the sounds. But their subconscious is aware of them and the chances are high they will quit playing,’’ the 35-year-old Yun said. “Tests tell us the sounds work.’’
1) Game addiction (most all addiction, for that matter) is often the result of some kind of physical or mental problem; its causes are different for everyone. Hypnosis and Subliminal messages can be a valuable tool, but really only when employed by a therapist who has background info on a patient. Random messages may help or harm, and they certainly won’t just “fix” people.
2) This is the kind of technology that would be very attractive to lawmakers looking to please voters, regardless of how effective or ineffective the technology proves to be.
3) People play games in order to have fun, and many play responsibly.
a) These games represent a creative medium, and influencing such a medium with subliminal messages represents a gross infringement on the potential of the form as well as the notion that creative expression be unregulated.
b) These games represent one of the most effective forms of leisure that we know. What if it is employed without a player’s permission or knowledge? What kinds of adverse impacts would this technology have on those who just want to enjoy themselves?
4) This program will apparently make it easy for someone to, “change the messages.” Change them to what? Buy more cheesy poofs? Each mind, each subconscious, is very different. If this technology is employed, then we would need to pay close attention to its real-world effects.
If this technology works, and it can be used judiciously, then it is worth exploring. That said, I have misgivings.
Neils Clark :: Mar.17.2007 :: Game Addiction, Research ::