• cerement@slrpnk.net
    link
    fedilink
    English
    arrow-up
    73
    ·
    7 months ago

    “Another potential hypothesis is that the increasing negativity, polarization, intrusiveness, and emotional manipulation in social media has created a persistent cognitive overload on the finite cognitive resources we have,” Quantic Foundry said. “Put simply, we may be too worn out by social media to think deeply about things.”

    in other words, we’re burnt out and we just want some escapism …

    • TurtlePower@lemm.ee
      link
      fedilink
      English
      arrow-up
      27
      ·
      7 months ago

      It’s not just that. Many games these days are so detailed, it’s like having a second job that you don’t get paid to do, but instead pay them to be “allowed” to do. No thank you.

      • cerement@slrpnk.net
        link
        fedilink
        English
        arrow-up
        10
        ·
        7 months ago

        Many games these days are so incomplete

        throw in having to pay to beta test on top of all the other headaches …

        • tal@lemmy.today
          link
          fedilink
          English
          arrow-up
          2
          ·
          7 months ago

          World of Warcraft is more, I think, that it imposes specific time constraints than that it’s deeply complex.

          They have a different category than “Strategy” for “Community” that I’d think would capture something like World of Warcraft.

          • Obi@sopuli.xyz
            link
            fedilink
            English
            arrow-up
            3
            ·
            7 months ago

            Right I was mostly referring to the whole “the game is your job and you pay to do it” aspect.

    • PurpleClouds@lemmy.world
      link
      fedilink
      English
      arrow-up
      3
      ·
      7 months ago

      Not sure if this is true. Social media shows a very distorted view on polarization. Past research shows that the vast majority of polarising content (>95%) is generated by a vast minority of users (~6%). It is shown repeatedly that the polarization found in (online) media, differs drastically from every day felt polarization.

      Literally “getting off the internet” seems like a valid strategy. I think it is more likely that .odern games hijack native reward systems more than “deep strategy games” do (whatever that means). In fact the gameplay mechanics in most games are still relatively the same, just prettier, faster running. Back in the day we couldn’t have a high FPS shooter with a lot of bang simple because the technology didn’t allow for it. Furthermore games were a niche back then as well. Now games are more mainstream and the relative group is smaller, than the mainstream group.