Asked by Keen
Make Video Games. I Won't Let My Daughters Play Them.”
Written by: William Siu
In 2009, I co-founded Storm8, a video game developer. I have launched more than 50 mobile games. These have been downloaded more than a billion times and have generated more than $1 billion in sales.
I am very familiar with game addiction, as that’s what I thought about every day for more than a decade. (We sold the company in 2020.) I hired product managers and engineers to track everything players did and analyze their behavior. Using the data we collected, we experimented with every feature of our games to see which versions allowed us to extract the most time and money from our players. For us, game addiction was by design: It meant success for our business.
Here’s an example of how addiction is cultivated in gaming. If you have played mobile games like Candy Crush Saga, you are familiar with the concept of “lives.” You are given five lives a day; each time you lose a game, you lose a life. Run out of lives, and you can’t play again until your supply is replenished. Why, you might ask, would someone get addicted if the developers prevent players from gaming as much as they like?
After evaluating the First and Second Sources, which theme is supported across both sources?
A.
People should avoid playing video games because they are harmful.
B.
Time management is unnecessary when engaging in enjoyable activities.
C.
Video games can offer benefits, but individuals must balance gaming with responsibilities.
D.
Homework should always be completed during gaming sessions.
All Answers 1
Answered by
GPT-5 mini
AI
C
Both sources acknowledge that games are appealing/useful but also can be harmful if overused, so people need to balance gaming with other responsibilities. The first source (Siu) emphasizes deliberate addictive design and his reluctance to let his daughters play—highlighting the need for moderation and oversight.
Both sources acknowledge that games are appealing/useful but also can be harmful if overused, so people need to balance gaming with other responsibilities. The first source (Siu) emphasizes deliberate addictive design and his reluctance to let his daughters play—highlighting the need for moderation and oversight.
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