WHO Calls Gaming Addiction a Disease – The Game Industry’s Quick Rebuttal
The World Health Organization just went public with a headline: “Gaming addiction is a disease.” Naturally, the gaming world rolled out the red carpet for a swift comeback.
What the Vote Really Means
- Expert consensus says that some folks can’t put a stop to their gaming. They’re chasing the screen, neglecting everything else.
- In their fine print, WHO admits that only a handful of gamers fall into this category.
- They’re basically warning: “Hey, if you’re playing to the point where you skip showering in favor of an extra level, steer yourself back.’”
The Buzz Against the Buzz
While the medical world is pacing itself, the gaming community is ready to roll out a counter‑argument. Here’s the main take‑away:
VGA (Video‑Game Addiction) isn’t about how many hours you spend in front of the console.
It’s about when that time starts to eclipse your health, hygiene, relationships, and finances.
“Gaming itself isn’t a disorder. It’s the pattern that turns in on you.” – John Jiao, MD (May 25, 2019)
Why Recognizing It Still Matters
Although only a minuscule faction of players truly struggle, identifying gaming disorder can light a path for them. Think of it as a medical catch‑up for the passionate gamer who’s lost the battle with the game.
Beyond diagnosing, the biggest culprits that trigger addictive vibes are free‑to‑play titles.:
- No upfront cost → more money in the pit to keep you hooked.
- Micro‑transactions and loot boxes feel like instant wins.
- Infinite playtime with rewarded streaks keeps the brain looping.
Bottom Line
WHO’s declaration isn’t about saying everyone who loves the glow of pixels is on a path to doom. It’s a warning for those few who let the game supersede real life. In the grand story of video games, the game is the plot, not the villain. But keep your eye on the free‑to‑play characters—those are the ones who can truly lead a character through a life‑fighting storyline.
To pay or not to pay
Free‑to‑Play vs. Freemium: The Tale of Two Game Prices
Ever notice how the gaming world is split into two flavor‑less categories? Think of free‑to‑play as the “no‑cost” you’ve got your fingers ready for but your phone’s battery will be paying the toll. Then there’s freemium, which sounds fancy but simply means you play for free until you hit the point where you can either buy or spend in‑game goodies that unlock the next level of awesomeness.
Free‑to‑Play
- Zero upfront cost – duh, that’s free.
- Ads are the regular price tag – think commercials, not coupons.
- Example: You’ll see “Play now, ads later” on the splash screen.
Freemium
This one’s the “pay‑to‑unlock” playground.
- Base game is free – you can download right now.
- Spending options slide in – real money or in‑game currency.
- The more you spend, the more content you unwrap – skins, levels, epic power‑ups.
- Popular hits: Fortnite, League of Legends, Arena of Valor – all the same vibe.
Why It Matters
It’s a bit like buying a coffee. In the first case, you swap digits for a free latte with a splash of commercials. The second is the budget latte + a splash of “buy me a custom cup” combo. Both ways, the grinding of giggles is guaranteed – the real question is which one turns out to be the best fit for your gaming palate.

Why Free‑to‑Play Games Are the Ultimate Persuasion Machine
Picture this: you drop into a fresh mobile game, minutes in, and suddenly you’re itching to upgrade everything from your avatar’s outfit to the next level. That’s not luck—it’s a finely tuned sales funnel, especially when the gameplay genuinely excites you.
How the Groove Works
- Invested Player – The moment you care about progress, the clock starts ticking; a dollar can feel like that extra gear that’ll boost your visual flair.
- Micro‑Expense Signals – Small microtransactions (often disguised as “random” rewards, loot boxes or gacha draws) act like kicking the adrenaline button—fast, cheap, and instantly rewarding.
- Addiction Hook – Once you’ve proved the game is worth the time, a tiny purchase is practically an obligation—to see how far you can push your character.
Psychography Meets Money
- Gambling‑Like Elements – Randomized rewards tap into the same thrill we chase in casinos. Every spin feels like a gamble; the promise of “something special” keeps players chugging.
- Cultural Backdrop – In many Asian markets, chances and lucky draws are part of everyday storytelling. Games just ride that wave.
- Monetite‑x‑Monetree – Combine gambling psychology with the game’s revenue engine, and you’ve got an addiction‑factory that spreads across borders.
Bottom Line
When the game is fun, the mechanism is subtle, and the rewards feel random, the whole package becomes a science‑backed, emotionally charged money‑puller. It’s not just marketing – it’s a crafted ecosystem that turns a casual tap into a tiny investment. The result? Players spend a dollar, two dollars, or more, and the developers keep the coffers loading while players keep coming back for more.

WHO’s New Game Addiction Classification: A Game Changer?
In a world where Asia’s hyper‑cash‑in games rule the charts, the World Health Organization has introduced a fresh classification that could shake up the industry in more ways than one. We’re imagining a future where this move might curb predatory practices, up the ethical bar, and maybe even save gamers from their own hot screens.
How It Could Alter the Game‑Industry Landscape
- Clearer Rules: By labeling certain monetisation strategies as “addictive,” developers & regulators will get a stricter framework to gauge when a game crosses the line.
- Shopfront Reality: Publishing houses might rethink package deals, favouring long‑term value over quick‑score hacks.
- Ethical Upgrade: Game designers will face a new moral compass—will they become kings of wholesome fun or still chase every coin?
Could Players Call It a Blessing?
Imagine a world where a morning coffee reminder nurses themselves with a game that actually respects your time and wallet. That’s plausible if the WHO’s standards prompt companies to ditch the “bait‑and‑switch” mechanics that suck players in.
For Developers: A Gold Mine of Fresh Opportunities
While the new rules might curtail some revenue streams, they also open the door to creative, player‑friendly monetisation. Money-friendly skins, seasonal content, and community‑driven events could become the new gold rush.
Industry Ethics: Turning the Spotlight on Integrity
When the lens is sharpened, transparency becomes non‑negotiable. Say goodbye to deep‑pocket scans and hello to responsible design practices that win loyalty, not just transactions.
In essence, a WHO classification is more than a label; it’s a potential pivot from profit‑first to player‑first. Whether or not the gaming universe embraces this shift, the conversation can’t be ignored.
Making sense of microtransactions
Monetization Mayhem: East vs. West
In the gaming world, how you earn your coin can feel as different as a tea ceremony versus a stock market rally. A quick talk with the Reddit‑minded dev known only as Hyde (24, part‑time code wizard) shed light on why the Far East and the West drift apart when it comes to spending.
So What’s the Deal?
- Western Disapproval: Players here often say, “Nope, that’s too mean!” when games push them into hidden “loot box” traps.
- Eastern Acceptance: In many Asian markets, the loot box culture is almost a rite of passage—and players rally behind it. The pressure to indulge, and the thrill of the unknown, is seen as part of the fun.
- Two Types of Micro‑ups:
- Predatory – These are the ones that taste a little guilty, nudging players to buy random items that can crush gameplay or trigger instant boosts.
- Non‑Predatory – Pure cosmetic, just for flair; no real in‑game advantage in sight.
Hyde’s Own Take
“I’ve seen the divide. Western folks are intolerant of the predatory stuff; eastern folks just go along with it.” The dev added, “It’s not just about the money—it’s about the cultural rituals that come with how we spend.”
Quick Bottom Line
From a handful of outliers to the huge players, expectations differ. Whether it’s a garnish or a game‑shaper, how we see it affects the first time players open a cart or a box. Future developers might find there’s less of a one‑size‑fits‑all mentality in the arcade of global monetization.

Microtransactions: The Digital Shopaholic Trap
Ever felt the irresistible pull of that tiny “Add to Cart” button in a game? In the world of apps and games, microtransactions—those quick buys for new characters, skins, weapons, or shiny in‑game coins—are the ultimate siren song. If you’re already a bit of a shopaholic, hooking up your credit card to a game account is a big self‑deception: you know it’s probably a bad idea, yet you can’t help yourself.
The Lure of Tiny, Big Purchases
- Small fees for pretty skins. Bigger sums for powerful gear.
- Reward your game‑time with extra loot.
- Passive temptation: the more you play, the more the button shines.
Case Study: BanG Dream! Girls Band Party
Our hero, a national serviceman turned indie developer who loves free‑to‑play titles, spotted a prime example in BanG Dream! Girls Band Party—a Japanese rhythm game that hit Singapore in March.
- Players can spend $400+ on upgrades and exclusive content.
- The game’s currency, “Stars,” buys coffee, tarts, even a macaron tower.
- Stars come via real money or the fabled gacha system.
“A tiny crowd gets dazzled by the moment and makes huge financial blunders,” he tells us. “Most of those tall‑order spenders are the so‑called ‘whales’—wealthy folks who can afford to spend six‑figure amounts.”
Whales and the Randomness of Loot
One anonymous founder from a thriving game studio weighed in. He says the magic behind loot boxes is randomness. “You open the box and who knows? Something great, something worthless,” he mused. “Companies love this, but many do it unethically, especially when they don’t publish drop percentages.”
Contrast: around the globe, the rise in gambling‑like behavior is more tolerated in Asia than the West. He agrees and thinks it’s “far worse in the East.”
Industry Voices and Regulation
With Google demanding publishers disclose loot‑box odds, the industry is nudging toward transparency. Game developers who have worked for six years are looking for ways to implement microtransactions ethically—ensuring players stay informed and don’t lose track of their wallets.
Money, money, money
Why Free‑to‑Play Games Are Tiny Economic Powerhouses
If you look at free‑to‑play mobile titles as little models of real‑world markets, it’s no surprise you’ll react with all the quirks that come with complex systems. Tell me a game has social play built‑in, and you’re looking at an arena where everyone’s betting on who can out‑smart or out‑play the rest.
Social Dynamics 101
In multiplayer worlds, players must:
- If you want to win, team up or go head‑to‑head—both ways can earn you perks.
- Constantly tune your character and grab better gear.
- Unlock new content to climb the leaderboard, snag extra loot, or simply flaunt that shiny badge of prestige.
The Micro‑Transaction Magnet
All that hustle lays the perfect groundwork for games to subtly encourage you to tuck a few dollars into your wrist. It’s the same way a local coffee shop upsells mocha to your latte. In a world where progress feels addictive, a quick micro‑purchase can feel like a game‑changer.

Meet Adrian Kwong: The Game‑Law Hero Who Knows How to Keep the Loot Good
Adrian Kwong isn’t your typical legal e‑spokesperson. With a lean‑mean 15‑year engine room in game licensing under his belt—including a quick pit stop at Electronic Arts—he now runs the ship at Consigclear, a boutique law firm that treats games and esports like the art and science they truly are.
What’s “Addiction” in Game Terms?
“On the one hand,” Adrian confesses, “you’ve got that classic addiction worry. On the other hand, as a dev who wants people to keep clicking, swap, and invest in skins or a season pass, you’re kind of nudgel — remember the compulsion loop?” he muses. He doesn’t label gaming as a disease; he’s wary about general addiction, especially for kids. In short, he’s a realist who believes you can’t outright ban the monetisation mechanics that make games thrive.
Free‑to‑Play: Not the Evil Twin
“Monetisation through free‑to‑play and micro‑transactions isn’t inherently bad,” he asserts. “They’ve actually reshaped the game industry, making it more robust and long‑lived. And let’s face it, the old one‑and‑done models are yawning away.”
Games: More Than Just Pixels and Piggies
- Social Glue: Multiplayer titles help people with social anxiety, disabilities, or work‑aholic lifestyles build connections that would otherwise be impossible.
- New Art Form: The older generations are finally seeing games as legitimate artistic mediums—no more “just kids playing.”
- Mirror of Society: Gamification bleeds into education, health, and everyday life, creating both opportunities and pitfalls.
Nintendo, Loot Boxes, and Belgium’s Bold Move
In a twist of fate, Nintendo recently pulled Fire Emblem Heroes and Animal Crossing Pocket Camp from Belgium in response to concerns about loot boxes. The move underscores a growing push to protect players from aggressive monetisation.
WHO Calls It Disease – Why Some People Scream
If you love video games, then you know they can save and ruin lives. The debate over “gambling addiction” is muddy. Some champion the idea of an official diagnosis to spark action; others argue it oversimplifies a complex enjoyment.
Bottom Line
Adrian’s stance? It’s a balancing act: keep games fun, safe, and fair, but recognise that no single ban will solve everything. As we roll the dice, let’s be mindful of the loot, playtime, and humanity behind every click.
If the game is rigged, why even play?
Alwyn Lee’s Take on the Free‑to‑Play Model
Back in 2011, Alwyn Lee, the CEO of Daylight Studios, was a pioneer pushing the free‑to‑play wave onto WAP platforms in developing markets. Imagine keyboards that whir, screens that flicker, and gamers hungry for content that didn’t cost a dime.
Game‑by‑Game Throwback
- Reign of Heroes – A turn‑based strategy that let players clash…without the charge.
- Swords of Fate – The ultimate mobile sword‑play saga, all free, all action.
- Holy Potatoes! A Weapons Shop?! (2015) – The studio’s “aha!” hit: a quirky mash‑up of farming, cooking, and battle mechanics that blew up after a decent launch.
Daylight Studios’ journey shows that the free‑to‑play model isn’t just about offering a game for free – it’s about creating a whole ecosystem where players can spend budget only on what they truly want.
Key Takeaways
- Accessibility – Lots of users in emerging regions could finally get in on the action.
- Monetization Magic – By monetizing in‑game items rather than the base game, revenue grew while keeping the game’s open‑door appeal.
- Surprise Stars – Innovative titles like “Holy Potatoes!” turned out to be cult classics, proving that novelty plus freedom can be a winning combo.
Alwyn Lee’s story is a testament that free‑to‑play can be more than a trend – it can be a bridge connecting gamers across the globe and a launchpad for creative, revenue‑friendly gameplay.

How a Free‑to‑Play Fan Turned Into a Premium‑Game Guru
Back in 2011, the iOS landscape was a wild frontier. Lee says, “We were scribbling in the sandbox—no, wait, we were building a sandbox—of free‑to‑play, and then boom, we chat with Konami.” The Japanese studio, famed for the creepy halls of Silent Hill, the mischief‑filled nights of Castlevania, and the espionage riffs of Metal Gear, also holds a surprising portfolio in arcade and casino tech. After all, they even rolled out SynkConnect to help gamblers stay happy (or at least less stressed).
Why Gacha is a Hot‑Talk Topic
- Regalers are eyebrow‑raising at gacha’s potential to lure teens.
- (Game developers?) play the “should we tweak the odds?” guessing game.
- Back in 2012, a Yomiuri Shimbun interview revealed a developer honestly admitting he “edits the odds to keep users paying without shutting them down.”
Lee’s front‑row seat to the daily grind of live ops and killer analytics taught him a hard truth: “You gotta know why folks return, why they quit, and how to coax a few more coins in.” It’s all about profiling, targeting, and blasting marketing on Facebook like a mixtape of algorithmic ads. But that razor‑sharp focus on the bottom line turned the whole free‑to‑play experience into a less‑fun, more‑SKU business.
The Pivot
Feeling the sting of that loss of game joy, Lee said, “I decided to hit pause and re‑focus on premium titles—think Mario Kart or Dark Souls, where you buy once and dance forever.” In other words, no micro‑transactions, just pure play. It’s the old‑school way that still feels fresh because you’re putting your money in the game’s chest, not chasing digital loot.

Lee Brings a Fresh Take on Free‑to‑Play Economics
Short‑sighted profit‑punch or long‑term player love?
Lee, who’s spent years deep‑in the world of micro‑transactions, is suddenly digging for a new play style. “I’m seriously thinking of going back to free‑to‑play—just a good kind of free‑to‑play,” he shares. No “pay‑to‑win” nightmares, just an ethical glow‑up.
Why It’s a Solid Idea
- Player fatigue. “People might just get tired of being sucked in for cash,” Lee muses. “We’re talking about life, soul, and bank‑balance draining—hard to recognise back in the day.”
- Entertainment first. “Games should stay about fun, not tyranny.”
- Gaming as social glue. “Too many predatory habits keep people hooked—especially those first, cheap purchases,” Lee explains.
How Monetisation Fuels Addiction
Lee acknowledges: “I was part of that machine once, and I know the hard psychology tricks. Once you hit your first purchase, data show that a huge proportion of players—orders of magnitude higher than the chance of us buying a pizza on impulse—will do another. It’s like the first commit button says ‘keep going,’ and the game’s ecosystem spins it into your wallet.”
What it boils down to: The game’s survival depends on “a perspective of purchase psychology and self‑control.” Lee’s big point: keep players engaged ethically, not exploiting. So, while the industry walks tightrope between profit and principles, Lee’s whisper through the micro‑transaction theyreshoot is this: come on, people—let’s keep the card‑shop a friendly vending machine, not a bubble‑gum trap.
With great microtransactions comes great responsibility
Gambling Isn’t Just About Slots and Syphons
It’s a fact: not every single one of us can keep the urge to gamble at bay.
That’s why we see gambling hysteria in places like Singapore, Macau, and Japan. But here’s the kicker—those bankroll‑devouring fantasies have slipped into the palms of our phones.
Think you’re just playing a casual game? Think again.
The world’s casual‑and‑free mobile titles are actually a full‑blown gateway to gambling. From loot boxes to in‑app betting, the next “big win” lurks just a tap away.
- Pokè‑type decision‑making with a “chance” twist.
- Spin‑and‑sweep roulette style in mini‑games.
- Instant jackpot vibes: the prize might just be your phone’s battery life.
- And yes—some funeral apps really do let you gamble over the grain of a rice bowl.
In short: every free‑to‑play setup comes with a tiny, sneaky bet. | If you love “growing your fortune” with a single swipe, remember the risk: the lure of instant riches can turn your pocket into a debt‑generating vortex. It’s a small price for a flick of fun—and perhaps a ticket to your next heart‑bleeding, “oh, I can’t win” moment.

Gaming Addiction: It’s a Lifestyle Balance, Not a New Dissection
Our silent founder of a top‑secret game studio has always been a bit wary of the “cash‑in” tactics that pop up inside virtual worlds. He’s not here to paint gamers as villains, though. Instead he slims the mountain of addiction down to one guy: the individual.
Like a glass of wine every night doesn’t make a person a drunk, hopping to Las Vegas once a year doesn’t turn someone into a gambler. The same logic applies to gaming — anyone can get hooked, depending on the mix of life factors that surround them.
Why the Blame Isn’t on the Game Itself
- Life imbalances – Too many late nights, desk‑bound work, or social isolation can turn a harmless hobby into a hungry beast.
- Weak impulse control – A quick swipe can look fun until a side‑by‑side prompt nudges you to buy another item.
- The WHO’s fine print – Calling a “gaming disorder” a real diagnosis is a smart move. It signals that this is more than a harmless pastime.
And yes, not every gamer is an addict. The real problem lies in the way many mobile titles are engineered: hooks, loot boxes, and tiny nudges that feel like a cheat‑code to the brain. The founder admits, “Gaming and loot boxes don’t help,” and “It’s a big question mark for me.” In short, the games might even fuel the addiction, but the big mystery remains — are they just the trampoline, or the first step?
Takeaway for the Gaming Tribe
It’s not about ditching the pixels; it’s about taking control. Set limits, choose when to play, and remember that a balanced life is the ultimate power‑up. If you’re feeling tempted by that shiny “buy now” button, ask yourself: Is this a step toward fun or a detour toward debt?
