Games, as you are well aware, can be very addicting and as with any form of addiction, can lead to a wide range of real life problems.
From failing to accomplish obligations to missing important appointments (common in most all-nighter sessions), the number of real life issues related to gaming are as heavily numbered as the number of growing gamers getting into the act, a fact which can’t be branded as heresy, regardless of what a gamer or non-gamer has to say over the matter.
More and more are getting into games, even amidst the current “hot topic” of how much game developers are pricing their products, and how much productivity time is lost from playing games.
Japan-based social game publishers DeNA and Gree, however, have raised a “bartender, cutting the customer off” system with their published social game titles, in an effort to control the spending habits of teenagers actively engaged with their products.
The bottom line is, DeNA and Gree are set on limiting their customers spending habits when playing their games, limiting 15 year olds and younger a limit of 5,000 yen (close to $62) per month, as older teens are allowed to spend as much as 10,000 yen (close to $123) per month.
The two publishers have held discussions with Mixi Inc, Dwango Co, CyberAgent Inc and NHN Japan Corp, four of Japan’s biggest social networking game service firms, last March, with the subject of proper use of game sites by young people at the top of discussions.
Based on reports from the Fuji News Network, Japan’s players are estimated to spend 350 billion yen ($4.3 billion) on social gaming this year, which is pretty much 70 times the amount spent back in 2008.
Though teens in Japan would certainly see this setup as a drag, parents, for sure, will find this as a responsible initiative coming from developers, though not necessarily an assurance that their teens would actually get to do house chores on time.
What do you think? Think the US could do well with something like this set up?