Gaming addiction entails a paradox of competence and compulsion: individuals often exhibit high strategic and reflective skill within games but fail to extend that control to their broader lives. This chapter examines how such disrupted reflective control and attentional misalignment manifest in practical domains. Drawing upon phenomenological insights regarding the distorted attentional synthesis (Husserl) and existential projection (Heidegger) in addiction, we explore the paradox that while gamification can boost engagement, poorly designed systems risk exploiting addictive tendencies, infringing privacy, and undermining well-being. Global policy responses—from the World Health Organization’s (WHO) formal recognition of gaming disorder to new EU and US initiatives—signal growing concern over youth digital mental health. We also consider human–computer interaction and augmented reality: compulsive gamers show strong attentional bias to gaming cues and may struggle to disengage, suggesting interface designs should include time-outs and safety cues. Finally, from managerial and engineering perspectives, we argue that technology design must adopt “safety-by-design” principles (e.g., limiting persuasive triggers, providing user controls) to promote healthier engagement. This study employs a qualitative phenomenological approach to investigate gaming addiction through the lens of misaligned reflective control and concludes with recommendations for system designers, engineers, and policymakers to align gamified technologies with digital well-being.

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Relevance of Reflective Control Disruption in Gaming Addiction for Gamification and Digital Policy

  • Attila Kovács

摘要

Gaming addiction entails a paradox of competence and compulsion: individuals often exhibit high strategic and reflective skill within games but fail to extend that control to their broader lives. This chapter examines how such disrupted reflective control and attentional misalignment manifest in practical domains. Drawing upon phenomenological insights regarding the distorted attentional synthesis (Husserl) and existential projection (Heidegger) in addiction, we explore the paradox that while gamification can boost engagement, poorly designed systems risk exploiting addictive tendencies, infringing privacy, and undermining well-being. Global policy responses—from the World Health Organization’s (WHO) formal recognition of gaming disorder to new EU and US initiatives—signal growing concern over youth digital mental health. We also consider human–computer interaction and augmented reality: compulsive gamers show strong attentional bias to gaming cues and may struggle to disengage, suggesting interface designs should include time-outs and safety cues. Finally, from managerial and engineering perspectives, we argue that technology design must adopt “safety-by-design” principles (e.g., limiting persuasive triggers, providing user controls) to promote healthier engagement. This study employs a qualitative phenomenological approach to investigate gaming addiction through the lens of misaligned reflective control and concludes with recommendations for system designers, engineers, and policymakers to align gamified technologies with digital well-being.