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<title>Proprietary Addictions
- GNU Project - Free Software Foundation</title>
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<h2>Proprietary Addictions</h2>
<div class="infobox">
<hr class="full-width" />
<p>Nonfree (proprietary) software is very often malware (designed to
mistreat the user). Nonfree software is controlled by its developers,
which puts them in a position of power over the users; <a
href="/philosophy/free-software-even-more-important.html">that is the
basic injustice</a>. The developers and manufacturers often exercise
that power to the detriment of the users they ought to serve.</p>
<p>This typically takes the form of malicious functionalities.</p>
<hr class="full-width" />
</div>
<div class="article">
<p>This page deals with malicious functionalities that are added to
some programs for the sole purpose of luring users into more and more
frequent and intensive use of the program, with the risk of getting
addicted.</p>
<div class="important">
<p>If you know of an example that ought to be in this page but isn't
here, please write
to <a href="mailto:webmasters@gnu.org"><webmasters@gnu.org></a>
to inform us. Please include the URL of a trustworthy reference or (削除) two (削除ここまで) (追記) two, 
preferably in English, (追記ここまで) to serve as specific substantiation.</p>
</div>
<h3 id="addictiveness">How software is made addictive</h3>
<h4 id="games">Games</h4>
 <p id="M209900000">Many games are designed to
 keep gamers compulsively playing—and spending
 money on the game. To achieve this result, developers use <a
 (削除) href="http://www.cracked.com/article_18461_5-creepy-ways-video-games-are-trying-to-get-you-addicted.html"> (削除ここまで)
 (追記) href="https://www.cracked.com/article_18461_5-creepy-ways-video-games-are-trying-to-get-you-addicted.html"> (追記ここまで)
 techniques that derive from behavioral and brain research</a>:</p>
 <dl class="compact"><dt>The Skinner Box</dt>
 <dd>An environment in which the user is trained
 to “push the (削除) lever“, (削除ここまで) (追記) lever,“ (追記ここまで) i.e. do a certain action over and
 over again in order to get a reward. This is also known as
 “grinding.”</dd>
 <dt>Virtual food pellets</dt>
 <dd>Items that have nothing to do with the game itself, but are
 valuable to gamers because of the work required to obtain them
 (e.g., EverQuest); some people will end up collecting them for the
 sake of collecting.</dd>
 <dt>Random rewards</dt>
 <dd>They turn the game into the equivalent of a slot machine (e.g.,
 World of Warcraft, ZT Online).</dd>
 <dt>Elaborate cycles</dt>
 <dd>Gamers' behavior can be “shaped” by making cycles
 (progress from one level to the next) slower and slower, designing
 complex tasks that are difficult to get out of (e.g. World of
 Warcraft), or conversely dividing them up in small chunks to avoid
 frustration (e.g., New Super Mario Bros.Wii).</dd>
 <dt>Decay of game assets</dt>
 <dd>This makes it necessary for a gamer to keep playing, without
 vacations, simply to avoid losing what they have earned so far
 (e.g., Farmville, Ultima Online, Animal Crossing).</dd>
 (追記) <dt>Competitiveness</dt>
 <dd><a href="https://www.gameslearningsociety.org/wiki/why-are-competitive-games-addicting/">
 Competing with other gamers</a> can make a game more enjoyable,
 but it also increases addictiveness.</dd> (追記ここまで)
 </dl>
 (削除) <p>Games such as World of Warcraft, which (削除ここまで)
 (追記) <p>These basic techniques (追記ここまで) are (削除) considered very addictive,
 use several (削除ここまで) (追記) being used in a variety (追記ここまで) of (削除) these techniques.</p>
 <p>There (削除ここまで) (追記) addictive
 anti-features. Here (追記ここまで) are (削除) even more elaborate ways to get users addicted to a game.</p> (削除ここまで) (追記) some examples:</p> (追記ここまで)
 <ul>
 <li>“Loot boxes” (追記) (which go by various names) (追記ここまで) are a direct
 application of the random reward mechanism, and their addictiveness
 is enhanced by seductive animation. They are <a
 href="https://www.pcgamer.com/behind-the-addictive-psychology-and-seductive-art-of-loot-boxes/">
 akin to (削除) gambling</a>.</li> (削除ここまで) (追記) gambling</a>, and indeed, research has shown that loot-box
 buying is “<a
 href="https://web.archive.org/web/20250529153712/https://www.sciencedaily.com/releases/2025/02/250219111302.htm">associated
 with real-world gambling, video game addiction and other mental
 health issues</a>.”</li> (追記ここまで)
 <li id="gacha"><a
 href="https://wikipedia.org/wiki/Gacha_game"><i>Gacha</i></a> systems,
 widely used by Japanese games since 2010, may be considered the
 ancestors of loot boxes. A <i>gacha</i> is the virtual equivalent of
 a capsule-toy vending machine. Its addictiveness is based on random
 rewards, and also on the basic instinct of people to collect items.</li>
 (追記) <li><a href="https://keepthescore.com/blog/posts/leaderboards-in-gaming/">
 Leader boards</a> are a way to make a game more competitive: some people
 are so eager to see their name at the top of the board that they will
 spend an unreasonable amount of time playing.</li>
 <li>In many multiplayer games (e.g., Valorant, League of Legends,
 Overwatch, Counter-Strike), <a
 href="https://blog.t-industri.es/posts/2-addiction-and-competitive-games/">
 ranking algorithms</a> ensure that gamers are challenged, but not
 overwhelmed, thus experience enough winning anticipation to keep
 playing.</li> (追記ここまで)
 <li>The developers of gratis
 (削除) mobile (削除ここまで) (追記) (“free-to-play”) (追記ここまで) games (削除) apply the techniques described above to (削除ここまで) <a
 (削除) href="https://www.psychguides.com/interact/the-psychology-of-freemium/"> (削除ここまで)
 (追記) href="https://web.archive.org/web/20250420134004/https://www.psychguides.com/interact/the-psychology-of-freemium/"> (追記ここまで)
 turn their products into slot machines</a>. This is clearly described
 in an infographic. The revenue generated by these games is directly
 related to the number of strongly addicted gamers (called (削除) “whales”) (削除ここまで) (追記) “<a
 href="https://www.gamedeveloper.com/business/chasing-the-whale-examining-the-ethics-of-free-to-play-games">whales</a>”), (追記ここまで)
 and to the amount of money they are willing to spend. Thus developers
 carefully study the behavior of millions of users to increase the
 addictiveness of their (削除) games.</li> (削除ここまで) (追記) games, and apply <a
 href="https://www.uxreviewer.com/home/2019/3/7/5-incredibly-powerful-monetisation-patterns-using-behavioural-economics-in-ux-design">
 classical marketing techniques</a> <small>[this page can't be viewed
 without JavaScript]</small> such as the decoy effect to squeeze as
 much money as possible from gamers.</li> (追記ここまで)
 </ul>
 <p><small>(Unfortunately, (追記) some of (追記ここまで) the (削除) last two (削除ここまで) articles (追記) referenced above (追記ここまで) use
 “free” to mean “zero price.” We recommend
 saying “gratis” instead.)</small></p>
 <p>However, the addictiveness of a game is
 only one of the determinants of addiction. Equally important are the
 psychological make-up and life circumstances of the gamer. Gaming
 addiction, like other addictions, is a form of mental escape from an
 unrewarding life. The sad truth is that, in the long run, it leads
 to an even worse life.</p>
 <p><small><em>Note:</em> 
 We are not gamers. If you think we have misunderstood
 some point, or have suggestions for making this text
 clearer or more correct, please send them to <<a
 href="mailto:webmasters@gnu.org">webmasters@gnu.org</a>>.</small></p>
<h4 id="gambling">Online gambling</h4>
 <p id="M201902220">Online gambling services (and their nonfree
 client programs) are <a
 href="https://www.theguardian.com/society/2019/feb/22/gambling-apps-more-dangerous-than-fobts-study-finds">
 designed to be addictive</a>, much like on-line games. They achieve 
 this with various different malfunctionalities, often in combination.</p>
 <p>Many of these malfunctionalities are implemented by the server and
 the client program together. In some cases, there is no honest way that
 the client program could counteract the nastiness—for instance,
 when the server manipulates amounts won in order to get the user
 addicted, the only way the client program could block that is to pretend
 the win did not happen. But users would not want that modification.</p>
 <p>However, modification of the client program could cover up some
 addictive behaviors without losing the user anything.</p>
<h4 id="social-networks">Social networks</h4>
 <p>The major social networks are continuously optimizing their design to <a
 href="https://medium.com/thrive-global/how-technology-hijacks-peoples-minds-from-a-magician-and-google-s-design-ethicist-56d62ef5edf3">
 grab users' attention</a> by taking advantage of the psychological
 vulnerabilities described above, eventually leading some to addiction.
 For these people, a phone becomes the equivalent of a slot machine.
 Many of the addictive features (menu, “likes,” photo tagging,
 autoplay, etc.) are built into the client software, and can't be
 removed because the software is proprietary.</p>
 
 <p id="M201803210">Thus, some social networking apps <a
 href="https://www.jeffbullas.com/facebook-creates-addiction/">try to
 merge into your daily
 routine</a> by exploiting social pressure and your natural desire for
 socialization, converting habitual gestures into thorough addiction. As
 already noted for games, addictiveness is essentially based on random
 rewards. In the present case, the rewards are messages from friends
 and followers, “likes,” news, interesting videos, etc. The
 software is designed to trigger users' desire for these rewards,
 and keep this desire alive as long as possible.</p>
 <ul>
 <li>By default, notifications are sent every time a new item comes
 in, instead of, say, once a day. They are associated with sounds or
 vibrations which make them even more compelling. (Remember Pavlov's
 experiments with rats.) These triggers are often opt-out, and many
 users don't try to turn them off. They are most effective when the
 app is installed on a mobile device which is always on and never
 leaves the user. As a side effect, they may contribute to the <a
 href="https://www.psychologytoday.com/us/blog/reading-between-the-headlines/201307/smartphone-addiction">
 addictiveness of “smart” phones</a>.</li>
 <li>Users are served selected material
 that is likely to interest them, based on <a
 href="https://theconversation.com/facebook-is-killing-democracy-with-its-personality-profiling-data-93611">
 profiling</a>. (This paves the way to <a
 href="/proprietary/proprietary-manipulation.html">manipulation</a>,
 by the way.)</li>
 <li>The app interface is designed to make users
 stay on the site as long as possible, using <a
 href="https://uxplanet.org/ux-infinite-scrolling-vs-pagination-1030d29376f1">
 infinite scrolling</a> for example.</li>
 <li>The company that owns the social network tries
 to cover users' needs as extensively as possible, by <a
 href="https://en.wikipedia.org/wiki/List_of_mergers_and_acquisitions_by_Facebook">
 acquiring other companies</a> if needed. Once users
 have concentrated most of their online activities and
 a lot of their personal data on a single platform (or
 a set of platforms that belong to the same group), they find it <a
 href="https://www.theguardian.com/lifeandstyle/2018/jan/01/antisocial-media-why-decided-cut-back-facebook-instagram">
 almost impossible to leave</a>. And even if they wanted to, they
 would have a hard time digging out the relevant options, and the
 app would aggressively nag them to stay.</li>
 </ul>
 <p>A good way to minimize the risk of addiction, short of avoiding
 social media altogether, is to turn off notifications and leave as
 little as possible of your own data on the platform.</p>
(追記) <h4 id="nonfree-software">Nonfree smartphone software</h4>
 <p>Parents are very concerned about the <a
 href="https://www.freerangekids.com/worried-your-child-is-already-a-screen-addict-theres-hope/">
 intentional addictiveness of the software that their children use on
 snoop-phones</a>.</p>
 <p>The “<a
 href="https://www.nysun.com/article/how-manipulative-tech-a-mashup-of-psychology-and-technology-keeps-children-glued-to-screens">manipulative
 tech</a>,” which underpins addictive features that the
 article naively attributes to “screens,” is in fact implemented
 by software: partly in the operating system and partly in some apps.
 These features can be designed to do nasty things because they are <a
 href="https://fsf.org/tedx">nonfree software</a>: their code is
 controlled by some “owner,” in this case a powerful
 company, rather than by the users. If they were free programs, the
 user community could reprogram them so as to be less addictive.</p>
 <p>By freeing ourselves from these companies' power to require use of
 software they control for accessing their “services,” we
 will also reduce the harm that online dis-services can do.</p> (追記ここまで)
<h3 id="proprietary-addictions">Examples of addictive software</h3>
<ul class="blurbs">
(追記) <!-- Copied from workshop/mal.rec. Do not edit in proprietary-addictions.html. -->
 <li id="M202411030">
 <!--#set var="DATE" value='<small class="date-tag">2024-11</small>'
 --><!--#echo encoding="none" var="DATE" -->
 <p><a
 href="https://www.theguardian.com/lifeandstyle/2024/nov/03/addicted-to-love-how-dating-apps-exploit-their-users">Dating
 apps exploit their users</a>; fundamental features require an expensive
 subscription, and they are designed to be addictive.</p>
 </li>
<!-- Copied from workshop/mal.rec. Do not edit in proprietary-addictions.html. --> (追記ここまで)
 <li id="M202010220">
 <!--#set var="DATE" value='<small class="date-tag">2020-10</small>'
 --><!--#echo encoding="none" var="DATE" -->
 <p>The addictive Genshin Impact relentlessly <a
 href="https://www.theguardian.com/games/2020/oct/22/genshin-impact-video-game-slowly-taking-over-the-world">coerces
 players to spend money by overwhelming the game play with loot
 boxes</a>.</p>
 </li>
(追記) <!-- Copied from workshop/mal.rec. Do not edit in proprietary-addictions.html. --> (追記ここまで)
 <li id="M202003110">
 <!--#set var="DATE" value='<small class="date-tag">2020-03</small>'
 --><!--#echo encoding="none" var="DATE" -->
 <p>Roblox (among many other games)
 created anti-features which sucker children into <a
 href="https://www.theguardian.com/money/2020/mar/11/my-kids-spent-600-on-their-ipads-without-my-knowledge">
 utilizing third-party payment services without authorization.</a></p>
 </li>
(追記) <!-- Copied from workshop/mal.rec. Do not edit in proprietary-addictions.html. --> (追記ここまで)
 <li id="M201907090">
 <!--#set var="DATE" value='<small class="date-tag">2019-07</small>'
 --><!--#echo encoding="none" var="DATE" -->
 <p>Resourceful children figured out how to <a
 href="https://www.bbc.co.uk/news/technology-48908766"> empty their
 parents' bank account</a> buying packs of special players for an
 Electronic Arts soccer game.</p>
 <p>The random element of these packs (also called “loot
 boxes”) makes the game <a
 href="/proprietary/proprietary-addictions#addictiveness">
 strongly addictive</a>, but the fact that players
 are pressured to spend more in order to get ahead of their
 competitors further qualifies it as <em>predatory</em>.
 Note that Belgium <a
 (削除) href="https://www.rockpapershotgun.com/2019/01/29/fifa-ultimate-team-packs-blocked-in-belgium/"> (削除ここまで)
 (追記) href="https://www.rockpapershotgun.com/fifa-ultimate-team-packs-blocked-in-belgium"> (追記ここまで)
 made these loot boxes illegal</a> in 2018.</p>
 <p>The only good reason to have a copy of such a proprietary
 game is to study it for free software development.</p>
 </li>
(追記) <!-- Copied from workshop/mal.rec. Do not edit in proprietary-addictions.html. --> (追記ここまで)
 <li id="M201809210">
 <!--#set var="DATE" value='<small class="date-tag">2018-09</small>'
 --><!--#echo encoding="none" var="DATE" -->
 <p>Clash of Clans is a good example of a gratis mobile game that its
 developers <a href="https://gamerant.com/clash-of-clans-addiction/">
 made very addictive</a> for a large proportion of its users—and
 turned into a cash machine for themselves—by using <a
 href="/proprietary/proprietary-addictions.html#addictiveness">
 psychological manipulation techniques</a>.</p>
 <p><small>(The article uses “free” to mean “zero
 price,” which is a usage we should avoid. We recommend saying
 “gratis” instead.)</small></p>
 </li>
(追記) <!-- Copied from workshop/mal.rec. Do not edit in proprietary-addictions.html. -->
 <li id="M201809170">
 <!--#set var="DATE" value='<small class="date-tag">2018-09</small>'
 --><!--#echo encoding="none" var="DATE" -->
 <p>Clash Royale is an online game with an “optimized”
 <a href="/proprietary/proprietary-addictions.html#gacha">
 <i>gacha</i></a> system that makes it <a
 href="https://medium.com/@nikmlnkr/what-makes-clash-royale-so-addictive-1e586815b1f0">
 very addictive for players</a>, and very profitable for its
 developers.</p>
 </li>
<!-- Copied from workshop/mal.rec. Do not edit in proprietary-addictions.html. --> (追記ここまで)
 <li id="M201612290">
 <!--#set var="DATE" value='<small class="date-tag">2016-12</small>'
 --><!--#echo encoding="none" var="DATE" -->
 <p>In the game Fruit Pop, the player buys boosts with coins to get
 a high score. The player gets coins at the end of each game, and can
 buy more coins with real money.</p>
 <p>Getting a higher score once leads the player to desire higher
 score again later. But the higher score resulting from the boost <a
 (削除) href="https://qz.com/873348/50000-coins-for-1-99-how-mobile-game-in-app-purchases-are-warping-kids-understanding-of-basic-economic-ideas/">does (削除ここまで)
 (追記) href="https://web.archive.org/web/20250226101225/https://qz.com/873348/50000-coins-for-1-99-how-mobile-game-in-app-purchases-are-warping-kids-understanding-of-basic-economic-ideas">does (追記ここまで)
 not give the player more coins, and does not help the player get
 a higher score in subsequent games</a>. To get that, the player
 will need a boost frequently, and usually has to pay real money
 for that. Since boosts are exciting and entertaining, the player is
 subtly pushed to purchase more coins with real money to get boosts,
 and it can develop into a costly habit.</p>
 </li>
(追記) <!-- Copied from workshop/mal.rec. Do not edit in proprietary-addictions.html. --> (追記ここまで)
 <li id="M201604040">
 <!--#set var="DATE" value='<small class="date-tag">2016-04</small>'
 --><!--#echo encoding="none" var="DATE" -->
 <p>Many popular mobile games include a random-reward system called
 <a (削除) href="#gacha"><i>gacha</i></a> (削除ここまで) (追記) href="/proprietary/proprietary-addictions.html#gacha">
 <i>gacha</i></a> (追記ここまで) which is especially effective on
 children. One variant of gacha was declared illegal in Japan in 2012,
 but the other variants are still <a
 href="https://www.forbes.com/sites/olliebarder/2016/04/04/japanese-mobile-gaming-still-cant-shake-off-the-spectre-of-exploitation/">
 luring players into compulsively spending</a> inordinate amounts of
 money on virtual toys.</p>
 </li>
(追記) <!-- Copied from workshop/mal.rec. Do not edit in proprietary-addictions.html. --> (追記ここまで)
 <li id="M201507290">
 <!--#set var="DATE" value='<small class="date-tag">2015-07</small>'
 --><!--#echo encoding="none" var="DATE" -->
 <p>Game Of War: Fire Age is an iPhone game with <a
 href="https://www.cracked.com/article_18461_5-creepy-ways-video-games-are-trying-to-get-you-addicted.html">
 addictive features</a> which are based on <a
 href="/proprietary/proprietary-addictions.html#addictiveness">behavioral
 manipulation techniques</a>, compounded with group emulation. After a
 fairly easy start, the game slows down and becomes more difficult,
 so gamers are led to spend more and more money in order to keep up
 with their group. And if they stop playing for a while, the equipment
 they invested in gets destroyed by the “enemy” unless
 they buy an expensive “shield” to protect it. This game
 is also deceptive, as it uses confusing menus and complex stats to
 obfuscate true monetary costs.</p>
 </li>
(追記) <!-- Copied from workshop/mal.rec. Do not edit in proprietary-addictions.html. --> (追記ここまで)
 <li id="M201504210">
 <!--#set var="DATE" value='<small class="date-tag">2015-04</small>'
 --><!--#echo encoding="none" var="DATE" -->
 <p>Runescape is a popular online game with some <a
 (削除) href="https://www.reddit.com/r/runescape/comments/33cd8g/question_why_is_runescape_so_addicting/"> (削除ここまで)
 (追記) href="https://web.archive.org/web/20230329031353/https://www.reddit.com/r/runescape/comments/33cd8g/question_why_is_runescape_so_addicting/"> (追記ここまで)
 addictive features</a> derived from <a
 href="/proprietary/proprietary-addictions.html#addictiveness">
 behavioral manipulation techniques</a>. Certain
 repetitive aspects of the game, like <a
 href="https://en.wikipedia.org/wiki/Grinding_(video_games)">
 grinding</a>, can be minimised by becoming a paying member, and can
 thus encourage children and impressionable people to spend money on
 the game.</p>
 </li>
</ul>
</div>
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