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Comment by andersonvom

I think there are two main factors that are different (not necessarily in order):

* companies can much more easily weaponize their services and tailor them to get individuals addicted, than individual video games ever could. And the feedback loop happens much faster.

* it was easier to moderate video games, because they had a single purpose: entertainment. since you can be in a device for any number of reasons: gaming, studying, catching up, reading,... and _everyone_ is on their devices _all the time_ (both kids and parents), it's much harder to establish good boundaries.

parent andersonvom 4 years ago

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