Demeaning them by calling them man-children is not going to help them in the slightest.
I'd argue that doing one thing for the rest of your life is a classic definition of mental illness.
But I agree with the main point: “person wants to live in a way I don't like” is not mental illness.
Defining a metal illness is non trivial, but for starters, their mental state needs to cause them or someone else harm or discomfort. But it's also possible that the discomfort isn't caused by their mental state, but the society they are in who rejects them.
In 1000 years no one will remember what that person in their virtual world did any more than you know what a random person 1000 years ago did, but if they feel every bit as accomplished and emotionally fulfilled, then what's the difference?
Now if their involvement in their virtual world means they are unable to sustain themselves in the physical world (not showing up to work, health problems, etc) then we have a problem that needs addressing. But living in a virtual world, in and of itself, is perfectly valid.
Completely agree calling someone a man-child does not help. We would condemn that kind of language said about woman.
Biggest reason I moved on, I think, was quite simply that my horizons rapidly broadened. So, before passing judgement, I'd want to see what became of these young men in a few years time first.
Games like Pac Man and Tetris are algorithmic workloads. It's not much different than driving a semi or forklift, except you're not paid by a company for the work you do. It puts human brains closer to acting and performing as algorithmic worker bee agents.
Modern AAA titles are the same thing, just with more degrees of freedom.
I understand that there are dopamine triggers, but game engines subject players to the same repetitive thing over and over until the game ends. Kill this thing, collect 12 pelts, etc. There aren't very many variations on this theme, either. I can't grapple with how this squares with the limited time we have in life.
I think the best argument from my perspective is that Animal Crossing has you literally working to pay off a fake mortgage to buy digital items you don't need. You shouldn't stress out over a game.
I've enjoyed games for their mood, setting, music, and narrative, but gameplay itself is work. I'd rather just have a movie or narrative story. I already work too much.
Open world games _are_ the equivalent of movies or narratives. think Skyrim, for example.
Well, I would dispute it is tedium (particularly compared with watching a modern Hollywood production, and particularly watching TV) - I like exploring and finding new and strange areas of the world.
That’s your problem. Repetition, mindlessness, boredom, flow are different facets of the same phenomenon. When your ancestors needed to build a shelter, they spent hours and hours chopping, hewing, digging, etc etc. Birds have nests, bees have hives, beavers have dams; the list goes on and on. It’s perfectly normal to find some amount of busywork soothing.
You hit your cap at work; others don’t. There are also those with real addictions where it inhibits their ability to accomplish other goals, but that’s true of tons of habits that scratch the same itch.
still, some multiplayer games get me absolutely hooked for a while. a well-designed multiplayer game can be a never-ending stream of novel situations. open-ended puzzle games like factorio are always fun (for me) with a couple good friends. for some reason it never feels like work, even though it's fairly close to what I just did from 9-5.
The game being work, but not hard work, provides a number of things beneficial to easy social interaction: a reason to be there, typically an easy way to add value (within the game) and therefore have a reason to approach groups you aren't a member of and potentially join or meet, and an overall good background for chat/conversation without necessarily coming off as desperate or creepy.
Having a casual conversation is fun. Being forced to have casual conversations with people all that long is work. And so on etc.