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Hey AshleysBrain, author of the post here. Thanks for your comment. To address your point: The users' enjoyment isn't really the issue. It is not immoral to play the game, nor to pay for it, nor to have fun doing it. The issue is whether the motivation of the creator are to build a product that gives their customers value, or a product that is effective at making money (there is a large distinction here). If your product provides entertainment, it is pretty much essential that your customers enjoy it, but the key is whether you abuse their enjoyment by turning it into addiction (which you can then exploit for your own monetary gain, e.g. drug dealers), or whether you aim to give them the best entertainment you can while keeping their consumption of it in moderation -- in other words: your primary motivation for making the product is the product itself, not the monetary reward. I posit that Zynga falls into the former category, that is: their primary motivation is to make money (and I may be wrong, but this is not a wild assumption), and they achieve it by developing an addictive product. I also posit that this leads to overconsumption on the part of the users (again, not improbable). Making money isn't immoral, but exploiting another's loss for your own gain is. I am prepared to argue further about the specific example, and perhaps in doing so we may discover that Zynga do actually care about making a really great product, in which case I will be happy to retract it, but the general principle for which the specific example is given still stands. At this point some will make an argument along the lines of: the responsibility for moderate consumption falls on individual users, not on the creator of the product. Now this is a very important point, but it is by no means a resolved question. I side with the camp that says that some of the blame does fall on the creator because it is only through the combination of their intentions to make the product addictive and the user's weakness that overconsumption can occur. My argument is that by choosing not to make addictive products -- that is, to make moral design decisions -- we can make products that benefit society rather than cause it ill. This is not some moral condemnation of the creator, far from it, for I care about the creators just as much as I do about the consumers (I am one, after all), and as much as the question is about what products are good for society, it is also this: What products should we be building? What products will truly matter? What design will live on and be cherished after we die? Resolving those questions will help us develop a society we all want to live in and be proud to be a part of, both as creators and consumers. |