Proprietary Addictions


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; that is the basic injustice. The developers and manufacturers often exercise that power to the detriment of the users they ought to serve.

This typically takes the form of malicious functionalities.


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.

If you know of an example that ought to be in this page but isn't here, please write to <webmasters@gnu.org> to inform us. Please include the URL of a trustworthy reference or two to serve as specific substantiation.

How software is made addictive

Games

Many games are designed to keep gamers compulsively playing—and spending money on the game. To achieve this result, developers use techniques that derive from behavioral and brain research:

The Skinner Box
An environment in which the user is trained to “push the lever“, i.e. do a certain action over and over again in order to get a reward. This is also known as “grinding.”
Virtual food pellets
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.
Random rewards
They turn the game into the equivalent of a slot machine (e.g., World of Warcraft, ZT Online).
Elaborate cycles
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).
Decay of game assets
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).

Games such as World of Warcraft, which are considered very addictive, use several of these techniques.

There are even more elaborate ways to get users addicted to a game.

(Unfortunately, the last two articles use “free” to mean “zero price.” We recommend saying “gratis” instead.)

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.

Note:  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 <webmasters@gnu.org>.

Online gambling

Online gambling services (and their nonfree client programs) are designed to be addictive, much like on-line games. They achieve this with various different malfunctionalities, often in combination.

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.

However, modification of the client program could cover up some addictive behaviors without losing the user anything.

Social networks

The major social networks are continuously optimizing their design to grab users' attention 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.

Thus, some social networking apps try to merge into your daily routine 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.

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.

Examples of addictive software