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The best games are designed to be addicting for players. So what does this mean for the people making these games? We're no strangers to the idea of designers working insane hours for months at a time - not even talking about crunch times where they may face pressures or labor exploitation. But with all of these new mobile games being released on a weekly basis, it begs the question: how much is too much? Today's mobile game industry has exploded in popularity and is currently worth over 60 billion dollars. Making games for mobile is relatively easy - just put together a few basic features, wrap it in an app, and you can make a decent chunk of change off the backs of people who are willing to pay real money for virtual items. This means that designers are rarely required to concentrate on making designs that actually require long hours in order for them to work efficiently. Instead, they're expected to make products that are purposefully designed to be addictive - which makes them different from other types of games out there. The developers are at the mercy of this business model, which can result in some crazy circumstances. Just look at the game "Clash of Clans", which has made over 90 million dollars in revenue with no end in sight. The game has been described as "a highly addictive game that's designed to make money for the company, not worth playing for its own sake" by KIMLI CEO at DICE. For these types of games, their success depends entirely on how effective they are at convincing people to spend money using your product. So with that in mind, it's no wonder that many of these companies are pushing themselves to work more hours than they're really capable of. The worst offender is probably Zynga, best known for creating games like Farmville and CityVille. Zynga has been accused of overworking their employees by putting them in conditions that can amount to slavery. Back in 2013, it was reported that the company had installed surveillance cameras in their office to record important work details like door locks. The employees were also required to take daily pictures of the office, which would then be reviewed by management, causing several people to quit after becoming very uncomfortable. Even though this behavior was intended to create more money through addictive games, it's still not okay for companies to treat their employees like this if they're doing the exact same thing for every game all over the country. Some may even argue that these conditions are unethical for the average person who had no idea what they were getting themselves into when they signed a contract. This is a controversial topic, and the opinions on either side of it run deep. The most notable of these cases include a few suicides in China, which is home to the biggest MMO market in the world.
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