The video game industry is an undeniable business that is increasing its revenue every
year. More and more people are starting to invest time playing video games for different
reasons and purposes such as entertainment, business, serious learning or education. The
industry is rising and new methods to earn money do so, sometimes, with unethical and
predatory tactics. Video games can bring us incredible and unforgettable experiences,
valuable knowledge and learning resources, but when they are designed in order to take
advantage of human behaviour and mental weaknesses, things won’t be positive in the
player’s real life.
In this research, we bring this question to the table: how can we build video games
that are healthy for our players? The objective of this paper is to collect all the necessary
data to understand the situation of this matter, how it is implemented in actual video games,
summarise and understand them, and write down a solid guideline to follow while developing
and designing games. The guideline answers the initial question of this research and it will be
validated and iterated thanks to interviewing actual professionals in the videogame industr