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Subliminal audio to treat gaming addicts, subliminal audio addiction on the rise photo

The Korea Times, by way of Boing Boing, has an article about a company called Xtive that claims to have developed a system of subliminal audio cues designed to combat video game addiction. They claim that the messages are played 10,000 - 20,000 times per second, and that while gamers can not consciously hear the sounds, their subconscious can pick up, and be influenced enough to dissuade people from playing games. The eventual goal of the company is to have game developers integrate their system into gaming machines, to curb the rampant, deadly scourge of video game addiction.

Korea has, in recent years, had a spat of gaming related deaths, most related to people looking to escape reality by spending hours in Internet cafes, until they eventually die of a combination of exhaustion and ramen overdose.

Ignoring the mountains of evidence against the feasibility of subliminal stimuli, one still has to wonder why this company has such a hard-on for pushing people away from video games. Perhaps the CEO was molested by Sonic the Hedgehog, or maybe the President's daughter was kidnapped by a gang of ninjas and no one was a bad enough dude to rescue her. Whatever the case, with products like this, Xtive has cemented their Christmas Party invite from the Thompson family. 








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12 comments | showing # 1 to 12
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Lethal Dosage's Avatar - Comment posted on 03/17/2007 02:10
Lethal Dosage
Number 11 is the cochlea. I remember that because it looks like a snail. Snails reside in shells. A conch shell is a type of shell. Take out the "n", and you have coch. Can't spell cochlea without coch. That's some fucking awesome schema.

I learned that in Psychology, of all places. Why this is relevant at 2 in the morning, I haven't yet discovered.

DeusPayne's Avatar - Comment posted on 03/17/2007 02:20
DeusPayne
WoW, that was the same way I used to remember that word too. Crazy shit.
Gameboi's Avatar - Comment posted on 03/17/2007 09:13
Gameboi
Have subliminal messages ever been proven effective? Somehow I doubt that some underlying audio in a game would dissuade me in any way from playing video games.

Besides not being a believer, I've been playing games for way too many years for something like this to convince me otherwise. Having said that, it would save me a load of money.
tazarthayoot's Avatar - Comment posted on 03/17/2007 09:53
tazarthayoot
Also, cochlea.

Glad to see at least one Dtoid writer lived through the night.
xtofuconsumerx's Avatar - Comment posted on 03/17/2007 10:44
xtofuconsumerx
"The eventual goal of the company is to have game developers integrate their system into gaming machines, to curb the rampant, deadly scourge of video game addiction."

If I was a game company why would I want people to not buy my product? I think it is going to be hard to make a company make people NOT like their product.
brad drac's Avatar - Comment posted on 03/17/2007 10:45
brad drac
Every game I ever program's going to have a nice subliminal "SATAN IS LORD!"
CannibalCalvin 's Avatar - Comment posted on 03/17/2007 11:37
CannibalCalvin
pfft subliminal advertising doesn't work, now I have to go smoke some cigarettes wile I buy some more coke-cola.
realyst's Avatar - Comment posted on 03/17/2007 12:26
realyst
This is[buy Coke] the most pointless this[buy Coke] I have yet read. I mean, these people are as bad as snake oil salesmen[you hunger for tostitos]. There is not evidence that says subliminal advertising works [exxon is your friend]whatsoever. And this certainly will not get [by Kools]past the sociological problems that are most likely the cause of fatal [I am your lord and savior Realyst Christ]game addiction.
mix's Avatar - Comment posted on 03/17/2007 13:07
mix
I have only heard of one Chinese guy dying from over playing WOW and one guy committing suicide because his character was lost on like some other MMORPG. Last I head CRACK was pretty addicting and has been killing more people.....
denki's Avatar - Comment posted on 03/17/2007 14:14
denki
This 'technology' is more than likely very high frequency sounds, which we don't really "hear" as much as "feel". The human limit to hearing upper range frequencies varies from person to person and age (often cited is 20 or 22 kHz, but usually more around 25 kHz), but we can detect much higher ranges. In most cases, sounds at around 90 kHz make people feel uneasy, as it starts to disturb the inner ear, and they report queazyness, dizzyness, and other things that end with -zyness. And seeing as how you couldn't really fit a message into a seconds worth of audio and play it 10,000 to 20,000 times, I assume the "message" they mean are very short snippets of very high audio frequency played within a second of audio (ths audio could probably be at a lower frequency under 48kHz but still not enjoyed by humans, for reasons posted below).

Now the problems comes to speaker ability as well as the nyquist frequency; if the speakers aren't able to produce the high frequency, then the technology will be wasted. Also, if the sound files aren't constructed with a very very high nyquist frequency cap (96kHz stereo signal can only produce sounds up to 48kHz), then you get (what I'll term for ease of use) "reflection" of the audio frequency, where anything above 48kHz gets reflected down into the audio; very high sounds are interpereted as very low sounds. Speakers nowadays are getting into the 96kHz range for use in in-home systems, and as most developers don't really stray into audio frequencies above 22kHz (though with new speakers this will increase), this technology can exploit the upper frequency band and send out pulses of high frequency and make the player fell ill and want to stop.

Of course, the company might have also just made a high-frequency tone generating box, which would also deter people playing games and escape problems such as integrating it into already in use speakers or technology. In Britain last year some fast food establishments and shops installed high frequency boxes that emitted a very high pitch sound (although within the range of hearing for people under the age of 25) that would deter youth from loitering around the shops, as long exposure makes them feel pain.

Hope that explains some things.
Aaron Mxy Yost's Avatar - Comment posted on 03/17/2007 16:31
Aaron Mxy Yost
Korea must be pretty terrible if one has to escape reality by going to a crowded internet cafe and sit next to unwashed gamers who have been playing Ragnarok Online and WoW for the last 12 hours until their armpit sweat stains have traveled down to their waistbands. Me, I'd just stay home and drink like I do already.
Darren Nakamura's Avatar - Comment posted on 03/18/2007 12:17
Darren Nakamura
I'm sure they'll have great luck convincing video game developers to put something into their games that make people want to stop playing games. That makes perfect sense from a business standpoint.
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