School, where kids spend most of their waking hours, is in many ways the antithesis of a place where kids feel competence, autonomy, and relatedness. There, kids are told what to do, where to be, what to think, what to wear, and what to eat. Alarms and bells orchestrate their movements with farm-chattel precision while teachers opine on topics students dont care about. If theyre bored and want to leave, theyre punished. If they want to learn something else, theyre told to be quiet. If theyd like to go deeper on a topic, theyre prodded to stay on track. Of course, this isnt every students experience, and different countries, schools, and teachers use different approaches to educate kids. But while some argue discipline and control provide structure, its clear why teachers and students might struggle with motivation in the classroom.
Game players feel competence when they practice strengths to achieve their aims. In a game, players have the autonomy to call the shots, do what they want, and experiment with creative strategies to solve problems. Games are also social outlets where players can feel relatedness. In Fortnite, players often meet in the virtual environment to chat and socialize. because doing so in the real world is often inconvenient or off-limits. Whereas parents of previous generations permitted kids to simply play after school and form close social bonds, many kids today are raised by fearful and overworked parents who insist their kids either attend a regimented after-school program or stay behind lock and key at home.
https://venturebeat.com/2018/08/17/fortnite-isnt-addicting-your-kids-its-just-giving-them-what-society-wont/?fbclid=IwAR0cT-WAkBha0ua-FgtHIHzcf3F6CMQ2eO-3RATFXF30O-1r2J6RrhgIljg
whatever lacks in the environment will be sought through other means for those addicted. So the why of the addiction has to be addressed.