I found this article on video games by Reason magazines Peter Suderman to be very interesting.
Left unanswered is the question of what happens after one’s basic needs are provided for. Individuals vary, but virtually everyone seeks more out of life than low-level material subsistence. People whose survival needs are met seek power and growth, status and social connection—benefits even the most generous imaginable basic income cannot provide.
What, in other words, would people do with their time?
Hurst’s research suggests that many people, or at least many low-skilled young men, would use it to play video games. Those living with and off of their parents are, in effect, already receiving a kind of basic income, administered privately at the family level. That is enough to survive, but for most people it is not enough to feel content.
That’s where games come in. They don’t put food on the table. But they do provide, at least in the short to medium term, a sense of focus and success, structure and direction, skill development and accomplishment. Spend any time reading video game reviews, and you’ll find that two of the most common terms of praise are that a game made the reviewer “feel powerful” and that it provided a “sense of achievement.” Games, with their endless task lists and character-leveling systems, their choice architectures and mission checklists, are purpose generators. They bring order to gamers’ lives.
Even the most open-ended games tend to offer a sense of progress and direction, completion and commitment. In other words, they make people happy—or at least happier, serving as a buffer between the player and despair. Video games, you might say, offer a sort of universal basic income for the soul.