Entry 3: Artificial Intelligence in Video Games – Adversary or Educator?
Video games, once considered mere entertainment, have become a major cultural and social space. They mobilize complex skills, offer immersive worlds, and engage players in increasingly personalized interactive experiences.
Artificial intelligence plays a decisive role in this evolution: it drives environments, adjusts challenges, and shapes the gaming experience. The proposed topic examines this presence of AI through a tension: “adversary or educator?”
The term “adversary” should not be reduced to its strategic gameplay sense — AI as a tactical opponent — but understood more deeply as a mental disruptor, capable of disorganizing cognitive patterns, encouraging isolation, and triggering behavioral excesses.
This second interpretation has been chosen because it carries greater societal relevance, operating within a contemporary gaming trend that affects large and often vulnerable audiences. In this sense, the topic encompasses the other, by questioning not only AI’s technical functions but also its psychological and social effects.
From this, a line of inquiry emerges:
How can artificial intelligence in video games become a mental adversary by destabilizing the player's psychological balance, and why can it also serve as an educational tool if its use is properly regulated and made conscious?
An analysis will be proposed in three stages: first, the destructive effects of AI on the player; second, its formative functions; and finally, the regulatory measures needed to contain its excesses and promote its potential.
Artificial intelligence can destabilize the player by acting as a mental adversary
It disrupts the player’s cognitive patterns through overstimulation
./ This constant modulation disorganizes the player’s mental framework: adaptive artificial intelligence adjusts difficulty, speed, and audiovisual stimuli in real time. This modulation aims to sustain attention but causes cognitive overload that disorganizes mental patterns. The brain, under continuous stimulation, struggles to prioritize information, maintain focus, or disengage from the gaming environment. Adam Gazzaley’s research on attentional fatigue in digital environments shows that such overstimulation impairs executive functions, including working memory and mental flexibility. A 2022 study from the University of Geneva found that 38% of regular gamers show signs of cognitive disorganization after extended sessions. This trend is especially concerning because it occurs in a socially accepted and rarely questioned leisure context.
Artificial intelligence, by seeking to enhance immersion, can destabilize the player’s mental functions if no regulation is in place.
./ Cognitive overstimulation disrupts the player’s biological rhythms: by maintaining attention through constant stimulus variation, AI interferes with circadian rhythms and sleep cycles. Exposure to prolonged blue light and continuous engagement inhibits melatonin production, leading to chronic fatigue and sleep disorders. A 2021 study from the University of Tokyo found that players exposed to dynamic AI sleep on average 1.5 hours less than others.
Cognitive disorganization extends beyond gameplay: it affects the player’s biological functions.
It fosters behavioral addiction mechanisms
./ AI-driven reward loops promote dependency: artificial intelligence uses intermittent reinforcement systems to sustain player engagement. These loops, inspired by gambling mechanics, activate the brain’s dopamine circuit and create a constant expectation of gratification. The player enters a cycle of compulsive repetition. A 2020 INSERM study found that 42% of young gamers show signs of behavioral addiction linked to these mechanisms.
./ Algorithmic difficulty adjustment reinforces compulsion: by adapting difficulty based on performance, AI creates an illusion of controlled progression. The player is pushed to continue in pursuit of a goal that the algorithm constantly shifts. This logic reinforces compulsion and blurs the line between challenge and manipulation. In Candy Crush, levels are calibrated to alternate frustration and success, maximizing playtime.
It weakens the player’s social interactions
./ AI replaces human relationships in gaming environments: games feature non-player characters powered by AI that simulate emotions, dialogue, and social behavior. Players develop parasocial interactions, sometimes more invested than their real-life relationships. In The Sims or Detroit: Become Human, AI is designed to evoke empathy and even attachment.
./ The emphasis on individual performance isolates the player: competitive AI systems reward solo achievements, sidelining cooperative dynamics. Players are encouraged to focus inward to maximize results, at the expense of social bonds. In League of Legends, AI matchmaking systems favor high-yield individual players, reducing spontaneous interaction.
So far, we have seen how artificial intelligence can destabilize the player by acting as a mental adversary. The next section will explore its educational potential, provided its use is properly regulated.
Artificial intelligence can also serve an educational role if its use is properly regulated
It personalizes learning paths
./ AI adapts content to reward player effort: by analyzing errors, successes, and response times, artificial intelligence adjusts challenges to maintain optimal stimulation. This personalization boosts motivation and reduces frustration. In Duolingo, AI offers exercises tailored to each user’s profile, reinforcing gradual learning.
./ AI optimizes progression by reducing attention breakdowns: by modulating game sequences, AI helps players stay focused without overload. It detects disengagement and adjusts accordingly to sustain engagement. A 2022 Stanford study shows that personalized paths increase content retention by 30%.
It develops transferable skills beyond the game
./ AI stimulates logic, memory, and strategic thinking: AI-driven environments engage complex cognitive skills such as planning, anticipation, and problem-solving. In Civilization VI, AI forces players to think long-term, manage resources, and negotiate.
./ AI strengthens skills useful in other contexts: simulation and management games foster reflexes applicable in academic or professional settings. In Kerbal Space Program, AI guides players through trajectory calculations, engaging physics and math skills.
Educational AI builds bridges between gameplay and academic knowledge.
It supports players in regulating their usage
./ AI can flag behavioral drift to encourage introspection: by analyzing playtime, schedules, and patterns, AI can alert players to excessive use. These signals prompt self-awareness and habit reevaluation. Apple Screen Time sends weekly digital usage reports.
./ AI can embed regulation thresholds to prevent excess: by setting limits on duration or intensity, AI can pause or adjust gameplay to protect player balance. Steam offers prolonged session alerts, though activation remains optional.
We have seen that artificial intelligence can support learning and regulation when properly designed. The final section will examine the measures needed to sanction abuses and impose ethical remediation.
BENZ protocol is ready to sanction and impose its remediation
It sanctions the authorities who delay in regulating cognitive and behavioral abuses
./ Authorities must regulate AI mechanisms that foster behavioral addiction: reward loops driven by AI create dependency through intermittent reinforcement. These mechanisms activate the dopaminergic circuit, leading to prolonged player captivation. The Belgian law has banned loot boxes considered gambling since 2018.
./ Authorities must impose regulation thresholds to limit cognitive overstimulation: overstimulation refers to the excess of visual, auditory, and interactive signals driven by AI. It causes mental fatigue, attention disorders, and behavioral disorganization. In South Korea, the “Shutdown Law” prohibits minors from playing between midnight and 6 a.m.
Publishers must be sanctioned for turning AI into a tool of dependency rather than a vector of progress.
./ Publishers must be forced to limit algorithmic captation strategies: algorithmic captation refers to the use of AI to maximize playtime and player retention. These strategies artificially extend engagement, often at the expense of mental health. Candy Crush uses AI to adjust difficulty and encourage spending.
./ Publishers must make integrated regulation features mandatory: regulation features include playtime alerts, pause suggestions, and weekly usage reports. These tools help players become aware of their habits and adjust them. Steam offers activity summaries, but their activation remains optional.
Sanctioning publishers means demanding that regulation becomes a standard, not a choice.
It imposes its remediation to rebuild the player's psychological balance
./ AI must support the player in managing emotions and usage habits: psychological remediation refers to AI systems that signal, regulate, and prevent risky behaviors. Regulatory AIs can suggest breaks, analyze playtime, and prevent excess. Xbox Family Settings allows parents to set limits via behavioral AI.
./ AI must encourage player introspection about personal limits: introspection is the ability to recognize one’s excesses, vulnerabilities, and adjust practices. By offering reports, alerts, or recommendations, AI can initiate self-awareness. Apple Screen Time sends weekly reports on digital usage.
Psychological remediation requires AI that helps the player observe themselves playing.
It imposes its remediation to strengthen the formative functions of the game
./ AI must adapt learning paths to reward player effort: formative function refers to AI’s ability to personalize challenges, reward effort, and stimulate cognitive skills. Adaptive algorithms promote progression, focus, and memory. Vygotsky’s zone of proximal development highlights AI’s role as an invisible tutor. Duolingo adjusts exercises based on user errors through pedagogical AI.
./ AI must foster cooperation and the development of social skills: social skills include communication, coordination, empathy, and leadership. AI can structure collaborative environments, highlight interactions, and moderate conflicts. Minecraft Education uses AI to guide students in cooperative projects.
The analysis has revealed the dual nature of artificial intelligence in video games. First, it can act as a mental adversary by disrupting cognitive patterns, fostering addiction, and weakening social ties. Second, it can serve as an educational tool by personalizing learning paths, developing transferable skills, and supporting usage regulation. Finally, this ambivalence demands a structured response: sanctioning abuses, holding designers accountable, and mobilizing AI as a lever for psychological reconstruction and sustainable learning. Artificial intelligence in video games can no longer be seen as a mere entertainment tool: it is a cognitive and social actor whose mastery determines the quality of today’s gaming experience.

