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Tuesday 12 November 2013

3 billion hours gaming for no external reward

When we talk about playing ‘the game’ we are abandoning our on morals and following someone else’s rules. The designer gives you freedom to work and discover new things but the player is still following the characteristics and rules of the game. The player is someone who follows others to complete a goal and will do what ever it takes to achieve it. The game matters in the player’s eyes, and we become this player when we interact with any game. 

 Bernard Suits writes, “ Playing a game is the voluntary attempt to overcome unnecessary obstacles.”

“Any well-designed game is an invitation to tackle an unnecessary obstacle.” What define games are the structures behind it. The goal, the rules, the feedback system, and voluntary participation are the fundamentals that hold it together. Things like animated graphics; competition, interactivity, narrative or the idea of winning and getting rewards is all to boost the player’s attention.

Addictive is a word that best describes games. We know that finite games are played to win. Infinite games are games that keep the user playing for as long as possible. High feedback games show how much the user engages with a game and this is found pleasurable and reassuring. 

Players want the satisfaction of the game ending but also don’t want their enjoyment to end. People spend 3 billion hours gaming for no obvious external reward what’s the point? 

Busywork is a phrase used to talk about focused activity in games. It falls under four different categories, mental, physical, team and creative. We would rather work hard than be entertained. This is why gamers spend less time watching television than anyone else. 

Fiero is the Italian word for pride and it is linked with hard work. It best describes the feeling that the player gets when achieving something. It makes the player happy by completing the hard work that we choose for ourselves provoking positive emotion. Games say you don’t have to do anything but if you want you can upgrade and get better if you try. 

Bibliography:


McGonigal, J., (2011). Reality Is Broken: Why Games Make Us Better and How They Can Change the World, Penguin Press HC, (P.19-34)

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This is a class blog for students enrolled on the History and Analysis of New Media Module at The University of Ulster. Please keep comments constructive to help students progress with the given text