In 2017 the video game industry generated approximately $18 billion in America alone. 4 out of 5 American households contain at least one game console. An estimated 155 million Americans play video games, with a staggering 42% playing at least 3 hours a week (Extra-life). There is no denying it, America has and will continue to play, but at what cost? Research has supported and supported the benefits found by playing video games, such as improved hand-eye coordination or better multitasking abilities. However, research has also shown that for every advantage there is also a disadvantage. These disadvantages are due to the mechanics of these games designed to keep players engaged and ready to play. I will discuss how game designers use methods to trigger their effects in the brains of players on a neurological level and the effects they have on the mental and physical health of its users. Say no to plagiarism. Get a tailor-made essay on "Why Violent Video Games Shouldn't Be Banned"? Get an Original Essay Video game designers have had a lot of practice since the 1970s, when the first generation of consoles were released to the public. Innovation through the digital age has equipped designers with tools and capabilities that designers of the 1970s could never have imagined. The game titles available today are made with cutting-edge design and programming software, ensuring that the game not only looks stunning, but that the playability almost feels like second nature to players. Some game titles such as World of Warcraft or Elder's Scroll: Skyrim, just to name a few, reflect the ever-increasing capabilities and attention to detail brought by the designers that make these titles true cult classics by the time they are released. Hours and hours of content discoverable with gaming partners alongside you as players travel through a vast virtual world. The designers specifically focus on five particular aspects of the gameplay to ensure that players are fully immersed in their digital creations and want more every time they play. The first of these aspects is a pattern of measurable progress in correlation with the players in the gaming experience. As the hours pass, players continue in the hope of reaching the next level or obtaining a certain amount of points or in-game currency. Manageability in achieving those specific gameplay tasks is strengthened by this measurable model that provides visual progress as players get closer to their goal with each action. The second aspect is designed to generate multiple achievements within the game, each different in terms of duration and requirements. Time factorization provides players with insight and the promise that, while they may not achieve the goal they are trying to achieve, there are other goals that are achievable by putting effort into the third aspect of rewarding effort, regardless of the amount of effort. effort every player wins in some way. Feedback is the fourth aspect and in most cases the most stimulating of all. By implementing feedback loops in the game, designers can directly manipulate players by rewarding specific actions, in response to this structure players are punished for missing or deviating from that specific action. The result of this is that players can adapt to the conditions of this structure to correct any further actions, in the hope of obtaining the aforementioned reward. The last of these aspects is the implementation of randomness, which constitutes a certain.
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