Video games are games that engage humans to try and solve certain challenges or try to accomplish specific tasks. Just as writers http://essaykitchen.com/ with the highest amount of concentration they can gang up, so is the case for the person playing the game. Video games engage the brain, and this shows the positivity of engaging in game playing. This article tries to answer if video games ultimately alter the society in a good way.
“80% of life is showing up”. This is a quote by Woody Allen that I like to refer to when I’m trying to explain to people the importance of video games. Being there matters. A talent in football cannot be found by people who never touch the ball. People who avoid other people cannot make friends. The same case applies to job applications since you won’t get what you’ve not applied for and if you do not start typing, you cannot write a screenplay.
In a room full of all kinds of students from the brilliant to those requiring special attention, only games can engage every single person in that room. To others, the right kind of games shows the line between a feeling of not being meant to take part and being a part of something.
All games are about embracing rules and regulations to gain experience and at the same time harness skills. This is also the root of all video games. A well-designed game balances all the factors that indulge people on an important level. Play is how we get the basic social and technical skills naturally, and at its best, build a haven of self-discovery.
According to Jane McGonigal, at the end of their lives, people wish they’d worked less hard, had expressed themselves and hopes better, and had been better in staying in touch with friends. People also wished they’d been there for things that matter. Jane’s game creates incentives and structures that help people focus on the things that matter when there is still time.
Some of the people get suspicious of any trial thought to bring about this feeling. Tom Chatfield gave a talk in TED Global about the various ways that the brain in engaged by games, particularly about reward structures. How modularity is added to tasks and challenges to make them engaging to the brain. This modification that transforms the original experience with pits to jump over or even walls to climb over seems like an idea with ulterior motives. The worst that can happen is ending up with a list of “achievements” and “trophies” on top of the challenge just so as to put some fun to it in the process.
A lot is learned from the best of games. Tom Chatfield describes this life lessons presented in games. That from the grading of exams to health education to being trained professionally to participating democratically, paths followed towards success and self-realization in the world are often intimidating and unclear, paths only the affluent feel confident traveling.
One undisputed lesson learnt from games is that the people can make the first step more accessible and simpler, and when given enough care, drive people of all walks, abilities and backgrounds towards a more privileged life. This does not mean it is that obvious or easy. Games do not offer a road towards contention. They instead offer people with the opportunity of knowing themselves in a better way. In doing so, people can be able to handle their regrets before they get to that point of no return.