The Psychology of Computer Games

RSS Author RSS     Views:N/A
Bookmark and Share          Republish
Obviously, game playing requires two components: a game and a player. The game designer works to produce a game, and so he or she worries about the game itself first. But in the end, the goal will turn to the player as the designer looks to educate, entertain, and satisfy the player. So, the computer game designer needs to consider why players play games.

You commonly associate playing games with children. Indeed, "play" as an activity is considered most appropriate for children, and the term is applied to adults usually ironically or disparagingly. However, children play games for more than mere entertainment. They can gain dexterity, physical strength, or knowledge from playing various games. But since human learning and development doesn't end with childhood, shouldn't game playing and the associated education continue through adulthood?

There are many other motivations to play games that have nothing to do with learning. Let's take a look at some of those.

For example, games appeal to the human need to emerge victorious. Since our more bestial days, humans have enjoyed defeating or besting their fellows. Now that we're supposedly civilized, defeats in physical confrontations are less common. So we compete with one another through games—especially computer games these days.

Games support this motivation to a greater or lesser degree. Many games allow for tournament competitions. It is possible to wager money on just about any contest. Arcade games display the initials of the top scorers. Some can take such games and achievements so seriously that they forget it's for fun and tie much of their self-respect into the gameplay. To them, the phrase "It's just a game!" is meaningless.

A very important motivation to play games is fantasy fulfillment. Like a movie or book, a game can transport the player from his or her everyday, mundane existence. Interactive games, with their 3D environments and ability to involve a player actively in a world of excitement, are often superior to the traditional means of narrative escape. Instead of merely watching a movie or reading a book, the player is actively involved in the game.

Fantasy fulfillment frequently takes the form of vicarious exploration. There's so much of this world we never get a chance to see, and we can explore some of that lost adventure from a safe distance through a game. Games attempt to transport the player into a different world, to present experiences not known in the everyday world.

Intellectual development (a sort of brain exercise) is another reason for playing interactive games. Just as chess has for many years served as a test of intellectual prowess, the speed by which a player solves a sophisticated puzzle game like Riven or The Dig can attest to his or her IQ. The wide market of interactive games allows players to exercise their mental skills at an appropriate level. For example, a player looking for some escapist fun can run his or her way through Tomb Raider, while a player looking for an intellectual challenge can search for the truth in The X-Files.

Another common appeal of games is to provide a means of overcoming or ignoring social norms in a fantasy environment. Many games place the player in a role that would not be socially acceptable in real life, such as a pirate or a thief. Also, many games now let a player take out a day's worth of frustration in a pseudo-murderous rage by gunning down an army. In a first-person shooter like Shadow Warrior, you can even hack and slash your way through enemies with a bloody ninja sword—certainly not a socially acceptable activity! War games encourage players to start and win wars and slaughter armies. Games like Voyeur or Leisure Suit Larry allow players to indulge in make-believe sexual behavior that they could never attempt in the real world. The player can rebel against social structures and enjoy violence without risking punishment.

written by: John M.
Computer Game Design

Report this article


Bookmark and Share
Republish



Ask a Question about this Article