Videogames Fill Psychological Needs for Players
codegen writes "The CBC (among others) is reporting that researchers at the University of Rochester and Immersyve Inc. have released a study indicating that people enjoy video games because they satisfy a psychological need. The study showed that the interrelations between players in MMOGs were particularly important. From the article: 'Gamers said they felt the best about their experience when the games they played produced positive outcomes in scenarios related to the real world ... The researchers evaluated players' motivations in virtual worlds by asking four groups of people to play different games, including a genre known as massively multiplayer online (MMO) games, which some industry watchers regard as the future of video games.'"
Based on my own experiences, I would say that single player games offer escapes from reality, and multi-player games fulfill psychological needs.
Reasoning? Pacman and space invaders are immersive escapes from reality. When you're sitting there controlling some pixels (or vectors if you're really old school) on a screen without interacting with anyone else around you, you have escaped our reality to enter another one for a time.
But in Counter-Strike, you can fulfill your basic psychological need to shoot annoying teenagers in the face. When the game is multi-player, it's just a disguise, an extension of the reality we live in. You interact with other real people, and kill them, or sell them blue items for gold, or zerg their base and capture their flags. It's still reality, but minus the consequences one usually faces for equivalent actions.
That's my take on it, at least.
1) greatly improved ability to "chit chat"
2) greatly improved ability to flirt casually.
3) managing a guild of 90 members made managing a team of 22 people at work easy.
4) managing the logistics of a large guild's advancement made managing the logistics of large projects easier.
5) greatly increased confidence
6) greatly increased ability to let everyone bitch and stay above it (a "rare" quality commented on by senior management to me recently).
7) greatly increased skill with alcohol that has lead to being able to hold interesting conversations about Port and other fine drinks with afficianados. (it was a drinking guild and we get together for annual boozy fun parties and that lead to my fall from near teetotaler status).
8) led to RL buds that has led to two extra RL skiing trips (one in whistler) which lead to two 22 year old pretty blond australian girls dancing and flirting with me because I was a texan cowboy. which is funny since I'm in my 40's.
There may be more.
There were downsides.
At the height of my addiction, I let my real personal life go to hell for about 24 months. It was pretty much - work 8 hours, play 8 hours, sleep/bathe/eat in the other 8 hours. It was a magical world that did fill all my needs and then one day in 2002ish I finally got full and got back on with life. I still play 7 to 15 hours a week.
It definitely contributed to carpal tunnel (tho my job does that anyway).
It lead me to be much less idealistic and much more realistic about how many people (80%) out there are users (some purposely- more subconciously).\
It lead me to appreciate those people who are real (i'd say about 20%?).
She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
I've gotta agree with this assessment. What I find dangerous about gaming, RPG's in specific is how I personally have experianced displacing *MY* personal growth with my *character's* personal growth. Humans have a need for change and development and when you can satisfy that need from a character that you are associating with yourself rather than actually doing something to develop your own life.... I don't think that's such a good thing.
That being said, do with your lives whatever you see fit. It's none of my buisiness. I just personally have given up RPG's because of this realization.
Adarn