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Analytical Essay on Game-Playing, Essay Example
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Game studies involve the practical analysis and studying of a game, its subculture, players, as well as, its wider culture from variety of various academic viewpoints. Games are played as source of entertainment and hobby. However, the analysis of how it works to achieve this is important. Games are analyzed using concepts from anthropology, sociology, psychology and literature. This paper aims at providing a detailed cogent analysis of video games as a game preferred by many, especially kids. The essay will also answer some obvious questions such as how the game is played, how the players interact with the game, how the players interact with one another and the relationship of the game to real life.
Virtually, all video games are defined by their various limitations. Like any other games, the most open video games have incentives and boundaries that help in directing the actions of the player. The boundaries are the essential rules defining the game. Rules aid in the provision of the objectives and structure dictating the basic form or nature of the game and ensuring the provision of policies regarding minor issues within the game’s framework. The other important element of the game is for each player to have a given degree of control within the limitation of the game dictated by the game’s formative reset. The rules must be agreed upon by all the people participating in the game. A balance of boundaries and freedom serves the purpose of transforming ambiguous frivolous play into a more engaged or direct game. It is important to note that the games do possess a higher engagement level than the directionless play since with rules, the game tone and pacing is controlled thereby imbuing a given sense of coherence as well as the meaning of the activity. The coherency, at its peak, leads to a given sense of importance extending beyond self like the organized sport leagues.
Notably, in video games, there is normally no inherent particular or actual meaning of the game, that is, by practical, there is no benefit of playing video games. This has form a basis why most people associate video games with children. Many people have regarded them as child playthings since they do not provide any kids of physical benefits. Video games are played through the individual interaction with a user interface in order to generate a visual output. The output is usually in the form of two or three dimensions. Electronic system used in playing video games is termed as platforms. Platforms usually range from mainframe computers to small palmtop computers. The video games also use additional means in providing information and interactivity to the player. It is usually universal with the use of sound reproduction devices like headphones and speakers. The main challenge in the game is the player to think well and be creative enough to produce an input that brings out a graphic that is definitive. Players of video games interact with each other based on their achievement during the game. Notably, there are four important common experiences that will encourage a particular user to continue playing a video game. First, it is easier for the user to learn the rules of the games. Video games have simpler rules and present new rules to the user in gradual manner and fashion. Furthermore, the rules have to be conveyed to the user in a manner that is not ambiguous for easier comprehension. Secondly, the user has the ability to perform certain actions in a more skillful manner than what his or her understanding ability suggests or proposes. Thirdly, the user has the opportunity to perceive skill improvement when playing the game. Finally, with video game, the user feels like he or she is in direct control over the particular avatar. Direct control is very important in game playing. The more direct the perception is, the more the comfort and confidence the user is. In addition, in case the controls fees sluggish or indirect in one way or the other, the opposite occurs. The avatar is normally an extension of the user. In case the avatar does not respond as directly as the gamer does expect it to, it becomes a recipe for confusion and frustrations. Besides, direct control of the game do facilitate the experience of the player. Video games provide immediate feedback thus act like an instant challenger making the player go on and perfect his or her thinking and playing ability. Psychologically, a child will always want to be associated with success. Whenever, he or she finds out that he or she is not doing perfect, it is obvious that several trials will follow. The game also allows for a graceful recovery from the mistakes made by players. In other words, the quality of the feedback defines an excellent or a poor gamer. Video games are normally good for facilitating thinking and creativity in young minds. However, excess of it leads to boredom, which is definitely a hindrance to creativity.
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