Within postmodern cultures all over the
globe, games are highly accessible and played worldwide from various media
platforms coming in a range of different genres. However, games are not a
modern creation or discovery, they stem greatly from a time of struggle documented
over three thousand years ago from ‘Herodutus’ story’ of an eighteen year
famine. The ancient Greek, documented on how his culture survived starvation
through solely playing games and diverting minds from food. Giving them more
motivation to overcome the deprived time and occupying their minds and emotions
with various activities played as a community.
As Jane McGonigal discusses in her book, ‘Reality is Broken’,
“We often think of immersive gameplay as
“escapist”, a kind of passive retreat from reality.” (McGonigal, 2011. P6)
This allows us to identify that with
games comes a sense of escapism, as reality no longer seems enough for the
modern age and more and more people all over world crave more out of life.
Although in Herodutus’ time, they depended on games to live, that has now grown
and developed into a surreal sense of a ‘meaning to life’ and as McGonigal
discusses throughout her book, almost a way of life and a positive reality by
stating, “We are starving, and our
games are feeding us.” (McGonigal, 2011. P6)
Although games today almost take over
the real of the world around us, people still identify their roles within
society and within their own personal lives, while the game simply taps into the desires
of fulfilling one’s full potential and allows individuals to explore at the
very edge of their skill level.
The four traits of games allows us to
explore the need for individuals to play relentlessly and while over the years
the figures of gamers has increase, so has the demand for new and enhanced
gaming experiences, these traits remain the same in order to sustain motivation
and excel human emotions when participating as reality just does not appear to satisfy.
“Reality isn’t
engineered to maximize our potential. Reality wasn’t designed from bottom up to
make up happy… Reality compared to games is broken.” (McGonigal, 2011. P3)
Each of the traits McGonigal discusses
relate to real individual needs and identify with reality, these include; the goal, giving gamers a sense of purpose,
where if in reality this sense is not fulfilled, simply through standard jobs
or not obtaining one’s own family etc. therefore games present themselves as
having a key purpose - goal. Rules,
these are unnecessary obstacles which allow gamers to show the creative side of
their personalities and motivate strategic thinking. A feedback system which then provides a sense of motivation and
encouragement and lastly voluntary
participation, this establishes common ground and allows participants to
feel a sense of comfort and control with a game.
These traits touch on typical human
emotional needs for everyday life and although they are present within the
lives of individuals, some crave the need for more and find themselves
struggling through life without this fulfilment.
Brian Sutton-Smith, a leading psychologist once said “The opposite of play isn’t work. It’s
depression.” (McGonigal, 2011. P28)
Overall, “A good game
is a unique way of structuring experience and provoking positive emotion.” and
as humans, individuals require this and turn to games for the ultimate realization
of themselves, their capabilities and attributes to life. (McGonigal, 2011. P33)
“Game design isn’t
just a technological craft. It’s a twenty-first-century way of thinking and
leading.” (McGonigal, 2011. P13)
Bibliography
McGonigal, Jane (2011). Reality is Broken: Why Games Make Us Better and How They Can Change the World. New York, The Penguin Press. (P19-34)
Bibliography
McGonigal, Jane (2011). Reality is Broken: Why Games Make Us Better and How They Can Change the World. New York, The Penguin Press. (P19-34)