Sunday, January 17, 2010

Cause, Effect and Consequence

What can be seen to be a simple extension of day to day life seems to be one of the most negative aspects of video games when compared with scientific analysis. The consequence of playing any given level of a video game is not always as one would desire. As in life, the path chosen is the path that a person has to stick to regardless of the trials and tribulations that may arise - the worst being the "game over" message in this case.

An interesting article from http://serendip.brynmawr.edu highlights the effect of decreased beta wave activity in people participating in video games. Beta waves often suggest liveliness and tension in the pre-frontal region of the brain, however a decrease eludes to a hypnotic effect, shutting people off from surrounding issues etc. Cause, effect and consequence can therefore become entirely believable features once game play initiates cementing the validity of the "world of concern" notion Kevin used in class. The player is trapped inside an artificial world that generates believable levels of concern, in turn leading to decisions that are believed to be of great importance.

It seems as though the point of a video game has become pushing the envelope of sometimes involuntary involvement. The player therefore finds his or herself investing emotion into the game play and caring more about the consequences of their actions.

NICK GARRETT

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