Thoeretical perspectives


In order to further understand the evolution of the gaming industry, I have been looking at people’s changing attitudes towards games throughout the 20th and 21st century.

To start I first looked at a paper created by Eduardo Neiva and Carlo Romano titled, The Semiotic Immersion of Video Game, Gamin Technology and Interactive Strategies. In the opening paragraph it states “The paper analyzes the effect of immersion in digital games using the theoretical apparatus of game theory”. The paper attempts to explain why and how people get so immersed in games and the relationship between the player and the designer. I feel that this paper helped me understand what exactly people want out of a game and that is simply to be immersed. People evidently widely use games as an escape, and if a game can’t capture the player, then it is bound to failure. 8819-22583-1-SM (2)

Secondly I decided to research the relationship between violence in video games and violence in the real world. According to the University of California San Francisco studies, youths who play violent games are more likely to make risky decisions. To study this theory they assigned 100 college students between the ages of 18 and 21 to play two games, one less violent that the other. After the experiment the students were asked to fill a questionnaire about their attitudes to unprotected sex, drugs and alcohol. The students playing the violent game had dramatically different attitudes than the students playing the less violent game. Although this study showed that violent attitudes can temporarily be adopted from video games, it more importantly showed that games can generally change a person’s willingness to do certain actions, allowing me to better understand the potential of games. Because of this study I have been experimenting with different formulas in my creation of a game.


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