Many people around the world have access to various types of media that influence their decision-making. Due to the widespread availability of the internet, video games, for example, have a global audience. Video games are likely to sharpen a person’s mind by improving the general skills required for decision-making. Since the first commercial video game was released, people have been playing video games for years. Thousands of players have been lost in virtual and alternate dimensions over the years. The allure is clear, as video games range in complexity from simple to complex, requiring players to devote more time and mental capacity as they progress through a game. They have been found to be beneficial to people as they enhance their physical and mental prosperity. Numerous researchers believe that players develop cognitively and learn valuable life skills (Bryant and Oliver 554).
Video games have the capacity to influence the patterns and habits people use to solve issues. The likely effects differ with respect to the persons age and sex. For example aggressive behaviors are highly linked to the time people spend playing violent video games. On the other hand, some implications of video games are good, for instance making a person to be quick while processing visual information, such as efficiently finding a particular object from a number of distracters. The ability to quickly locate a particular thing from a pool of objects using different approaches can continuously have many possibilities in mind. Players have the freedom of doing everything that can help them to acquire points or reach a games next level. With that individuals can create new ways of approaching issues and develop different point of views. Video games utilize various techniques that influence the decisions-making process.
How video games influence decision-making
Repetition, which involves continuous exposure to similar actions, has an impact on how one perceives a message. If individuals are continuously exposed to the same issue playing video games they can develop different solutions with different approaches to solve it. More exposure to video games makes people think faster compared to those who have lesser or no exposure to video games (Glass et al.). Repetition influences behavior learning, thus if the players are exposed to more games, then their information processing gets enhanced as their reasoning and problem solving ability.
Video game psychology is another approach that influences decision making. People have different opinions on the impact of video games, the type of games to be played, the amount of time to be allocated to games, and the possible dangers of playing those games. Individuals have the simple classification of video games as either being right or wrong. However, a deeper review on this matter from a theoretical perspective that involves the introduction of social cognitive approaches in the study suggests that individuals who get exposed to different types of games are proactively influenced; hence games possess control over actions and thoughts. Video game psychology is primarily aimed at highlighting relationships between games and how they affect human decision-making behavior. Games tend to borrow a lot of things with regard to their unique designs. They possess messages that should be conveyed to their target audiences. Most game designers try to take advantage of various technics to attract bigger audience, i.e., the use of catchy titles or simple sequences that esquire minimum activities. Such strategies offer an efficient way of engaging users while favoring simplicity over complexity (Greenfiel pp. 144-156).
A significant portion of games try to emulate the real life scenarios or rather provision of a virtual reality experience. Rapid technological advancements have increased the popularity of games among people of different ages and sex. This makes it very easy in a way to influence the gamers decision-making process as their brains tend to collect all the information it is exposed to hence forming the basis for their reasoning.
Illusion of Video Games Decision-making Process
All decisions are in some way controlled by the autonomic nervous system. The main point of consideration is a differentiation between choices and decisions made in video games. Lots of the behavior modification theories are based on mental calculation. Few types of research link the decision making to antecedent, behavior, and consequences. While playing a video game, a gamer is presented with a scenario that has conflicting outcomes and he or she is supposed to opt for the best solution possible. With such, the players brain gets forced to select an option from the various numbers of solutions. Most of the games present story lines that depict real-life challenges that require to be solved. More and more exposure to video games influences the decision made concerning a given experience; individuals who have had more exposure tend to make more appropriate solutions compared to those who have had lesser exposure. People tend to think that all the resolutions reached voluntarily when in reality the resolutions are indirectly controlled by the different types of games one gets exposed to over time (Salwen and Dupagne pp. 523-549).
New video games are frequently conceptualized through the media they supplant. Early games reflected the tropes of serial real-life dramatizations. The games from numerous points of view have been copied from official media. Games are not only a way of gathering old traps, their quality as a medium stem from what they do which various media cannot accomplish. For recreations, games can help people make better judgments. By furnishing the gamer with the judgments, or the fantasy of it, diversions have a close method of narrating and expression which cannot be accomplished with more conventional media. This may give players the figment of the decision, yet would not additionally deny them legitimate organization. Games are self-assertively excessively prohibitive, making it impossible to take into consideration certifiable judgments which means a player may never at any point see that they do not have a genuinely free decision.
Decision and Immersion
Obviously, regardless of the possibility that a gamer gives off an impression of being given minimal solutions, they are infrequently, if at any point get presented with a solution. Most recreations are inalienable inter-passive. Gamers extend a character onto their symbol inside excitement. A video game can have inter-passivity drawn within it by taking enthusiastic prompts from its hero. However, a diversion can build up this association on a more profound level because the gamer is both watching and playing. Many recreations enable players to tweak their design. A player can plan a design which resembles their character choice (Kirsh pp. 377-389).
A good example is the video game by the name Shadow of the Colossus, where the hero is advised to chase down and execute 16 brutes called mammoths. There is little to do in the entertainment with the exception of killing these animals, so the player is just given three alternatives: meandering around, killing the mammoths, or killing the diversion. In any case, most players will never at any point address whether murdering the Giants is ethically right. As the man with the enchantment sword, of course, the gamer ought to fight these creatures. They should be detestable. It is not until the player kills a significant number of the giants that the diversion starts to investigate the ramifications of killing the animals. No monster can assault unless it gets incited. Some seem to fear the player and battle just for survival. One Goliath does not battle back as it is being killed. The long trips between monsters, including the negligible soundtrack and essentially no living animals yet the hero and his stallion, give the player sufficient time to meditate the recommendation of what generally appears to be the last remnants of life in a desolate no man’s land. The main genuine route for the player to abstain from executing the mammoths is to quit playing the diversion. The game may just present the hallucination of a decision, yet the dream is sufficiently high.
Decision and Morality
Supplying the player with the decision, and in this manner culpability, can give the player individual passionate interest in the story. Diversions are one of only a handful couple of media equipped for non-direct narrating. Many video games utilize non-successive narrating, in which the occasions are introduced out of subsequent request. In any case, there is yet a predefined arrangement in which these scenes show up, implying that the story is still entirely characterized and a definitive account introduced to the gamer. A diversion’s maker, be as it may, can leave the bits of the story lying about for the player to discover.
The decision, or the dream of it, is the characterizing part of computer games as a medium. Video games influence us and our decision on specific topics. They can affect people either positively or negatively. Some games can result in the development of violent behaviors, whereas others can enhance proper decision making procedures. Gamers should always strive to see that they benefit from the time they spend playing video games as opposed to the games having an adverse effect on their way of life. For one, to play a complex video game players need to remember vast amounts of information. On the other hand, simple games require lesser information to be maintained in mind. When players are able to utilize large amounts of information, they become more flexible in their decision-making process and facing real-life problems. Though, it is easy to get lost in virtual reality and spend many hours playing video games compared the time spend on school activities. As gamers can successfully uphold skills that enhance flexible thinking it can result in advanced decision-making among the people.
Bryant, Jennings, and Mary Beth Oliver eds. Media effects: Advances in theory and research. Routledge, 2009.
Glass, Brian D., et al. “Real-time strategy game training: emergence of a cognitive flexibility trait.” PLoS One, 7 Aug. 2013, http://journals.plos.org/plosone/article?id=10.1371/journal.pone.0070350. Accessed 8 June 2017.
Greenfield, Patricia M. Mind and media: The effects of television, video games, and computers. Psychology Press, 2014.
Kirsh, Steven J. “The effects of violent video games on adolescents: The overlooked influence of development.” Aggression and violent behavior, vol., 8. no. 4, 2003. Elsevier Science Ltd.
Salwen, Michael B., and Michel Dupagne. “The third-person effect perceptions of the media’s influence and immoral consequences.” Communication Research, vol. 26, no. 5, 1999, pp. 523-549, SAGE Journals.
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