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Effects of Game Reward Mechanisms on Emotions Psychology Essay

Essay Instructions:

How the game's reward mechanism affects emotion



I really want people to learn how to write papers. There are four main goals to this assignment. 1) Practice making a theoretical argument based on the scientific literature. 2) Develop your ideas so that it is clear why the works you reference are important to the thesis you are presenting. 3) Write clearly, so that the sentences follow each other in a logical manner and are not contradictory. Notice that in academic writing more emphasis is given to clarity and succinctness and less on stylistic expression. Reading psychology journals and appreciating the APA writing in published work is a great way to see examples of the type of writing this course aims to teach. 4) Critiquethe literature you review.You may critique the (implicit) assumptions made in the theories discussed, critique the methods used to collect the data, critique the interpretation of the results reported in the literature, as well as introduce other data that are not compatible with the theory proposed. Many prominent works come out of interpreting the literature in a novel way.

 

Essay Sample Content Preview:

Effects of Game Reward Mechanisms on Emotions
Max chen
Institutional Affiliations
Effects of Game Reward Mechanisms on Emotions
Introduction
Rewards in video games are virtual presents that are given to gamers after they have completed a particular step or goal. The virtual rewards could include: gaming items, points, gaming cash in the wallet and even changed visual effects for completing particular levels of the game. Other types of rewards are an upgrade of characters and a boost in the speed of acceleration for racing games. All the gaming rewards are aimed at creating a better experience for the gamers and to entice them to continue gaming. According to Ryan, Rigby, and Przybylski (2006), it can be deduced those game designers often prey on several attributes to help in the creation of reward systems in the games they create different emotions using their reward system. Wang and Sun (2012) also indicate that the reward systems that are used in gaming are either used to motivate gamers to continue playing or to reduce the level of disappointment among the gamers in case things become tough. This paper focuses on the effects that rewards have on the emotions of the players.
Reward systems used in games are very important in eluding the emotions of the gamer making the participants play using better skills and encouraging them to play the game in different styles to town the rewards. A Reward system is hence based on the creation of emotions that elicit of discouraging particular responses that inspire the gamers to continue playing. Emotions that are created by rewards according to Coricelli and Rustichinni (2009) are more likely to be controlled by punishers. The scholarly works of Coricelli and Rustichinni have indicated that the reward system induces responses in the cortex of the brain that plays an important role in motivating gamers (2009). The cortex is also used to induce learning activities within the players especially in a new environment. Such learning activities are important because they are created by particular rewards that are used to lure the player. Learning in this context is controlled by the urge to understand the correct path the player can use to gain access to rewards
According to Lazarro (2004), the design insinuated in movies is majored at creating fun in the game to entice the players. However, there is a need to create different types of fun by drawing the power of different types of emotions that are realistic in the world of humans. According to Wang and Sun (2012), it can be deduced that video games utilize the concept of hard fun, easy fun, altered state and the factor of people in the games to induce emotional feelings to players. The environment might be made very similar to the normal world to create a sense of reality. Altered states can be seen in movies that emulate zombies and may create a feeling of fear and the urge to pursue the goals of the game to keep off the zombies. The complexity of games is used to create hard fun and it attempts to the skills and abilities of the gamers. Reward systems used in this case may be high end and could provide the opportunity of making the game easier. Easy fun is created in simple games and maybe important when scaling the complexity of the game to allow the gamer to learn new tricks as the games continue getting complex. Human appearances and behavior in the games get the gamer committed to the game as they play. This helps induce emotions, for instance, an injured participant is given a medical kit for treatment upon completing a particular goal. Emotions that are induced by rewards include satisfaction, regret, disappointment, and grief.
Satisfaction
Satisfaction is a positive feeling that a person has accomplished a particular task. Tasks in games are arranged at different levels depending on the intentions of the developer. Games induce different levels of satisfaction expanding on different levels of the learners. New learners feel more satisfied with the success of the game as it helps them get motivated to play the game on a more complex level. Satisfaction is the main driver of the gaming goals as set by different developers. Rewards in the games are mostly indicated at the end of the game to encourage the gamer to try meeting the constraints set with the game. Gaming also plays a crucial role in the improvement of the esteem of the users as they accomplish the goals of different levels making them feel appreciated by the rewards. Rewards that are developed for different games may be used to create impressions of success to the player. According to Jones et al (2014), it can be noted that the success of players in video games has been important in cre4ateing stress-free minds and causing relaxation to players. The abilities of the players are increased and Jones et al (2014) conclude that gaming is very important in the creation of positive attitudes and individual behavioral changes for players. The "FIFA World cup" is a good example of games that use rewards to induce a sense of satisfaction. The winning team has to be given the trophy creating a sense of satisfaction. In one study, Mutz (2019) has associated the UEFA EURO 2016 with a significant elevation in life satisfaction (d =.17) during the football competition in Germany. However, according to the study, the satisfaction tends to be common among football enthusiasts and there is a decline two months after the game. In addition, empirical data shows no satisfaction among the unemployed Germans and instead statistics indicate a dissatisfaction (Mutz, 2019). In another study by Gonzalez-Gomez and Picazo-Tadeo (2009), satifaction tends to be higher with better performance in Spanish EUFA Cup and Champions League.These contradicting findings call for more research into the satisfaction effect of real and virtual games to participants and spectators.
Regret
Regret is a negative emotion that is common on gaming especially when the player cannot produce the best results due to some choices made earlier. Although most reward systems are not aimed at creating regrets among players, the concept of regret is still evident in gaming. The aims of rewards for players who have regret are mainly aimed at reducing the level of regret (Chiew & Braver, 2011). Some game designers will tend to create games that are rewarding anytime that the player is active. For instance, in a car racing game, the gamer is allocated particular points for completing small goals that are set by the designer. These encourage the participants ...
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