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Virtual worlds and online games influence on the human psyche

Galakhov Evgenee Nikolaievich


Student PEKNAU
Nowadays, high technology and inventions Tags: computer, internet, e-mail to
many people have become an integral part of the life process. At the same time
there is a problem the impact of information technology on the life, health and
human psyche associated with a separation of man from the real world and the
transition to the virtual world. This problem is concerned not only "techies" software developers, consumers of their product, but already teachers and
especially psychologists.
Ability to work with a computer of some kind of skills has become a norm for any
self-respecting professional activities. The emergence of the Internet became
available to people such opportunities, which previously was difficult to even
imagine. The most important and the main opportunity - access to kollosalnyh
amounts of information. Theoretically, the presence of a computer connected to the
Internet, and electronic bank account may allow a person to live a life without
leaving the apartment, while it will not be less than other people aware of the
events taking place in the world, formed in all disciplines in which the wish to
improve, will have free communication with a huge range of people around the
world and much more ...
We can say, "World Wide Web" iterates over more and more functions in life
processes, becomes a virtual reflection of our real life.
Keeping a step by modern progress, moves and Entertainment.
To understand why anyone in need of entertainment, we have to understand that
they give to man.
It's no secret that the emotional state of a person is influenced by a mixture of all
sorts of hormones, each of which is produced in certain conditions. Obvious
examples are: production of adrenaline in a hazard, the surge of endorphins in the
case of a win. Different combinations of hormones can cause different states,
which, accordingly, may be as nice person and cause negative feelings. These
emotional states and how they are transferred and perceived by the person, there
are phenomena for each individual. To sum up the above, it turns out that people
wasting time on entertainment, seeks only to achieve a state that is most
comfortable for him. In the process of work and everyday life, we rarely get a
sufficient amount of the desired emotions, so strive to make up their deficit during
the entertainment.
It should be noted that in this article, online gaming we mean "massively
multiplayer online role-playing games" - which cater to a large number of players from 100 to tens of thousands, at the same time in play.
Now it's time to unite the ideas outlined above. Computer games can be corrected
to name a type of popular entertainment, while, with the advent of the Internet,
they received a new impetus in its development. For developers, this sphere is
quite profitable business that makes intensive development of the industry.

In online games have something in common with the usual computer games, but in
fact they stepped much further, why this is so, we will try to find out more.
To better understand the difference between conventional and online games, I will
share all the games into three groups: normal, network, online.
Despite the diversity of genres, conventional games have one thing in common: Of
course. Any ordinary game with a few exceptions originally calculated when
developing a certain number of game-hours required for its passage of the player.
During this time, the player will have to perform a certain chain of tasks assigned
to him and to achieve certain goals. This whole process is saturated with situations
that cause the player emotional outbursts and transitions between different states.
Properly designed game that fascinates and that allows a person to experience for
yourself a wide variety of emotional states. In these games, players have to fight
and defeat the computer intelligence. The mere feeling of victory, forcing many to
spend time on the game.
Below we provide an illustrative list of emotions, which is undergoing a player
playing the usual game:
joy;
comfort;
curiosity;
anxiety;
fear;
sense of struggle;
the feeling of victory.
In fact, the emotions from this list, are comparable to those we get when reading:
read books and worried about the fate of her characters, but here it is the player
may feel rightfully main character.
Multiplayer games are different from normal that provide the ability to collective
participation in the gameplay. For the duration they are often shorter than usual
games, but can be repeated many times the amount of which is determined by the
player's interest.
The range of emotions experienced added:
sense of team spirit;
sense of support;
competition with another person;
the desire to prove their superiority.
As online games can be attributed to the form of collective pastime. Millions of
people around the world every day spend money, to spend a few hours with your
friends playing a computer club.
The situation is much more serious issue with online games. Already under
development in such games is laid social, economic and, often, a military
mechanism.

Social - largely simulates the processes occurring in real life, and for the formation
of society.
Economic - allows to organize real economic interaction between players within
the created models of the world.
Military - provides a confrontation between players and other
protivoborstuyuschimi forces expressed in computer intelligence.
Important feature of online games is the ability to communicate freely with each
other players. The absence of any explicit boundaries allows anyone with access to
the Internet, become a member of this new world, which offers an online game.
Man it is a character created based on individual preferences player, a further set of
skills and character traits determined by further processes the game.
The first thing that offers the game - it is enthralling world full of different
surprises and discoveries, and most importantly - the extraordinary freedom of
action. Initially, it is important that any new player, no matter who he is, realnoy
life gets equal with the rest of the makings of newcomers, and by whom it will be
depends entirely on his abilities as a player and a member of the new society which
is formed in the virtual world. In the ensuing game player activity, through
communication and the formation of themselves as individuals, to become a part of
the large social and military gear. He has a choice: join an existing social group, or
set up their - new and, using its capabilities as a leader, lead it to success, leading
the competent social, economic and military policies. If it will fail, there is nothing
he does not interfere with a fresh start, given his bad experience.
This is just a small excursion into the opportunities that it provides a mechanism
inherent in a game of this type. For a man the game is the ability to conduct a
psychological experiment on himself, that he almost could never do in real life.
The essence of this experiment is to feel like a completely different role, in other
circumstances different from real life.
The desire of man to conceive a new and unexplored - that's one of the main trump
cards, which are calculated developers in creating such projects.
"You kogdanibut dreamed of becoming a fabulous hero, omnipotent magician or a
great ruler ...? So, - everything is real. "- Some slogans of this kind can be seen on
the home pages of the game servers that maintain online games. And they are right,
but for all its price. We did not say that many games of this kind are paid, because
the fee of 3 - 50 euros a month is nothing compared to how much a person pays
their life time.
It begins harmless few hours spent with friends over a game, a lot of good mood
and a lot of new themes for communication. Here's what - that initially gets people
when meeting with an online game. Occupying a small portion of free time a
person, it has almost no effect on the processes taking place with him in real life,
but to add a certain positive. But nothing stands still, and very soon a person has to
face the truth of which can not escape it - the speed of the character in the virtual
world depends on the time spent on it. But both want to be better, stronger and
more effective the other characters. In short, growing competition and
navazhdnny interest in this development, the person starts to sacrifice the
remaining time before it appeared to achieve goals.

The most dangerous and subtle moment yavlyaetsya that when the game becomes
part of a person's life, while at the subconscious level, there is a struggle and can
occur substitution life values and goals of the person. When the desire to achieve
something in the game covers chelovea desire to develop in real life.
It should be said that the important thing at this stage is not even the amount of
time spent directly on the game, and the time that people spend thinking about the
game, that he needed to do there, how to do it, in the end, just dream about what he
wanted to achieve in the game. Imperceptible to the human game starts to eat his
mind completely, the range of interests of such a person very much narrows the
issues associated with the game and it becomes difficult to understand for other
people.
But we should not only talk about the sad! Great memories of the time was
conducted, are deposited in the memory for a long time, and then again and again
will be an occasion for joy and laughter with friends. Obtained from
communication and observation by different people in different situations of nonstandard experience again and again come in handy in real life. Plus the ability to
find friends from completely different countries and even continents, is not the last
positive side. Just do not forget that, as with many other attractions, online games a
certain level of inherent risk. But we are the people to keep themselves under
control.
In conclusion, it is important to note: this line of research in the field of
psychology is new and relevant to our modern life, especially as information
related to this issue is virtually absent on the Internet and other information
sources.

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