Skip to content

Instantly share code, notes, and snippets.

@simonsarris
Created June 15, 2017 20:52
Show Gist options
  • Star 0 You must be signed in to star a gist
  • Fork 0 You must be signed in to fork a gist
  • Save simonsarris/e125281dcb5838eacabdb3350f9c9641 to your computer and use it in GitHub Desktop.
Save simonsarris/e125281dcb5838eacabdb3350f9c9641 to your computer and use it in GitHub Desktop.
quote

The article: http://reason.com/archives/2017/06/13/young-men-are-playing-video-ga

The IMO key quote:

Games, with their endless task lists and character-leveling systems, their choice architectures and mission checklists, are purpose generators. They bring order to gamers' lives.

Even the most open-ended games tend to offer a sense of progress and direction, completion and commitment. In other words, they make people happy—or at least happier, serving as a buffer between the player and despair. Video games, you might say, offer a sort of universal basic income for the soul.

What exactly does it mean for a game to be appealing and engaging? What does it mean for games to be fun—so much fun, in some cases, that players will devote hundreds or even thousands of hours a year to playing them? [...] One way to do that, it turns out, is to give people a sense of earned achievement. "What games are good at—what they are designed to do—is simulate being good at something," Wolpaw says.

"It's a simulation of being an expert," Wolpaw says. "It's a way to fulfill a fantasy." That fantasy, ultimately, is one of work, purpose, and social and professional success.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment