Here, the real and the reality are two different concepts, not because the virtual approach to the real and negative reality of the actual meaning, but from the user's subjective cognition, expectations, to explore the user's perceived reality.
If a survey results show that online gaming users see online gaming as a real living environment, and that reality is just a place to eat and sleep, will this happen?
If the network game user will the survival rules of the network game, the natural application in the reality, and produces the harm, will appear this kind of situation?
Compared with the reality, online games have the following advantages
1. Strict rules of survival.
In two categories, one refers to the objective limitation of hardware and software, and the inevitable result of the user's subjective pursuit of "optimal strategy".
This conclusion is often considered as a game for failure to provide an archive and a choice, so more realistic for users to provide more "regret medicine" contrary. In fact, the rules in the game are strict, not to violate, and not to the user's will for the transfer.
Limited by the current hardware and software Foundation, the logical branch of network game is bound to be extremely limited and inflexible, and can not realize the dynamic change and adjustment in reality. As with the common example of moving from A to B in a game, even if the distance provides a lot of game elements such as fighting, gathering, task, and possibly multiple route choices, there is no order of magnitude comparison with the choices offered by the same problem in reality. Because in reality, the selection branch from A to B is unlimited and offers options that are not available in the game, such as where a user is still in B's business, or refuses to move from A to B, or to continue with his or her life.
In the game, once the user refuses to move from A to B, it means the game fails.
Incidentally, the concept of game failure covers a broad range of concepts, including but not limited to stage goals, inability to proceed smoothly and lag behind other users.
In reality, to achieve a goal, there is always an optimal strategy. It takes a lot of time and effort to select and eliminate other strategies and to screen out the best strategies in the face of an infinite selection. The cost of time and energy, for certain groups of people and certain things, is a life, and even a lifetime can not be completed.
But in the network game, because the choice Branch quantity is extremely limited, the optimal strategy must obviously be distinguishable, and can quickly identify and use. Because the time, effort and other cost of using the optimal strategy to achieve the goal is lower than the optimal strategy, whether the user is to achieve the goal of not backward or exceed other users, or to achieve the stage goals, or the smooth game, will automatically use.
Therefore, users under the limited choice of the objective constraints, but also the use of a subjective constraints must find and use the optimal strategy.
Therefore, the network game has a more realistic and more stringent survival rules.
2. Simple behavior and thinking mode calls.
Although the rules of the game are strict and must be followed, but this is a beneficial experience for users.
The limited choice, coupled with the fast identification and use of the optimal strategy, will lead to a simpler and less realistic user behavior and thinking patterns. Look for patterns that fit the current game state between simple and less behavioral patterns, simply to be less brain-wracking.
Because of the low cost of thinking, users can easily switch between modes. Over time, in addition to the habit of this simple mode selection, but also curing mode, intentionally or unintentionally in the game behavior and thinking mode to deal with the reality. When discovering that the behavior and thinking patterns formed within the game cannot cope with the vagaries of reality, there is a possibility that the form fit pattern rather than the pattern evolves into a suitable form. The user prefers to stay in the game.
At this point, the inertia that has just been described becomes inert.
3. Low cost of living.
Even if it includes eating and sleeping in the real world, the cost of living in online gaming is still very low. This is particularly sensitive to people who are partly at high cost of living in the real world. They choose a cheaper way to live a relatively easy and meaningful life under their existing resources.
So, these users choose a low-cost way of living, or lifestyle, not just a simple choice of online games.
4. Easy to reach the survival goal.
Achieve a certain stage of the goal, so that the game can be carried out smoothly, not behind and beyond the other players. Replace this sentence with a few words, that is, in reality.
People have aspirations in reality, even if only to survive. If for a variety of reasons, these appeals in reality can not be so easy, or not so fast to achieve, or even can not be achieved. If there is a choice in front of users, users can easily and quickly achieve their goals, or even their own unimaginable goals, then the user will choose. If this choice is just a network game, then users will choose online games.
Coupled with simpler behavior and thinking patterns, and low cost of living, these are enough to make goals easier to achieve. This choice will allow users to realize the value of their own survival, even if this value is virtual, but for users, is true.
5. The rules of online game are more distinguishable.
In reality, there are many complex laws and moral norms, and some even contradict each other. Needless to say, it is difficult to identify all the difficulties, many need to experience practical lessons before they will be better to comply. But there are some taboos, it is difficult to bear the cost of touching.
But the choice of online games is limited, that is, the rules are limited, in the short game process, you can recognize and memorize these rules. If the user violates the rules of the system, nothing more than to go back again, to find the best strategy, and not even start from scratch. Although the rules of everyone are more complex, but because this kind of interaction is based on the virtual, so the loss can be compensated, and can even take the means to turn a blind eye to deal with.
Based on the above advantages, the network game is likely to become a user of all life, for users, online games is true, whether or not the need to use tools and intermediary media, in the online game to carry out their own life is their correct and the only way to live.
If this happens, it will happen as the beginning of the article said, the reality is just eating and sleeping place, in the network game, is the user's way of life. Do not say that these users do not have a life goal, they have, but not the same as other people's forms of expression. Other people will be the goal in reality, and in reality to gradually achieve. Network game users will be the goal embodied in the network game, and in the network game with virtual means to achieve the virtual goal. So online games are real life for them, what they do in the same way that other people do in reality.
In particular, the process of achieving virtual goals and the results may be derived from the impact on the reality.
These will have an impact, including but not limited to, interpersonal in the game, personal achievements in the game.
1. The interpersonal relationships that users get in the game can be extended to reality, from virtual interaction to reality.
2. The user's achievements in the game, in addition to allowing other users to focus on the role of the user, can also be dog to the operator who uses the role.
It's not just these effects. Just because the impact will extend to reality, it is possible to create a situation where the user will apply the rules of the game to the real world in the case of the foregoing, because for the user, he is simply changing his familiar lifestyle into reality.
Use the familiar, recognizable, and used rules in the real world, with positive parts and negative ones.
Users of the game will not cause serious consequences of the action in the real world, it may not be due to legal, moral disregard and ignorance, but based on several prerequisites:
1. The results of such acts in the game are remedied.
This means that if there are serious consequences, from the point of view of the game, the user is only using punishment, not deprivation. Deprivation means depriving each other of their right to exist. In the sense of reality, this is a very serious crime, but from the game, it is only a means of punishing opponents, opponents temporarily lost the right now, but the opportunity to come again.
2. The parties to the behavior of the game to the state of mutual agreement.
Although the behavior of the parties to anticipate the consequences of the behavior of the actual impact may be extremely serious, but will be the behavior of the parties are still in the game. Is in the game's state, is protected by the game rule and the restraint, observes the game the interaction rule and the behavior rule. But ignoring the reality, the individual has the influence, and drives the individual action is the person and the environment. Even if the behavior object now adheres to the game state, it will always be influenced by the environment and people of the reality loop, and in a realistic way to respond to previous behavior. It is this default but not established status agreement, so that "1" has continued to implement the reasons.
3. Use of the game in the form of behavior and thinking patterns.
Needless to repeat. As mentioned earlier, the game behavior and thinking mode only to the user subjective cognition of the real network game effective, can not be used in reality, let alone in the reality has a certain effect.
In the case of the establishment of these premises, the users of online games are entirely likely to apply the rules of survival in the online game to the reality. Harm, then they were unexpected.