Game series on the third: What do players get in the game?

Source: Internet
Author: User
Keywords Chinese game industry game maker game channel game content game publication intrinsic motivation
Game series on the third: games to enjoy and experience immersion-players in the game to get what? China's PC online gamers, which reached 49.36 million in 2008, grew 22.9%, accounting for one-sixth of netizens. 2009 players reached 65.87 million people, an increase of 33.46%, accounting for one-fifth of the netizens [note].  In addition to PC stand-alone and mobile game players, the total number of Chinese game players estimated about billion people around, this is probably the world's largest gamers group. (a) Such a large group of people are playing games. Did anyone force them to be driven? Definitely not! Then why are they playing games? And even indulged. To be sure, the vast majority of their people, 99.9% of people, are a kind of self-motivated activity behavior.  No matter from which point of view, game is an "autonomous activity." Psychology reveals that autonomous activity is driven by "intrinsic motivation", i.e. the motivation to participate in activities simply because of love. Different from the "extrinsic motivation" to participate in activities in order to be rewarded or avoid punishment. Of course, the intrinsic motivation and extrinsic motivation may also change in the course of the activity. Intrinsic motivation in autonomous activities can lead to immersion experience, so that participants forget themselves. The term "immersion experience" refers to an activity that is driven by an intrinsic motivation that is challenging and requires a certain skill, and which, when fully committed to the activity, still senses the experience in its own control. Participants in the activity, will feel the time passed quickly, the perception of time is different from normal.  Examples of immersion experience include reading, writing, playing chess, dancing, rock climbing, racing, etc. without mentioning the game, when video games have not yet formed. (ii) Analysis of the game to enjoy the process, anyone can identify, the game is the immersion experience. You see, the game is a complex task system, is to provide players with the challenge. Playing games requires a certain amount of computer skills, a person who will not operate the computer, it is impossible to become a game player.  In addition, whether it is a strategic business game, or training to play a strange upgrade of the turn of the game, not to mention shooting and sports games, players will feel the kind of "control in the palm of the stock" immersion experience. No wonder players play games, so selfless, so addicted.  In the Internet café, chewing the bread, drinking mineral water, playing the dizzy, and even clock day and night. These facts are also consistent with the statistical data reported by the game industry over the years.  Player audience groups, mainly with a considerable cultural knowledge and operational skills, and have a certain economic income of young people. Why does the game attract tens of millions of players? This is because, this kind of independent recreational activity, brings to the player is one kind of intrinsic motive driven immersion experience.  In life, the immersion experience of the game is not only a reality, but also a widespread existence, and it is in accordance with the law of positive psychology revealed. (iii) It should be seen that the immersive experience of games reinforces the role of the game, and the deeper the immersion isHave a stronger role in indoctrination. Game developers in the production of the game, are particularly stressed to enhance the immersion of the game, find ways to attract players in the game. It's a psychological basis. But the game manufacturer for the material utilitarian, excessively enhances the immersion feeling to be defective, inevitably will have some bad influence.  Especially when the content of the theme of the immersed game is negative, the negative effect will be more obvious.  At the same time should understand, because there is immersion experience in the game, the content of the game audit and the introduction of anti-addiction system, it is a matter of course.  In view of the phenomenon of game immersion experience, it is absolutely correct to control the negative effect and bad effect of game from two aspects of game development and game operation.  [note] data quoted from China Zhing game work, 2008 2009 "China Game Industry Report" Author Introduction: Wang Hongyu, more than 30 years of working areas: computer and network applications, enterprise and industry management, in recent years, committed to the creative industry cognitive research. He is currently the director of the Beijing Institute of Innovation and Research, and vice chairman of the China Publishing Workers Association game Publications Committee, and a member of the National 863 Plan Game Technology development Strategy Team.
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