Migdon Ferido
Professor Campbell
UWRT 1103
5 April 2016
Virtual Unreality: The Future of Gaming
Introduction
What are video games to you? Some might say video games are their outlet. They
escape from all the stresses of life and enter a mindset where pleasure and entertainment rule.
Some might say video games are nothing but a waste of time. All that virtual play doesnt make
any difference in the world and that games are just for children. Well, theyre wrong. The
culture of gaming has a long and rich history of discovery and unreality. Archaeological
evidence proves that as early as 2600 BC, humans played games. Archaeologists found game
boards that were etched onto the backs of statues by bored Assyrian guards by the 8th century.
Some of gamings history led to controversy, like the video game that put you in the shoes of
John F. Kennedys assassin, JFK Reloaded; a complex first person simulation game that
simulates JFKs assassination. Some events were considered astonishing and groundbreaking,
like Blizzards fantasy MMORPG (Massive Multiplayer Online Role Playing Game) World of
Warcraft. In this essay, I will explore the potential future of video games. With a rich history
planted on fertile soil, gaming and gaming culture will grow into something monumental to
society and media. My focus on gamings aspects will be towards mainly on its psychological
standpoint and some of its technological standpoints because these have been impacted the most
ever since the first video game was created (Chatfield, Fun Inc.; Andersen, There Has to be
More to it: Diegetic Violence and the Uncertainty of President Kennedys Death).
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from the norm (fastcompany.com; Chatfield, Fun Inc.). Which brings me to say that the
mean to game is also the mean to change. Gaming has a dynamic nature in which throughout the
years, the culture to game has been growing at a rapid rate. Video game studios are already
working on their newest projects after the release of their latest title. Competitive and
professional gaming are increasing in popularity and are spreading to different game titles that
you wouldnt expect to be played competitively. A significant increase of these youtube
gamers promote, critique, and show off video games with play-through videos and review
videos on youtube.com. Game companies use feedback from forums specific to their games to
know what to improve on their next product. Social media, such as twitter and facebook,
provides a significant advantage because it gives the public access to communicate with their
favorite game companies. Kick-starter campaigns hosted by kickstarter.com help fund a diverse
group of independent game developers that create video games in the comfort in their own
homes.
To summarize, the mean to game is a movement that facilitates a form of change. It is a
culture that brings together the community through a dynamic virtual medium. It strives to
induce fun and most importantly, a purpose. Gaming breaks down barriers from the everyday
norm for the simple idea of escaping reality. But more importantly, people just want to play.
Gaming and the Mind
In most cases, when a person picks up a new game to play, it is a voluntary action.
People tend to say that they only play games because its just for fun. Now why is that? There
are many activities outside the area of gaming that a person can do. Activities like going on
vacation to another country or going for a hike with your friends. Yet, many people choose to
spend hours on end on something deemed not real. Whether its a minigame that only lasts a few
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seconds or a fully developed game that would take hours to beat, there is something about the
structured experience of gaming that keeps our eyes glued to the screen.
From my research I learned that gaming has four defining traits that makes up this oneof-a-kind experience, or appropriately put, this virtual experience. Gaming shares a goal, a set of
rules, a feedback system, and the will to voluntarily participate in the game itself. The first trait,
the goal in the game, is the specific outcome that a player will try to reach. It is what produces
this powerful sense of motivation that keeps our hands wired to the controllers of the favorite
games we play. In other words, the goal provides the player with a sense of purpose throughout
the game. It is the push that the player needs to progress and succeed.
The second trait is that video games come with a set of rules. The rules project
limitations to the player during the game. Limitations arent necessarily bad. It provides the
player a set of challenges in order to achieve the goal. These set of challenges are what amplifies
the entertainment factor inside video games. I believe the challenges, as with any challenge in
life, encourages innovation and critical thinking. According to IGN.com, video games help
unleash the creativity of the player and it fosters strategical thinking. This means that the rules
of the game that accompany the goal pushes our minds to the limit and reinforces a diverse
pattern of thought.
The third trait is that video games provide a feedback system. Feedback comes in
different varieties depending on the type of game that we play. It can be an arcade game, such as
Tetris, where the feedback is represented through points. The more blocks you build and
destroy, the more points you get. It can also take the forms of leveling up, a progress bar, and
animation. Many players describe this feedback system usually as: The game is over when
This real-time feedback serves as a guarantee that the goal can be achieved. Some feedback
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systems even give you hints to how you can secure a certain goal which then entices the player to
continue playing the game. An example would be Microsofts Xbox 360s achievement points
system. Each list of achievements that varies on the game has a description under each
achievement that hints at the goal needed to achieve it. The task could be as simple as bringing
up the start menu, or as complex as beating the game on the hardest difficulty without dying.
Every time a player completes a certain task, the player is rewarded with a satisfying bloop
sound and an achievement bubble pops up on the players screen. The achievement gives the
player even more satisfaction by giving it a witty name that serves as a joke for the task
completed, and a value of points labeled as G. In summation it basically enforces the
motivation to keep playing, which then contributes more to the games entertainment factor
(McGonigal, Reality is Broken: Why Games Make Us Better and How They Can Change the
World 21).
The last trait of gaming is the voluntary participation of the player. No one is forcing the
player to play video games. There is no judgement or pressure that forces the player to cooperate
with the video games mechanics. Therefore, this phenomenon brings together all the traits that
were previously stated. The player knowingly and willingly accepts the goal, the rules, and the
feedback. The freedom to enter or leave a game ensures that this gaming experience emulates
stressful and challenging work as safe and pleasurable ability. It basically lets the player know
that they are the authority. They are the ones in control.
Jane McGonigal, director of games research and development at the Institute for the
Future, unites these traits by stating:
Compared with games, reality is too easy. Games challenge us with voluntary obstacles
and help us put our personal strengths to better use.
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Furthermore, gamers want to play the game. The concept of play provokes positive emotion and
gives the player a sense of purpose. A Hungarian psychologist named Mihaly Csikszentmihalyi
published a scientific study called Beyond Boredom and Anxiety. The study talks about a
specific innate happiness that all humans experience called, flow: a satisfying and exhilarating
emotion of creative accomplishment and heightened functioning. Csikszentmihalyi (pronounced
cheek-SENT-me-high) wrote that, Games are an obvious source of flow and play is the flow
experience par excellence. This concept of flow makes the player want to explore, learn, and
improve in the game. If the goal is truly captivating, gamers will struggle with its limitations.
Gamers will thrive off and play the game until genuine euphoria or flow is met.
Gamings psychological standpoint coincides with these four traits. They immensely
impact the future of gaming by firstly stating that gaming itself has without a doubt a future to
grow on. Its fate correlates with the ever-growing community of passionate gamers out there
willing to exhaust their abilities in order to conquer virtual challenges. To simply put it, people
play games because games induce satisfaction. This satisfaction from gaming gives video game
studios and companies the vigor to produce more games. Producing video games influenced by
a growing community of positive and critical thinking gamers will optimize society. As Jane
McGonigal brilliantly puts it in a TED talk titled, Gaming Can Make a Better World:
Weve got all these amazing gamers. Weve got all these games that are kind of pilots
of what we might do. But none of them have saved the real world yet. I hope that you
will agree with methat gamers are a human resource, that we can use, to do real world
workthat games are a powerful platform for change. We have all these amazing super
powers: blissful productivity, the ability to weave a tight social fabric, this feeling of
urgent optimism, and the dire for epic meaning
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announced the development of Project Natal. Steven Spielberg declared that Natal represents, a
wave of change, the ripples of which will reach far beyond video games. Which is probably
right considering the significant transformation of how families can game in their living room
now.
After Project Natals official announcement, talks of social networking involving fullbody projections similar to that of Natals began to rise. Online communication companies, like
Skype, are experimenting with motion scan holographic calling wherever you go. Today, the
military uses custom built flight simulators and battle simulators to train soldiers. Even though
their tech is more complex compared to the everyday Xbox controller, the simulations still
contain similar elements to that of a regular video game, like a feedback system, a set of rules,
and a specific goal (mentalfloss.com).
This brings me to another point that complexity does not necessarily stop innovation.
Microsoft condenses complexity in Xbox Ones new Kinect system. They have implemented
voice recognition, facial recognition, and an improved motion capture. The new Kinect even
talks to you. With the power of your voice you possess the ability to control your Xbox without
even lifting a finger. Its as if you have your own personal AI (Artificial Intelligence) in the
comfort of your home. Maybe the world of Star Wars tech wont be as far, far away as we think.
In Conclusion
Predicting the future is a task deemed impossible because the future of gaming holds no
bounds. Gaming and its culture will stay dynamic and it will always progress. Its sole purpose
is to break the boundaries of reality in order to improve it through virtual play and virtual reality.
People play video games because reality is boring. People choose to get lost in these little video
game worlds so that the stress of the real world doesnt overcome them. Like everyones future,
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gamings future is not written on stone. With all the technological advances happening right
now, the future of gaming can go in any direction it pleases.
Works Cited
"11 Unbelievable Advances in Gaming Technology." Mental Floss. Intel, 24 Feb. 2015. Web. 09
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Apr. 2016.
Andersen, Carrie. "- "There Has To Be More To It": Diegetic Violence and the Uncertainty of
President Kennedy's Death." Game Studies. Game Studies, Dec. 2015. Web. 08 Apr.
2016.
Chatfield, Tom. Fun Inc.: Why Games Are the 21st Century's Most Serious Business. London:
Virgin, 2010. Print.
Csikszentmihalyi, Mihaly. Beyond Boredom and Anxiety. San Francisco: Jossey-Bass, 1975.
Print.
Franciosi, S. J. "Acceptability of RPG Simulators for Foreign Language Training in Japanese
Higher Education." Simulation & Gaming 47.1 (2015): 31-50. Web. 14 Mar. 2016.
Goldberg, Harold. "The 25 Greatest Breakthroughs in Video Game History - IGN." IGN. IGN,
30 Jan. 2012. Web. 09 Apr. 2016.
Hill, Mark. "Nostalgia Is Ruining Video Games." The Atlantic. Atlantic Media Company, 22
Nov. 2015. Web. 10 Mar. 2016.
Kudler, Amanda. "Video Games: Timeline." Infoplease. Infoplease. Web. 14 Mar. 2016.
McGonigal, Jane. "Jane McGonigal: Gaming Can Make a Better World." YouTube. YouTube, 17
Mar. 2010. Web. 2 Apr. 2016.
McGonigal, Jane. Reality Is Broken: Why Games Make Us Better and How They Can Change
the World. New York: Penguin, 2011. Print. 20 Feb. 2016.