Game psychology: Difference between revisions

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== Empathy & Altruism ==

Empathy and altruism are not easily addressable in computer simulations because the user is aware that the situation isn't real and there is no need for either.
Rational skills and dispositions related to empathy and altruism, however, can be trained by computer games and simulations.
Contexts that allow to train rational skills and dispositions are, for instance, [[citizenship education]] and [[mentoring]].

== Feeling of success ==

While computer games (especially violent games) are sometimes attributed to cause aggression the much more relevant observation appears to be that computer games may deny certain perceptions and may exaggerate others, without causing the player to rationalize the in-game behavior to be sensible behavior (that may become a side issue of
future games with even more realism).

* Computer games can reward the player with a feeling of success that is more interesting and easier to accomplish than many other tasks, including learning and possibly even interest-driven learning. As a consequence motivation for and a sense of achievement from other goals can be significantly reduced.
* Computer games can suppress socialization through [http://en.wikipedia.org/wiki/Social_learning social learning]. The in-game behavior of players is often unsuitable to allow any form of socialization. Computer games could be seen as potentially more detrimental than excessive TV consumption because computer games can remain entertaining much longer than a TV program usually can and can provide a feeling of success even though nothing was accomplished.

== Conclusion ==

Mentors should understand game psychology and be given means to influence computer use of their protégés.

== See also ==

* [[Games as learning motivation]]
* [[Model farm simulator#Mentoring]]

[[Category:Psychology]]
[[Category:Technological impact assessment]]

Latest revision as of 08:36, 30 July 2013

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