HOW MIGHT WE DESIGN GAMES WHICH
REWARD PLAYERS FOR AVOIDING VIOLENCE?
Violence is an unavoidable part of our culture, and an even more unavoidable part of videogames. So, I am not, and cannot, say that violence can’t or shouldn’t be there. I am saying however, that we should be looking at why violence is there . . . and how it affects us, as individuals who are presumably not planning to murder a large house full of people.
Liz Ryerson “The Monster Within”, Midnight Resistance, 11 May 2012
I decided on violence in video games because it was the topic that I wanted to take.
Thinking about it I’ve realized that most of the video games I’ve played in my life are violent in one way or another. Some more… others less… Somehow…
Let’s say that Learning games, games that promote Love, empathy, care, exercise, that teach healthy lifestyles don’t sell much… Because this society is too conditioned by the big media.
These are the ones who MORE encourage violence. And the problem is that they normalize it in so many areas it is normal that when you play violent games people want them! Because you give them the possibility to act as their leaders in the movies! With total freedom and without consequences in the real world…
Effects of Reward Violence
Here I show a scheme in which it shows the problems of Rewarding violence, but not only in video games! If not in all life situations!
Real or Digital Affects Us Equal
Many studies claim not to have actually found a direct relationship between violence in video games and violence in reality. They say that the problem with video games is that they make people more selfish and with more social problems and more problems to relate.
What proves frustration when it comes to not being able to do things more normal and everyday like the rest of the people around you.
And it is this frustration in some cases that proves that individuals react with violence.
But here’s the problem… Both violent and nonviolent games cause the same symptoms…
Variable Proportion Rewards
Seeking to compensate for the use of nonviolence in video games I found techniques that make you think a lot. But the problem is that most companies use them! One of these techniques is variable proportion rewards.
To make the player see that he has different possibilities to get something or better still to give him a reward when he does not wait for it. That makes them want more! And since the rewards can vary and only depend on the number of times you repeat an action to achieve the desired causes the player to play longer than expected and with more desire.
Slot machines are basically Skinner boxes for humans.
Skinner boxes is a laboratory apparatus used to study animal behavior.
Slot machines and online games are sometimes cited as examples of human devices that use sophisticated operant schedules of reinforcement to reward repetitive actions.
Social networking services such as Google, Facebook and Twitter have been identified as using the techniques. Critics use terms such as Skinnerian marketing for the way the companies use the ideas to keep users engaged and using the service.
Gamification, the technique of using game design elements in non-game contexts, has also been described as using operant conditioning and other behaviorist techniques to encourage desired user behaviors.
Trick players into having funSomeone
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Metro.co.uk. (2019). Weekend Hot Topic, part 2: Best non-violent video games | Metro News.
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The Courier. (2019). Design/Play/Disrupt: ‘Complexity of videogames’ explored at new V&A Dundee exhibition – The Courier.
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