All of the evidence examined through this course so far suggest that as we use our senses to experience video games we are in effect tricking our minds into believing that we have actually physically experienced the events within the game instead of only mentally. The Wii phenomenon is a good illustration of this. There are fishing games, hunting games, jogging/aerobic games, cooking games and everything and anything between. All of these games are essentially simulation games, allowing the user to receive as close of an actual experience as possible within their electronic confines.
Logic would demand, then, if our video game experience does indeed translate into a alternate reality, that gaming must change the mind in a lasting way because it has expanded the mind's reality. Some of the emotional effects experienced by gamers occur because of their increased realm of experience.
Another aspect of the effects of gaming on players conundrum is that gamers can become overly involved with their game of choice, even obssessed. Quite often the angry, emotional outbursts displayed by serious game devotees are somehow related to some sort of perceived attack on their game playing, be it a simple interruption or a case of another family member using the desired computer or game platform. This particular effect is more a result of obsession that could potentially occur with many different habits.
Many people have experienced that faster heart rate and feeling of excitement when playing a game. For many people, that excitement is the very reason that one might play a game! It is also further evidence that games have a long term effect on the mind. If the body is physically affected, it is bound to be different in some minute way, good or bad.
As we progress further into the video game explosion, we are bound to see some changes in people, ultimately affecting our society. Players are thoroughly immersed into their game of choice more and more as our already outstanding graphics and sound technologies advance further and further, and it comes as no surprise when people begin to display the behaviors they are cultivating outside of their game also.
Although this behavior repetition can be a positive thing in some cases, (think Wii Fit) it could be a dangerous prospect for some games uch as the Grand Theft Auto Series. The key to managing this risk is the answer to many of our problems in our American society: we need to learn to practice moderation.
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