Kids spend lots of time playing video games. It seems as though they are becoming more computer savvy every year. They seem less interested in engaging in activities that require physical activity. One study indicates that the total revenue of video games has surpassed those of movies. They also reported that video game rated for kids were more likely to include intense hyper-muscular action than video game rated for teens.
In this article, I want to present several arguments for why many games are emergent behaviors that arise from player behaviors. We will discuss the emergent behavior of multiplayer online role playing games (MMORPGs) and provide an application of behavioral economics to the analysis of gameplay. The main article will conclude with a summary of our findings.
In many cases, game developers have included strong emergent behavior within their games since the inception of their platforms. Many games developed for multiple platforms have shared features that have increased the engagement of players.
For example, the ability to communicate using text and voice, to map locations on the screen, or to participate in forums and chat programs are features that most platforms offer.
In some cases, game developers have added new features onto their platforms in order to provide a more extensive gaming experience. Examples include achievements, chat rooms, inventory, trading, and other additional capabilities.
In this main article, we will explore the mod menu trainers emergent nature of multiplayer games played on popular game platforms such as Xbox Live, PlayStation Network, and Nintendo Wii. To do this, we must consider several factors. In most cases, the platforms where many people play the same games have developed technologies that create a common core of experiences and emergent behaviors.
For example, gaming platforms that support voice chat, are often characterized by an increased amount of player interaction, multiplayer games with group chat, and a shared language for gamers to interact with each other in a virtual world.
While this is an important topic and is the subject of many main articles, the concept can be expanded to include all forms of entertainment value produced by media. For example, the main component of television entertainment is television commercials. These commercials are designed to persuade consumers to buy a particular product. This process occurs in a controlled environment that is highly choreographed. However, this form of automation can also be applied to games.
When one compares the cost of developing a single in-house game with the cost of producing a commercial for a network television audience, the former is clearly more cost effective. This is why most major game makers are producing their multi-player games using social media channels as a means to increase the overall quality and value of the games while simultaneously attracting new users to the platform. The social media integration into these multi-player games creates a strong feedback loop that drives additional revenue into the game maker’s pockets.
A similar feedback loop can be found in online multiplayer games. Many shooters, first person shooters as they are often called, have a storyline that players need to follow from start to finish. The objective of the game is clearcut and the gameplay is very clear cut as well. However, the objective may change each time the game is played and players will often find themselves in a completely different situation when they attempt to complete the objective again.
This situation is easily remedied by applying the principle of counter-conditioning. The player should move their character in a way that ensures that they always end up in the same state before the objective is completed.
In this case, the player would switch to the next input device, say their steering wheel or foot pedal, to trigger a different movement that will progress the gameplay forward.
With any given game, the player is only required to perform actions that are consistent with that objective. With a racing game, the player needs to drive the car in a particular way to win the race. However, if that objective changes each time the player plays, it becomes very difficult to keep track of the objective and the actual gameplay.