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DISSERTATION
PAGE 1
Diegetic UI............................................................................................................. 23
Non-Diegetic UI .................................................................................................... 24
Spatial UI............................................................................................................... 24
Meta UI.................................................................................................................. 25
Structure & Importance of Emersion.................................................................... 25
Promoting Marketing Methods.................................................................................. 27
Generating hype....................................................................................................... 27
Game Related Technologies .......................................................................................28
Virtual & Augmented Reality ..................................................................................28
Structure of Development .....................................................................................28
Change of Gameplay Presentation........................................................................29
Future Possibilities ................................................................................................30
Conclusion....................................................................................................................31
References....................................................................................................................36
PAGE 2
Introduction
This dissertation revolves around the subject of gaming and aims to expose
methods and find answers when deconstructing and investigating how the human
towards the benefits of gaming and relating subjects which affect its position and
what it stands for in the media industry. The contents is looking in depth at such
I believe the importance of what I am setting out to achieve is necessary due to the
negativity, confusion and unanswered questions behind gaming and the accuracy
of how it’s portrayed and blamed in the media. The significance of the study is to
acquire the answers needed to set a line for clear separation between what is
speculative, fact and purely fictitious on the effects gaming has on the world but
to help the industry overcome the negativity, blame and controversy it receives for
inspiring and motivating acts of law breaking activities. The purpose for doing so is
I believe this would allow game studios to be bolder in what they produce by
giving developers the leeway needed to create raw uncensored material without
PAGE 3
being interfered with and influenced by controversy and possible restricting legal
limitations. The outcome will allow games to reach more into reality driven and
real world conceptions which are brutally honest but educational at its core. Who
knows maybe someday society will learn truth about the world without
understandable world.
connectivity of the brain, more specifically the improvement of these subjects after
into two sections (response time and brain reflexes) for the investigation of
Brain connectivity is also deeply researched in terms of efficiency before and after
games influence the mind in the hopes not just to clear up the negativity behind
this subject but provide results that could assist future game related technologies
becoming more challenging as well as beneficial to the human mind and possibly
PAGE 4
PSYCHOLOGY
the verdicts which I come to are backed up with indisputable evidence so the
cognitive load are suspected to be the two most influenced and useful advantages
gamers can have so all documentation for these subjects is never speculation. Such
psychological studies as human behavior and health states will also be considered
regarding manipulation of the hive mind is credited as relatable and valid content
definitive and unquestionable outcome that support or even argues against the
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GAMEPLAY
The purpose of this sections is to analyzing the elements of gameplay which cause
mechanics which are consistently used in the industry it’s possible to learn why
people can become so immersed and hypnotized in gameplay for long stages of
time. This supports the investigation by providing evidence on how gaming can
affect the mind on a psychological level and also why the brain is prone to such
manipulation.
MARKETING
products, in this subject we see how the gaming industry uses methods of
into purchasing their products over others. Such influences as reviews, trailers and
demos are taking into account for this section and studied to reveal the
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GAME RELATED TECHNOLOGIES
As gaming evolves and expands through time it adapts to changes so therefore new
technologies which are game related must be considered for this investigation.
in our evolutionary traits. As this sections deals with new present and future
people of the possibilities that could lie ahead regarding the connection between
CONCLUSION
The conclusion sets out to answer questions which provide indisputable evidence
for support and clear up matters of confusion that appear commonly in the gaming
the evidence given to set a line of separation between what is true and speculative
in the news. A solid as possible statement is given explaining the state of the
games industry and how much of the psychological negativity and positivity
the investigation and what questions remain unanswered due to lack of evidence.
Finally a backed up closing argument is giving supporting the right of the gaming
blatting offensiveness and stability of subjects when producing content for games.
PAGE 7
Brain Responses & Connectivity
INTRODUCTION
Since the beginning of gaming psychologist and neurologists have investigated the
particularly the impact upon the human brain such as its responses, receptors,
reaction time speed. Due to relevancy and complexity of modern day gaming
compared to their predecessors many years before, reviewing and testing games
from the 21st century will increase the accuracy and reliability when recording
PAGE 8
BRAIN RESPONSE TIME
Ability to Process Sensory Information
Brain response time originates from the study of neuroscience which consists of
the sciences behind anatomy, physiology, biochemistry, and the molecular biology
of the nervous system especially relating to behavior and brain memory. Gaming
can be linked to the scientific study of neuroscience ranging from behavior and
increased cognition of the brain. Particularly those games which require players to
be more consciously aware of their surroundings like ‘the last of us’ force gamers
advancing the player’s ability to rapidly process sensory information and prompt
actions.
The fact gaming punishes players for incorrect split second decision making, it’s
greater than typically the amount in everyday life is beneficial due to increased
brain activity training the receptors to function quickly and effectively thus
improving reflexes, problem solving abilities and more. Although health in gaming
PAGE 9
BRAIN EFFICIENCY – PROCESSES INFORMATION
information which brain efficiency interprets and catalogues. The sensor data
received influences our decisions and how we perceive, understand and interact
with the current environment, the learning experiences and methods of absorbing
The brain’s efficiency describes how able the brain is at processing quantities of
Cognitive load in psychology refers to the total amount of mental effort the brain
uses in its working memory, the theory of cognitive load explains our ability to
think critically to solve problems and percept other situations. Our limitations of
how efficiently our sensory data can provide our brains with information to
process is limited for good reason, if we bombarded with too much information to
damages.
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Cognitive Mapping
brain memory which purpose is to acquire, code, store, recall and decode
recognize and can navigate effectively, obviously the more information taken given
and common contact with an area will creative more elaborately detailed and
accurate mental maps. This correlates to gaming due to our perception of game
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Critical Thinking & Importance of Brain Efficiency
The ability to use long term and short term memory information, past experiences,
common sense and what our brain can fathom to critically solve problems and
critical thinking it’s possible to work out the most probable chance of success
within literally seconds of understanding the situation, this is arguably the most
important addition a player could have in any game arsenal and through years of
PAGE 12
NUEROPLASTICITY – NEURAL PATHWAYS
Neuron Experiences Influencing Brain Alterations & Adaptations
Neuroplasticity, alternatively known as brain plasticity refers to the brain's ability
Neurons are nerve cells which form connections in the brain and control the
create neural pathways and alter existing ones continues past the stage of
childhood and adolescence. This means new experiences trigger or stimulate the
brain to adapt by learning new information, creating new memories and generate
new neural pathway connections through intact cells. The importance and game
particularly his alleviation of a man who lost segments of his frontal lobe in an
load and other intrinsic elements such as speech is proven to have exceptional
PAGE 13
Psychology
The state of mind refers to psychology and more specifically how we perceive
games. It’s possible for humans to control the mind’s state and subconscious
through extensive training and patience, to elaborate the famous ‘Shaolin Monks’
practice ‘philosophy of perception’ though two facets, ‘Chan and Quan’ which use
over perception of the mind to overcome instinct unleashing the ability to perform
PAGE 14
Psychological Benefits Regarding Confidence & Social Interaction
It’s a fact that training the human mind can cause significant changes in our
psychology and most importantly perception. The article ‘benefits of playing video
games’ summarizes a decade of conducted video game research with the major
Research take from ‘the malleability of spatial skills study’ concluded spatial skills
gaming state of mind influences, particularly multiplayer games were people work
and/or voice speaking that causes an increase of social skills due to interaction
with strangers. Its proven video games can reduce stress and anger which relaxes
PAGE 15
Placebo Effect
The placebo is a genuinely real psychological effect that changes ones confidence
subconscious mind control. Essentially the placebo effect is mind over matter and
amazingly simply having a positive attitude can cure illnesses, for example new
But as beneficial as this could be it also has a major problem, placebos can cause
patients to become increasingly worse than their original state resulting in a more
negative psychological state of mind, and this is called a nocebo. The importance
the placebo could potentially be to the games industry is significant, if scientist are
able to decipher the reasons behind a positive change in psychological health then
stimulation in brain waves for positive results may mean games can implement
countless symptoms and illnesses. On a more realistic level gaming should be able
to generate positive emotions within gamers through the use of the placebo effect.
PAGE 16
HUMAN BEHAVIOUR – GAME RELATED INCIDENTS & ACTUAL STATISTICS
affected causing violence and other wrongful actions have been made, but they is
video games exist. Human behavior is an ongoing investigation in the hopes the
connection between game related incidents and actual statistics can be deciphered
PAGE 17
ADDICTION & GAMING
engaging activities that are enjoyable but can become compulsive if continually
but the continued use of substances or activities become compulsive and interferes
with ordinary life responsibilities. Every form of addiction is the result of feeling
addiction because the satisfaction they feel gives them a sense of control and
it can cause a distraction from tempting tendencies for some forms of addiction
but also can be become an addiction itself. Playing games can release stress and
PAGE 18
GAME PERCEPTION REGARDING BRAIN DISORDERS
designed to play with people’s emotions and the way they perceive information,
meaning games which content expects certain types of emotions and connections
to form between players, the characters and the story could have perceived the
such studies as ‘the psychopath test’ say one in every one hundred people are
seductive, and delusional. The importance is this correlates into gaming because
games are developed to immerse and trigger emotions during gameplay and
PAGE 19
HIVE MIND – SOCIAL MEDIA & MINIPUTLATION OF GAME RELATED
PRODUCT SALES
suppressing the state of the human brain means people become essentially
manipulation influencing people’s actions, lifestyle and even religious beliefs. For
instance such social experiments like ‘changing the hive mind’ and government
operations like ‘operation mockingbird’ prove such power can increase, promote,
and build hype to a mass population. The purpose of exposing the hive mind to an
extent is to show manipulative methods exist and have the power to influence
people to purchase, like and dislike certain products through the use of hype,
PAGE 20
Gameplay & Development
EVENTS
Game addiction does exist and is a serious matter, with research showing a rise of
gamers and stories about death during gaming marathons protests over
controversy have become popular. The reason behind this is people become so
elements. The desire to overcome and be powerful is something which lies in lots
of people and dreaming can provide power and importance into ones hand
through alternative reality, through this concept games place gamers in virtual or
augmented fantasy worlds which can provide the a similar experience of power
gameplay drive a desire for people to play them, for example there is a theory
which states challenging components testing the mind releases endorphins of the
brain similar to exercise that ultimately reduces pain and can actually affect people
emotions and support a positive mind set, although some believe its only addiction
PAGE 21
EFFICIENT GAME DEVELOPMENT DESIGN METHODS
interfaces to ensure the player isn’t overwhelmed with pressure and don’t
information processing (HIP) and fitts’ law all work in unison to limit the
information players process at once. Such design method influence the manner
techniques are devised to combat the potential threat of breaking immersion with
the player.
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DECONSTRUCTING GAMEPLAY EMMERSION OF UI METHODS
Diegetic UI
information without distracting and disconnecting them from the narration of the
game world. Theses cues can be interacted with as player’s avatar and other
characters in the game world have awareness to them, this increases the immersive
immersion of a game but if done incorrectly it possibly could have the opposite
suspense and connection to the game’s reality. ‘Far Cry 2’ has an interesting,
navigate through the game world without the need to open the pause menu and
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Non-Diegetic UI
simple manner and if done correctly has the potential to inform players without
shortcuts for selecting weapons, there is no need to show a non-diegetic cue for
swapping weapons. Health and ammo are just some other elements that could
Spatial UI
world, although the information is specifically part of the narrative. Spatial UI only
works if the location of the component is the focus of the player, this reduces HUD
clutter and therefore cognitive load amount necessary to process it. To define
spatial UI these are components that are not part of the game world but are
visualized within. Only players are aware of these spatial components and not any
of the game characters. Spatial UI components tend to differ player immersion but
‘Call of Duty Multiplayer’ system requires spatial UI for informing player on kill
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Meta UI
Meta comes from the word metamorphic and signifies a complementary addition
elements but is not audible, for instance the ‘Call of Duty’ health system that
functions by a visualized effect of redness around the screen signifying blood when
the player’s character takes damage. Meta UI is directly linked to ‘breaking the
fourth wall’ which is effective and efficient for providing feedback to the player but
The more immersive the gaming experience the bigger impact the game has upon
players which can even lead to addiction, making gamers feel they are in another
and how the human mind correlates to it a structure and set of heuristics are
from film, TV, games and other media mediums for a greater scope of available
PAGE 25
behind immersion is a system which involves immense communication and
attention between gaming and the human brain, the quote from ‘Getting Gamers:
Completeness of sensory information means that the fewer blanks about the
mental model of the game world that the player has to fill in, the better.
on and getting by in the game will tie up mental resources therefore resulting in an
the ‘diegesis theory’ will counter, subdue and suppress the connection lost through
detracting UI elements.
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Promoting Marketing Methods
GENERATING HYPE
Hype exist and is a psychological state of the mind [See Psychology: Hive Mind]
PAGE 27
Game Related Technologies
Structure of Development
simulated worlds or content amount the realism is a believable reality to the brain
To emphasize corresponding factors like the eye’s binocular and peripheral vision
the person, and binocular vision uses parallax which is the displacement or
difference in the apparent position of objects viewed between two lines of sight.
These and other factors should be reinvented for technological usage in the virtual
PAGE 28
Change of Gameplay Presentation
With new innovative game related technology particularly virtual and augmented
reality present and further developments on the horizon the way gaming is
and neurological effect deepening the impact gameplay has on player’s minds.
are crucial for understanding the degree of mind alterations caused by such
technology.
means problems or complications may occur just like they do naturally in the real
world, such effects as fear, emotions and motion sickness or as through virtual
during or after gameplay exposer. Studies have been carried out and methods are
PAGE 29
Future Possibilities
The future holds many possibilities regarding immersive game relative technology
graphical limitations such stimulation could potentially induce actions of rage and
Psychology: Game Perception Regarding Brain Disorders]. The quote taken from
‘the potential societal impact of virtual reality’ study asks a similar question about
aggressive impulses, “Will the acting out of violent or aggressive scenarios in the
virtual world make us more likely to act violently or aggressively in the real world?
Or, will the release of violent impulses make us more peaceful in the real world?”
Yet on the other hand positive outcomes may occur from violent virtual reality
simulations. It’s possible such violent and raw simulations could help cure or
manage psychopathic tendencies and release lots of stress build up that leads to
and give people greater control over fear and related conditions such as
schizophrenia. Interestingly soldiers have been known to train from games like
simulation training in virtual and augmented reality should give greater results
PAGE 30
Conclusion
Brain responses and connectivity through studying neuroscience is essential to
understand how games correlate and challenge the mind. Games require players to
make quick decisions and be aware of their surroundings which over time
gaming to enhance reflexes, problems solving abilities, critical thinking and brain
with indisputable evidence that prove gaming can positively affect brain cognition
pathway connections.
It’s a fact through extensive training the human mind can be influenced to achieve
extraordinary feats. Important research shows gaming and psychology has the
ability to alter people’s psychological mind state. Evidence shows playing games
can significantly increase persistency and creativity through brain stimulation and
honing three-dimensional spatial skills improving the minds range and awareness
mind state by releasing stress, increasing confidence and stabilizing irrational out
mind. The research carried out present’s sources which have showed disorders
PAGE 31
Games are designed with efficiency and practicality in mind, but some game
elements are developed to promote the ideal that players must spend hours of
time and repeat actions in order to unlock, complete, achieve or be awarded rare
weapons and a score/levelling up system. This type of game design ensures players
will return to the game after completing the storyline and experiencing other game
modes. It’s also concluded that game development and design is important when
user interfaces for games, the level of immersion a player receives is vital for an
PAGE 32
There are numerous ways games are promoted using marketing methods for the
a games awareness but also generating sufficient hype that teases gamers creating
multiple media forms, such influences as ratings and reviews often depict what
certain gamers will play and won’t. Promoting marketing methods consist of
strategies to manipulate people into buying certain products, it does this through
through virtual or augmented reality driven world opens many doors of potential
possibilities. The fact the experience from such technology is so immersive it’s
possible to create simulations that the brain believes is real, the impact this has on
the human mind could be significantly beneficial for training, therapy and of
course entertainment purposes. But alternatively the danger this could have
anything which can manipulate the brain into believing in another reality has the
PAGE 33
To conclude there is an abundance of indisputable evidence not just arguing but
proving that multiple factors of playing games have the ability to influence the
human mind both beneficially and negatively. Studies regarding neurological and
psychological research has shown playing video games has the ability to change
the mind state of a human’s mind similar to methods such as endorphins and
placeboes with brain stimulation but also can even improve upon the brains
functionality, structure and efficiency. The possible impact playing games can have
upon the human mind is incredible and disproves all controversies and claims
against the games industry arguing playing games is mostly negative and people
able to effect the mind negatively especially through examples of addiction which
means gaming is not purely therapeutic and a perfect method of brain training.
Through research exposing the methods and reasons behind the gaming industry
being so manipulative to people, it’s possible to see why the industry can be so
stimulation and neural pathways are all factors to why gaming is one of the most
conditions.
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The stories and facts deconstructed from playing games is amazing now but more
importantly they open the door for more research and experiments to be practiced
which is increasing the critical acclaim the gaming industry is receiving from
the truth about how the gaming industry isn’t accountable for all the controversy
and blame it receives abundantly for inspiring law breaking activities and being
psychologically negative for the human mind. It seems definitely seems at least on
occurrence the media has a tendency to stress the negative and be pessimistic
degree. The results concluded have massively supported the beneficial aspects
games have to offer rendering this investigation mostly successful, although the
fact still remains some controversial statements couldn’t as have yet be proven or
PAGE 35
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