Professional Documents
Culture Documents
Undergraduate Thesis
Year 2022.
Resume 2
Introduction 3
State-of-the-Art 4
Literature review 7
Bibliography 16
Resume
This paper reviews the concept of fantasy from both psychology and video game
design. Fantasy will be considered as an intermediary between the psychic reality
of each subject and the outside world. This theoretical review, and its connection
with the practice provided by an award-winning game developer, highlights the
visible intersection of knowledge that both disciplines have in common. It also
exposes the need for greater interest by the community of psychologists in the
psychological processes involved in the player-video game relationship and in the
video game development process itself. The possible interventions of the
psychologist within this interdisciplinary intersection will be proposed, which make
possible, from the creation of new knowledge, to educational interventions and
even the implementation of new regulations that account for and enable a mental
health perspective.
Introduction
This paper proposes to highlight those areas within the field of video games
where knowledge and practices from the field of psychology are evidenced. This
shows a visible intersection of knowledge between both disciplines that is only
recently being explored.
It is of great importance to begin to delve into this new interdisciplinary
intersection, not only to contribute to the generation of new knowledge, but also to
shed light on possible problems generated by video games at the level of mental
health, such as the famous reward boxes that generate problematic gaming
behaviors in users of all ages (Xiao, Leon Y., 2020.).
In this paper, mental health will be understood as a process in which the
person is aware of his or her own capabilities, is able to cope with the normal
stresses of life, work productively, and make a contribution to his or her community,
accounting for emotional, psychological, and social well-being. This conception of
health has been developed from the definition proposed by the World Health
Organization, but seen from the framework of health as a "process" rather than a
"state". (Stolkiner, A., 2003).
From the perspective of health as a process, video games can be seen from a
much broader and more complex perspective, which allows us to realize that both
the negative and positive characteristics of video games are related in different ways
to the psychological health processes of each individual, without the restriction of
thinking of psychological health as a fixed place, but rather as a process closely
related to learning, frustration, enjoyment and stimulation.
It is important to note that, although this paper aims to address the review of
the concept of fantasy in the interplay of psychological theories and video game
design, it is not fully comprehensive in terms of the number of concepts and
practices that are shared between the two disciplines. For example, concepts such
as "motivation" or "empathy" and practices such as the creation of mental models or
psychological profiles could be addressed in the future.
The goal of this paper is to shed light on the ways in which the concept of
fantasy is woven throughout the design of a game and the role it can play, among
other things, in the phenomenon of anchoring or engagement that occurs within the
game-player relationship.
Likewise, it will be shown that there are regulatory organizations within the
intersection of video games and psychology. Video game regulatory bodies such as
the ESBR are responsible for cataloging video games in order to protect the most
susceptible populations (Leis, E., 2019). This paper will show the weaknesses of
these classifications, where, in their reductionism, they leave out a large part of the
vulnerable population. From this critical position, the paper will account for the
benefits that could be brought by cataloging games from a "content alert" typology,
where the game contents can be listed from a mental health perspective and
anticipate to the players the possibly triggering characteristics (Charles. A., et alt.,
2022). In this sense, a gamer with post-traumatic stress disorder might choose their
games in the same way that a person with a certain food allergy might choose their
food by looking at the back of the packaging.
State-of-the-Art
About psychology and video games.
Psychology in the field of video games has been in existence for a relatively
short time, starting its theoretical exploration at the beginning of the 20th century and
generating, in its beginnings, discussions about the possible influence that video
games could have on states of violence in children and adolescents.
Video games have been successively named as one of the factors associated
with aggressive behavior in adolescents (Goddard, H. L., 2010), reduction in positive
social behaviors and poor academic results (Ferguson, C. J., 2015). However, while
the population of young gamers is increasing worldwide, there is the possibility of
conducting studies with larger populations, where it is evident that the correlation
between aggressive video games and aggressive behaviors in adolescents is not
statistically significant (Przybylski, A.K., Weinstein, N., 2019).
On the other hand, other studies show the importance of the perceived
presence and monitoring of parents while children play video games to prevent
potential negative effects and reduce maladaptive behaviors (Milani, L., et. al.,
2022).
Nowadays, both the governments of different countries and the psychological
community are becoming increasingly interested in the different ways in which video
games are played and how they can affect populations and subjects. An Example of
this, is the intervention of certain countries in the regulation of games with reward
boxes (Palomino A., 2017). This is because certain designs, such as the one
mentioned above, can be used in practices that arouse problematic gambling
behavior in people (Xiao, Leon Y., 2020).
On the other hand, the potential of video games to assist people's well-being
and collaborate with their social and cognitive development has also been explored
today. There are studies that show that, during the beginning of the covid-19
pandemic, certain video games, despite being harmful, could have helped to mitigate
states of stress, anxiety, depression and loneliness in young men (Pallavicini F.
et.alt., 2022).
It is worth emphasizing that criticism, exploration or research on video games
has emerged, at all times, from the users. Being that, the first regulatory bodies,
such as the ESRB (Leis. E., 2019), emerged from the concern of parents seeing
their young children playing increasingly violent games. These institutions are now in
charge of classifying games according to the age range of potential consumers.
However, this classification is made after the creation of the game, and in many
situations companies, by making small changes, such as changing the color of the
blood, can make their game reach a younger audience even though the violent
behavior is the same. (Giuffrida, N., 2022).
Literature review
From the point of view of video game design, fantasy is the feeling of living
the theme that the game proposes (Extra Credits, 2016). This can lead us to relate
fantasy with the concept of immersion: a critical experience for the enjoyment of the
game, and that can be promoted or destroyed by the characteristics of the design
(Brown E. and Cairns, P. 2004).
To create a game where subjects can have the immersive experience, fantasy
must be taken into account as an axis for decision making that sustains coherence
between: the mechanics, style and progression of the game (Kulkarni, K., 2017). In
this way, the more detailed and accomplished the setting, environment and details
are, the less the player will be questioning whether or not they are immersed in the
game. It is here where we could take up the concept of Collingwood, who gives
importance to the investment of effort, work and affection that artists make to refine
their work in pursuit of making it as close to the emotion they wish to convey. It could
be ventured that this effort and use of fantasy and narrative story as a central axis to
make design decisions, contributed, along with other factors, to the success of the
psychological horror game MADiSON, being that in an interview with the developer
Alexis Di Stefano, the importance given throughout the development to the
connection and coherence of the mechanical and design elements with the narrative
was evidenced (Di Stefano, 2022).
On the other hand, it is evident that fantasy, for the world of video games, can
be presented both from the creation of a completely different world, as well as from
the reproduction (or a simulation) of reality. The important thing would be that it is in
line with what the user wants to experience in a coherent and continuous way. In this
sense Alexis Di Stefano would say "we all apply fantastic logics, whether it's a horror
game, a sports game or whatever, we always apply them, don't we?...like a layer of
fantasy. A lot of times it's like it doesn't become consistent or it doesn't quite hold up
throughout the whole experience." (Di Stefano, 2022).
Approaching to UX (User Experience), Celia Hodent will give an account of
different concepts or pillars within the feeling of a game, between which we find the
effect of presence, a phenomenon in which the player has the illusion that absolutely
nothing separates them from the virtual world, feeling that they are inside the game
without any mediation. She will account that there is research that would indicate
that the more the game satisfies the motivational needs of the player, the greater the
experience of presence that the player has during the game (Hodent C., 2018).
These elaborations, would go hand in hand with a definition of fantasy that
contemplates the complex uniqueness of each person, taking into account not only
their motivations, but also the different responses in different contexts.
However, there are, on the contrary, authors within video game design who
have tried to reduce or simplify fantasies or motivations to a taxonomy of those who
play. Designer Marc LeBlanc has first worked on a list of eight primary pleasures
that, according to him, are born from playing video games:
● Sensation: Linked to the aesthetics of the game, it accounts for the pleasure
derived from listening to music, seeing something beautiful, or controlling the
character in a way that feels empowering.
● Fantasy: Linked to the immersion within the fictional world, it accounts for the
pleasure of imagining oneself as part of that world.
● Narrative: Linked to the story of the game, it accounts for the pleasure of
discovering a certain dramatic sequence of events.
● Challenge: Linked to fun, it accounts for the pleasure of solving tasks, riddles,
mysteries or puzzles.
● Companionship: Linked to the pleasure of having friends and belonging to a
community.
● Discovery: Linked to the pleasure of exploring the game world, finding secrets
or some ingenious strategy.
● Expression: Linked to the creation of characters or buildings, it accounts for
the pleasure of expressing how one is.
● Submission: The pleasure of entering the game circuit to escape from the real
world for a while.
While, on the other hand, the writer Richard Bartle developed an even more
generalized system. Where you could also read between the lines, the taxonomy
already elaborated by LeBlanc:
● Achievers: Players who are attracted by succeeding in their goals and finding
challenges.
● Explorers: Players who are attracted by understanding the limits and breadth
of the game through discovery.
● Socializers: Players who are drawn to forming relationships with others
through companionship.
● Killers: Players who are drawn to assert themselves over others, either
through competition, destruction, or teaching others how to play (Schell, J.,
2008).
Designer Jesse Schell warns about these taxonomies, arguing that they are too
simple to understand something as complex as people's desire. He will note that an
infinite number of pleasures (and fantasies) are left out, since situations as complex
as anticipation, pride in accomplishment, purification, delight in Another’s misfortune,
gift giving, humor, possibility, thrill, surprise, triumph over adversity and wonder could
be taken into account as pleasurable situations. And yet, each of the classifications
must be considered in a contextualized way, since "what may be very pleasurable in
one context (dancing at a party), may be torturously embarrassing in another
(dancing at a job interview)." (Schell, J.,2008).
Likewise, in the interview with designer Alexis di Stefano, he also notes that in his
experience with horror games, players and their motivations are extremely varied,
being that there are many more types of players than one could ever attempt to
elaborate in a such a narrow taxonomy (Di Stefano, 2022).
Finally, a more behavioral view of video games, will account for the fact that
the motives for playing can be both to bring us closer to a positive experience as well
as to drive us away from a negative experience. In this sense, the authors of the
book "Behavioral design in video games" state that the player's contact with the
game can be explained by the dispositional motive theory, which suggests that
affiliation, power, performance and autonomy are central to understanding the
player's participation in the game. (Van Rooij, A. J., et. alt., 2022).
Discussion
Possible interventions of the psychologist in video games.
This paper proposes that fantasy is that which goes to meet the individual's
psychological reality, intervening and modifying the perception of the external world.
Likewise, it has a reciprocal relationship with reality, taking elements of the
individual's life experience on which it can be updated, it is susceptible to be
projected into video games through sublimation by the artist and projected onto
video games in the act of playing, generating a transference of affects that facilitate
the entry of information into the psychic world of the subject. It is in this way that
fantasy would be intimately related to implicit motivations, schemas, immersion, the
phenomenon of presence and the reasons why players play based on the
dispositional motive theory.
It should be taken into account that there are limitations to the elaborations
made, since not only is the field of psychology incredibly broad and rich in theories
and perspectives, but it is also in constant progress because it keeps pace with
human development.
Likewise, the field of video game design is still in a very early stage of
development, generating with difficulty some theories, rules and processes that in a
few years could be obsolete for being in a world so dynamic and interconnected with
technology. (Di Stefano, 2022).
In this work we have observed a psychology based on the symbolic world, a
product of the language of the human being, worked from the perspectives of
psychoanalysis and sociology. However, it should be noted that some elaborations
that are useful have been left out, such as, for example, the phantasm and
transference from Lacan’s psychoanalysis or even Bowlby's attachment theories,
which could be related to two major categories of players mentioned by Di Stefano in
the interview, which are "those who know what fantasy they are looking for" and
"those willing to try something new". (Di Stefano, 2022)
On the other hand, a psychology based on scientific knowledge, working from
cognitive behavioral theories and neurosciences, was also approached. However,
possible connections that could be made, perhaps, from memory, attention, cognitive
biases and mental models have been left out.
Finally, it is important to note, from the mental health perspective, that certain
issues have not been addressed, such as certain psychological profiles that
companies create behind the backs of users in order to adjust the product and
generate more profits. Or the problem of how to regulate interactions in online
games to prevent bullying, or how fantasies develop and interact in a multiplayer
environment.
It is to be hoped that in the future, these interdisciplinary lines of development
can be clarified as this new area of knowledge grows and expands.
Bibliography