At the same time object of anxiety and fascination, the video game seems more and more present in our daily life and underwent many mutations.The 80s saw the birth of arcades. These video games in which a coin had to be inserted prompted the younger generation’s enthusiasm, as well as social, political and parental fears. Since its inception, video games have been a hobby with a lot of criticism and concern. Fortunately, a majority of players still have a positive and uncomplicated experience with this hobby.
The New Options
After having invited us into our homes through the home consoles, video games have become in a few decades a major hobby. In the United States, four out of five homes have a device to play. In USA, 62% of respondents say they have played video games in the last six months. It is no longer an isolated phenomenon, but a playful practice integrated and spread throughout our society. You can have the proper options for the games through Run 3 unblocked now.
- In perpetual evolution since their creation, video games have become more and more nomadic (portable consoles, smartphones, tablets, etc.), and often playable online, offering other possibilities of multiplayer games and communication.
Moreover, the profile of the players has largely changed away from the stereotype of the lonely young man. With an average user age of between 30 and 35, gambling is no longer a teenager affair, but is of interest to all age groups. Gender parity is changing with more and more players. Although video games often remain a solitary practice, the multiplayer game whose online game is of particular interest to regular and younger players.
Addressing the Best
Speaking of video games, we are addressing a unique class of entertainment. Yet video games are extremely varied. Massively Multiplayer Online (MMO) games are of great interest to researchers, including in the field of addictions. We find mainly among these online games, role playing games (RPG), first person shooter (FPS) and real-time strategy games. It should be noted that these types of games can not account for the diversity of video games both in their content and in the game mechanisms.
The Other Purpose
Moving away from its primary purpose, video games are no longer just a hobby. Through the principle of gamification, that is to say the use of the principles of gambling to change behavior outside of gambling situations, we find videogame interfaces used in many fields: health education, schooling, medicine, business, etc.. These serious games often have the advantage of improving a person’s commitment to learning.
At first glance, entertainment appears to be a prime motivation in the use of video games. Given the plurality of gaming practices and their content, simple entertainment seems reductive to explore the richness of a person’s commitment in the game. We will dwell in this article to describe different models useful to the understanding of varied motivations to engage in video games.