ATP mentor training/Computer game mentor/Simpliversum
Simpliversum[edit | edit source]
Computer games create artificial realities that may somtimes be quite interesting but have several deficiencies compared to reality. These deficiencies can have effects on psychology, which is why computer game players may need an extra lesson in psychology.
What are the effects of computer games on psychology?[edit | edit source]
The primary effects appear to be:
- Most computer games are much too rewarding and at the same time they are not rewarding at all. While the game is running rewards are easily gained but when the game is over the rewards quickly become meaningless. This is opposed to the concept of deferred gratification.
- Most computer games can create a state of flow. A player who is used to a state of flow could be seen to develop a weak form of addiction (and possibly a strong form of addiction).
- Most computer games do not require empathy, quite often they train attitudes that are, at least superficially, opposed to empathy.
- Some computer games can train exaggerated competition, which can also be opposed to empathy.
- Most computer games are too simple. They may look logically challenging but they can offer artificial realities that are actually significantly more simple than reality.
- Some computer games can suppress socialization simply by using up time that might otherwise be used for social learning.
- Some computer games can cause a "toy block" mentality, which implies that goals should be accomplished through sufficiently simple actions with items intended for the purpose.
- Most computer games promote exaggerated learning-by-doing, which means pupils might acquire bad learning habits through the expectation that "things will just begin to make sense".
- Few computer games motivate altruism.