Computer games are defined as a genre of mass
media which is found to be in use for last two decades. The capability to play
is the “principal criteria of mental health”. These computer games are helpful
in healing and stabilizing mental processing. The game-playing is used to
enhance the aptitude towards visual attention. The visual aspect of 3D games is
helpful in indicating that games are now being used to cure certain problems.
Young adolescents are fond of playing computer games and they have now an
increasing access to the electronic-interactive game genre. In this regard,
study has been conducted involving girls and boys to find the level of using
games in order to cope with psychological problems. It has been found that
games are used to cope with anger among girls and boys. So, visual presentation
in 3D game is useful in healing diseases and 3D Graphical Imagery Therapy is
one of the examples.
Weapons in a game are very important as they are the key tools to fight with the enemy, monster or a strange creature depending upon the genre of game. Weapons are included in the game to strengthen the role played by the player to achieve the targeted goal. Different games use different weapons e-g fighting games use rifle and guns, sports games use hockey, bat or stick etc, puzzle games use visual mouse pointer, and quiz games use pencil or a pen. Weapons in the game are having significance according to the mode of fighting. Fighting games give an impression to the player as being a hero. The superhero play is connected to the use of weapon. Heeter et al (2004) tell about the game Halo II. It is a battle against aliens to control solar system. The player choose weapon of his/her own choice to fight against them in order to save humanity. Children choose guns as their most favorite game weapon. The reason behind this favor is that children mostly see visuals on television, and newspapers related to fight and guns in order to inform themselves about the world. Children access “unsavoury world of gun-users” from different sources. Children use weapon of guns to fight against monsters, baddies and ghosts that are shown as enemy. In another study boys have mentioned some special power or a weapon to be used in the game as to enjoy playing games; they have given an example as one boy said, “The swords in Mortal Kombat are fun to use; they look cool”. Boys, aged 5 to 13 years, spend most of the leisure time in playing computer games and their preferred weapons are “toy guns and sling shot”. Boys, comparable to girls, are more likely to play computer games to compete and then to win. During their play they enjoy using guns as their weapon.
There is an example of a fighting game titled “Soldier of Fortune”. The player shot the characters in the game using a shotgun and characters realistically respond to the shots depending on the part of the body. In the type of first-shooter game there are handheld weapons that are used for fighting. This type of game is played as the point of view of the player holding weapons and focusing on the target.
Weapons in a game are very important as they are the key tools to fight with the enemy, monster or a strange creature depending upon the genre of game. Weapons are included in the game to strengthen the role played by the player to achieve the targeted goal. Different games use different weapons e-g fighting games use rifle and guns, sports games use hockey, bat or stick etc, puzzle games use visual mouse pointer, and quiz games use pencil or a pen. Weapons in the game are having significance according to the mode of fighting. Fighting games give an impression to the player as being a hero. The superhero play is connected to the use of weapon. Heeter et al (2004) tell about the game Halo II. It is a battle against aliens to control solar system. The player choose weapon of his/her own choice to fight against them in order to save humanity. Children choose guns as their most favorite game weapon. The reason behind this favor is that children mostly see visuals on television, and newspapers related to fight and guns in order to inform themselves about the world. Children access “unsavoury world of gun-users” from different sources. Children use weapon of guns to fight against monsters, baddies and ghosts that are shown as enemy. In another study boys have mentioned some special power or a weapon to be used in the game as to enjoy playing games; they have given an example as one boy said, “The swords in Mortal Kombat are fun to use; they look cool”. Boys, aged 5 to 13 years, spend most of the leisure time in playing computer games and their preferred weapons are “toy guns and sling shot”. Boys, comparable to girls, are more likely to play computer games to compete and then to win. During their play they enjoy using guns as their weapon.
There is an example of a fighting game titled “Soldier of Fortune”. The player shot the characters in the game using a shotgun and characters realistically respond to the shots depending on the part of the body. In the type of first-shooter game there are handheld weapons that are used for fighting. This type of game is played as the point of view of the player holding weapons and focusing on the target.
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