OCR Text |
Show 60% of all Fortnite players are between the ages of 18 and 24. MyWeberMedia.com | December 7, 2018 | 7 The loot box system may stem from developmental decisions. After years in computer science and aiding in Coding & Creativity bootcamps for interested coders/game developers, WSU professor Dr. Richard Fry spoke to the real premise of creating games. “The whole idea of game design is to make it “fun” – balancing risks and rewards and motivating the user to move forward and push themselves with new challenges. Adding rewards and incentives at the right point in the game, may keep the player wanting more,” Fry said. “That’s why video gambling is so appealing (dare I say addictive) as well.” Fry also brought up the World Health Organization’s disorder classification, but also cited studies from the American Pediatrics Association including diminishing social skills and studies showing increased aggression. The aggression aspect can seem ironic when specifically focusing on “Fortnite,” as the game itself shows no actual blood or gore. The characters within the game even seem more cartoon-like and not as “human” as you’d see on other popular games such as Call of Duty and PlayerUnknown Battleground (PUBG). In the official “parental guidance” provided for “Fortnite,” the description is quick to highlight the altruistic aspects of the game such as building forts, collecting supplies as well as working as a team. However, they do mention the weapons and violence used within the game such as guns, grenades and swords. Players can also set “fatal” traps to eliminate other users while competing as well. College professors and experts in the industry are quick to suggest reasons for NONTRADITIONAL STUDENT CENTER gamers to return to playing so frequently, but James Brooks, commented on his own reasoning for returning to the game. Brooks, a married gamer in his early thirties, said, “When I started playing ‘Fortnite,’ not everyone was playing it. I started playing because I’ve been a gamer my whole life and enjoy trying new games, especially free to play games!” Brooks was quick to highlight “Battle Royale” as the most popular aspect of the game, as it is a free to play and hyper-competitive style of play. “Battle Royale is a 100 PvP (player VS player) mode that is a free roam map. You can choose many different game types from; free for all, 50v50 teams, teams of 5, etc.,” Brooks said. “And it’s pretty simple to play considering some other games out right now.” He argued that younger demographics may be more susceptible to addiction or negative aspects due to the youth generation’s constant contact with media avenues. As research continues and game developers continue to find creative ways to make their creations more appealing, it’s important to not forget the value of faceto-face interaction, non-electronically provided life experiences and exercise. It’s also important to remember that with anything creating a dopamine spike, moderation is key. “Obviously not everything you enjoy becomes addictive,” Pasinski said. “However, everything that becomes addictive also involves that pathway for the things you enjoy.” Comment on this story at signpost.mywebermedia.com #ShopWeber Giveaway Now through Dec. 14th 801-626-7794 WSU OGDEN SU Room 322 my family is counting on me... WSU DAVIS D2 Room 307 $1,000 CASH GRAND PRIZE AND PRIZES VALUED AT $50 OR MORE VISIT OGDENWEBERCHAMBER.COM/ SHOPWEBER FOR DETAILS learn more at: weber.edu/nontrad |