Why is reality broken to gamers, and why do people turn to games? Right at the beginning of the book the author states, “Gamers have had enough of reality. They are abandoning it in droves – a few hours here, an entire weekend there, sometimes every spare minute of every day for stretches at a time – in favor of simulated environments and online games.” (2) This quote just shows how gamers are turning to game from reality. This shows how reality is broken for the gamers. The author states that “The real world just doesn’t offer up as easily the carefully designed pleasures, the thrilling challenges, and the powerful social bonding afforded by virtual environments.” (3) Reality is broken to gamers because in a virtual world they can get the designed pleasures and the thrilling challenges as well as the powerful social bonds that are lacking to attain with such a good result in reality. People turn to games because they are able to attain the previously states goals much easier than in real life and with more result. As stated in the first full paragraph on page 3 the gamers can’t find the sense of being feeling alive as well as being fully focused in real life that they have in games.
What are the elements of games, and how does Suits’ quotation summarize them? There are four defining traits of a game. These traits are the goal, the rules, the feedback system, and the voluntary participation. The goal is, “the specific outcome that players will work to achieve. It focuses their attention and continually orients their participation throughout the game.” (21) The author goes on to say that the goal provides the player with a sense of purpose. The rules, “place limitations on how players can achieve the goal.” (21) The rules will push players to do things a certain way that maybe is not the easiest way because they need to do it by following the rules. The feedback system, “tells players how close they are to achieving the goal.” (21) This can happen with points, levels, a score system, or something like a progress bar. This feedback shows the players that the goal is a promised achievable goal. The voluntary participation, “requires that everyone who is playing the game knowingly and willingly accepts the goal, the rules, and the feedback.” (21) This requirement establishes a common ground for anyone to participate in the game and possibly participate together. Suits quotation was, ” Playing a game is the voluntary attempt to overcome unnecessary obstacles.” (22) This quote summarizes the elements of a game well because it states how you have to have voluntary participation to complete tasks that are going to advance you in the game.
What are flow and fiero, and how are they important to games? To life? Flow is explained in this quote, “That’s because there is virtually nothing as engaging as this state of working at the very limits of your ability – or what both game designers and psychologists call “flow”.” (24) So from this quote we know that flow is the state of working at the very limits of your ability. This is important for games to keep their players intrigued with the virtual world that is this game they are playing. In life flow is important because it keep everyone moving with intrigue to what they are doing and where they are working to get. Fiero is, “the Italian word for pride, and it’s been adopted by game designers to describe an emotional high we don’t have a good for in English.” (33) Fiero is also an important emotional benefit to hard fun. This is important to games and life because humans are emotionally involved people that become invested in things based of their emotions. The game is better to a human if it is evoking those emotional rewards and down points. The down points in emotion make the up points much stronger.