I’VE BEEN ASKING MYSELF WHY MORE AND MORE PEOPLE, ESPECIALLY YOUNG PEOPLE, ARE STUCK TO THEIR SMARTPHONES AND TABLETS WITH MOBILE GAMES AND CONNECTED TO SOCIAL NETWORKS.
This same question has had many answers to it: someone answered: oh… just BECAUSE. Someone else said: because I simply can’t stop playing. A third person stated: just to relax, to fill the time,
and because I have fun with it. Another one justified: I can’t be defeated by my son, that doesn’t look good, huh?… and someone explained: all my friends play...
In Japan, adult men over the age of 30, have been replacing on-site with electronic relationships; the virtual partner is created according to preferences and interests of the internaut, with
constant updating, the “Ideal woman”. This feeling has shown to be sufficient and satisfactory for years in a row without bringing up any intention to replace the virtual woman with one made of
“flesh and bones”.
For the brain, this doesn’t make the slightest difference if the person is fooling around, playing or in real life. For the brain, everything is “real.” This brain activity works both for war games, with the goal of exterminating enemies, and amusing instructional games regardless of their nature. Neuroscience shows that “that which is learned through playing will never be forgotten.”
College University, using Neuroscience as a base, defined the essence of Satisfaction through a mathematical comparison between a person’s expectation for something desired and that which
is effectively obtained. Whenever an expectation is met, people feel something similar to that which we call Happiness. The Happiness equation made by London neuroscientists is already
being enhanced. The new equation will take into account humans’ most relevant satisfaction or frustration variable: the other one.”
In fact, the principle of the games is to create challenges through goals to be reached in the form of entertainment. Once challenges have been overcome, the player receives 2 types of reward:
the personal satisfaction of having overcome, with the release of endorphins in the bloodstream, the so-called pleasure hormones, in addition to the game rewards, such as gifts, badges,
promotion to a higher level, being top ranked, privileges, etc. However, for the majority of the players, this is not enough, their greatest pleasure is to be better than the other one, the 3rd type of reward is being ranked among the best. Then and only then will they experience “Happiness.”
Based on these Neuroscience researches, we can say that Happiness can be reached virtually, interactively, and temporarily, and that it is “alive”, because it needs to be reached, updated and
Glória Pereira, is an Educator, Businesses Coach and Entrepreneur.