The Theory Pillars
According to the ESRB (entertainment software rating board)
67% of American households play video games, the average age of 49% of those
gamers is 18-49.
There is a profound component in the very essence of games
and gaming that attracts adults, in this series of articles will try to explore
the physiological effects that games have on gamers and some applications of these effects on both
personal and business aspects of our lives.
The main Pillars that will be covered are
1- Gratification
2- Story telling
3-Hero worship
There is much to tell in the story of games and there are
more into the gaming history. Some of the other sides that wouldn’t be covered
in this series of articles are for example the evolution of the technical effects,
the battle between different gaming companies, the history of specific games
that are considered corner stone’s in the industry.
Such topics are interesting and there is a value added in
both studying them and discussing them.
Yet the main focus of these articles will be on the three
mentioned pillars covering as much ground as possible.
The gaming culture is increasing and the force of the game
is unstoppable. The gamification of business culture is a trending topic as it
was on the top of corporate training list in 2014.
So we will began our journey in the gaming world in the next
article tackling the issue of gratification and the reflection that gaming
gratification could have on both business and personal life.
For feedback or questions please contact me on
twitter: @fouad_khafaga
hotmail: fouad_khafaga@hotmail.co.uk
twitter: @fouad_khafaga
hotmail: fouad_khafaga@hotmail.co.uk
Great Teaser, can't wait for these series. And as always, stats to back up the article credibility
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