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For many people, the first image that comes to mind when hearing the word meditation is a yoga guru in the lotus pose probably, at an exotic location with a murmur of the jungle forest in the background. As the Covid-19 pandemic is swaying a country after a country, people cannot escape from their circumstances and often themselves. Thus, they have no other choice than to find emotional relief within the confines of their homes. In her article How Gaming Became a Form of Meditation, BBC author Kate Spicer discusses the new trend in the world of video games. Frightened and frustrated by the realities of the pandemic, game users are turning to what is the opposite of familiar adrenalized content and discovering introspective, peaceful games. This essay discusses how the trending type of video games contributes to the growing diversity of the market, serves the current needs of customers, and is likely to be a long-lasting success.
The new trend in the video game market promotes diversity and broadens choice. Spicer notes that peaceful games are underreported and underrepresented in mass media, which results in the entire industry [being] demonized like rock n roll. However, for years, small, independent game creators have been fighting the hegemony of large corporations and finding success in selling games that are focused on emotions and self-reflection. Because independent creators are not limited by shareholders like big companies are, they can afford to think out of the box and make risky but rewarding decisions. As a result, the new type of game is more human: it appeals to a gamers struggles and emotional experiences. For example, at some point, Tomb Raiders Lara Croft was reinvented as a more sensitive and multidimensional character. She showed natural reactions to events in the game to which gamers could relate on an intimate level. Interestingly enough, the transformation and diversification that the video game market is undergoing are not accidental: it is well-timed.
The rising muddle of the Covid-19 pandemic has put a strain on many peoples emotional and mental well-being. At any other time, the usual action-driven content of video games would provide an exhilarating alternative to the slow-paced routine of day-to-day life. However, the state of the world today is scary enough to stop gamers from craving intense stress responses and dopamine release. Spicer admits that life is stressful enough, [&] but when turn to our phones or tech to escape and find more of the same. Video games that have ascended to popularity during the pandemic let players do things that they might be deprived of in real life. For instance, Animal Crossing which was released in March and outsold all its previous versions focuses on the unbound exploration of a scenic fantasy world. It revolves around simple actions such as gardening, farming, and visiting neighbors, thus, providing the gamers with much-needed serenity and interaction. For all the success of such games, one cannot help but wonder whether the trend will wane after the epidemic.
Shifting the focus from short-lived excitement to careful introspection that can linger long after finishing a game is a sustainable strategy. Spicer opines that capitalizing on fear does make money but such games are marketable for only so long. Instead, as the author writes, [game creators] dont need artificial stress to create engaging experiences. It is love and insight that can create riveting narratives and nourishing experiences. Indeed, there is a certain attractiveness about video games that derive strong negative emotions. Yet, such products are the fast food of the industry tempting, unhealthy, and at risk of being abandoned by players who want more than cheap shock value. As gamers mature, they start seeking new ways of interacting with a game. They would like it to weave into their own story by creating parallels with what they themselves are experiencing in real life. Both adrenalized and peaceful games provide relief, but in the case of the latter type, this relief is more wholesome and profound.
The covid-19 pandemic has dramatically changed all aspects of human life. It is during uncertain times like this that gamers shift their attention from the stereotypical violent games to those that focus on silent contemplation and mental relaxation. Gaming has always been seen as a vehicle of escapism, but today it evolves past its often violent content and takes new forms. The diversification of the video games market has started long before peaceful games have made it to the mainstream. They existed before but remained underreported, but today, with the rise of independent game development, they are finally in the spotlight. The timing of the trend is far from accidental: during the pandemic, players avoid additional stress and find an emotional outlet in introspective games. Such games are likely to keep attracting more fans as their model accounts for more sustainable and meaningful interaction. In an unprecedented turn of events, players are offered a journey in search of themselves instead of a false sense of accomplishment.
Work Cited
Spicer, Kate. How Gaming Became a Form of Meditation. 2020. Web.
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