Why Video Games Are Often Designed To Be Addictive To Play, The Various Causes Of A Video Game Addiction, The Dangers Of Succumbing To A Video Game Addiction, And How To Quickly End A Video Game Addiction Ebook Tooltip

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  • Engels
  • E-book
  • 1230006840396
  • 23 december 2020
  • Adobe ePub
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This essay sheds light on why video games are often designed to be addictive to play, demystifies the various causes of a video game addiction, reveals the dangers of succumbing to a video game addiction, and expounds upon how to quickly end a video game addiction. Albeit arduous for most people to fathom, video games are often designed to be addictive to play. Video game developers often yearn to have people play video games for a prolonged period of time so that people can experience the totality of the video games that they have developed. Video game developers also often prefer for people to play video games for a prolonged period of time so that they can continue to sell digital items via the in-game stores of the video games that they have developed. If video games were not designed to be addictive to play, then this would not only adversely impinge on the profitability potential of video game products, but could also render it all the more cumbersome for a video game company to be able to grow its market share in the highly competitive video game market. If video games were not designed to be addictive to play, then this would also render it more arduous for video game companies to generate enough revenue from their previously developed video games to be able to fund the future development of highly innovative video games which can require a substantial amount of capital to be able to develop. People are recalcitrant about paying a premium price to play video games that are characterized by insipid mediocrity. If a video game product is unable to meet sales forecasts and is ultimately deemed an unprofitable product, then the video game publisher company is at risk of succumbing to yielding a negative return on investment. Video game publisher companies are often adamant about maximizing their profits. When video game publisher companies are able to maximize their profits, then it is all the more easier for them to be able to maximize the wealth of their executives and shareholders. Highly innovative video games that are designed to be addictive to play and that are able to frequently provide people with an enthralling gameplay experience to bask in experiencing have the latent potential to be some of the utmost lucrative video game products if they are efficaciously monetized. If the video games are inefficaciously monetized, then that could detract from the enjoyment factor of the gameplay experience. An example of a video game being efficaciously monetized encompasses a video game furnishing people with the option to able to purchase virtual items that do not alter their virtual character’s statistics nor combat abilities, such as virtual cosmetic items, virtual non-combat mounts, virtual non-combat pets, and virtual housing items, via the in-game store of the video game. A video game can also offer people the option to purchase dances and emotes via the in-game stores of the video game. A video game can also offer people the option to purchase expansion packs via the in-game store of the video game that allow people to be able to unlock access to a sizeable amount of additional content. If a video game that offer player vs player combat modes is monetized by allowing players to purchase powerful virtual armaments via the in-game store of the video game, then this could detract from the enjoyment factor of the gameplay experience of players who encounter players with the powerful virtual armaments and cannot afford to purchase the powerful virtual armaments themselves. When players lack the funds to be able to afford to purchase the powerful virtual armaments via the in-game store of the video game, then they render themselves aptly poised to get trounced in competitive video game matches against players who possess the powerful virtual armaments. If a video game that offer player vs player modes is monetized by allowing players to purchase powerful virtual characters via the in-game store of the video game, then this could also detract from the enjoyment factor of the gameplay experience of players who encounter players who leverage powerful virtual characters and cannot afford to purchase the powerful virtual characters themselves.

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en
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E-book
Oorspronkelijke releasedatum
23 december 2020
Ebook Formaat
Adobe ePub

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Hoofdauteur
Dr. Harrison Sachs

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