The Psychology of Entertainment: Will Video Games become too Real for Us to Handle?

In yesterday's post, I explored our psychological attraction to violent action thrillers. Today, let's go one step further. What is the attraction of violent video games? And how might this attraction deepen and even become pathologically dangerous as the technology behind the games improves? It's a question we're speeding towards, so we should stop to consider it.

In TV and film, violent action triggers a chemical reaction in the brain that we find stimulating and pleasing. As cortisol and dopamine get released, we experience a natural high. Strong evidence points to a connection between sensation seeking (triggering the high) and addictive tendencies.

The Veil of Non Reality

There is a "veil of non-reality" that moderates this reaction however. The high we get from violent entertainment comes from the limbic structures of the brain, triggered by the amygdala and other sub-cortical neural modules. This is the primal part of the brain that ensures survival in threatening situations, which means that responses are fast but not deliberate. The higher, cortical parts of the brain ride overtop of these responses like a governor, toning down the responses and modulating the overactive danger response mechanisms. It our brains didn't do this, we'd quickly burn ourselves out. Cortisol is a great stimulant when it's needed, but a steady diet of it turns us into a quivering pile of anxiety-ridden stress.

When we watch entertainment, this modulating part of the brain quickly realizes that what we're watching isn't real and puts its foot on the brake of the brain's natural desire to pump out Cortisol, dopamine and other neuro-chemicals. It's the "voice of reason" that spoils the fun of the limbic brain. Despite the fact that there's car's exploding left and right and people are dropping like flies, the fact that we're watching all this on a 2 dimensional screen helps us keep everything in perspective, preventing our brain from running away with itself. This is the veil of "non-reality" that keeps us from be fooled that this is all real.

The Imagined Reality of Entertainment

But let's stop for a moment and think about how we're consuming entertainment. In the past decade, screens have got bigger and bigger. It's no coincidence that we get a bigger high from watching violence on the big screen than from watching it on a 20 inch home TV. The "veil of non-reality" starts to slip a little bit. It seems more real to us. Also, we feed off the responses of others in the theater. We are social animals and this is especially true in threatening situations, even if they are simulations in the name of entertainment. We pick up our social cues from the herd.

It's not just the size of the screen that's changing, however. Technology is continually trying to make our entertainment experiences more real. Recent advances in 3D technology have not only made James Cameron even wealthier, they also deliver a stronger sensory jolt. Watching Avatar in 3D is a sensory explosion. The veil of "non-reality" slips a little further.

But improvements in graphic technology can only go so far in fooling the brain. Much as our eyes might be deceived, we're still sitting passively in a chair. Our interpretation of the world not only relies on input from the senses, it also relies on our own sense of "body" - Antonio Damasio's somatic markers.

The Satisfaction of Control

This is where video games are quickly approaching a potential crisis point in sensory overload. Even the best Hollywood thriller requires us to sit passively and consume the experience. We have no control over plot, dialogue or the character actions. We can only engage in the experience to a certain level. In fact, much of the appeal of a Hollywood thriller comes from this gap between what's happening on the screen and what's happening in our own minds. We can imagine possible outcomes or perhaps the director gives us knowledge the protagonist doesn't have. We experience suspense as we see if the protagonist takes the same actions we would. We silently scream "Get out of the house!" to the teenage babysitter when we know the psychopathic killer is upstairs.

But video games erase this limitation. With a video game, we're suddenly in control. Control is a powerfully seductive condition for humans. We naturally try to control as many elements of our environment as possible. And when we can exert control over something, we're rewarded by our brains and a natural hit of dopamine. That's why completing a puzzle or solving a riddle is so inherently satisfying. These are tiny exertions of control. In a video game, we are the authors of the script. It is we who decide how we react to dangerous situations. Suddenly we are not a passive audience. we are the actors. This is cognitive engagement at a whole different level. Suddenly the appeal of sensory stimulation is combined with the rewards we get from exercising control over novel situations. That's a powerful one-two punch for our brains. And the veil of "non-reality" slips a little further.

Virtual Reality

The negative impacts of video games have been studied, but again, like TV, studies have been largely centred around one question: does the playing of video games lead to increased aggression and violence in children? And, like TV, the answer seems to be a qualified yes. For those already prone to violence, the playing of video games seems to reinforce these attitudes. But it's also been argued that the playing of video games provides a cathartic release for violent tendencies.

Less research has been conducted on the cognitive impact of video games, and it's here where the bigger problem might lie. A few studies have shown the playing of video games could be addictive. A Japanese study found that excessive video game playing during adolescence seems to alter the way brains develop, impairing the ability to focus attention for long periods of time. In fact, a number of studies have shown links between exposure to excessive sensory stimulation through electronic media and the incidence of ADHD and other attention deficit disorders. It's this longer term altering of how our brains work that may represent the bigger danger in video games.

Video games combined violent scenarios, which we know to provide sensory jolts to the brain, with the seduction of control. What has limited the addictive appeal of video games to this point are two things: how realistic the scenarios are perceived to be and the way we interact with the games. And, in both these areas, technology is moving forward very quickly.

Video game graphics have come a long way, but they still lack the photo realism of a typical Hollywood movie. However, the distance between the two is lessening every day. How far away are we from a video game experience that matches the realism of Hollywood? Huge advances in computer graphics and sheer processing power are bringing the two closer and closer together. The day is not far away where our experience in a video game will feel like we've been dropped in the middle of a movie. And, with 3D and virtual reality technology, even the physical separation of a screen will soon disappear. The imaginary world will surround us in a highly realistic way. What will that do for the "veil of non-reality?"

The other area where video games have improved dramatically is in the way we control them. The control pad with various triggers and buttons was a artificial way to interact with the video game world. A spin-jump-kick combination was triggered by pushing down a few buttons while we sat in a chair. This helped our brain maintain it's distance from the imagined reality. But Nintendo's Wii changed how we interact with video games. Sophisticated sensors now translate our own body motions into corresponding digital commands for the game. Even our bodies are fooled into believing we're actually playing golf or participating in a boxing match. Interestingly, Nintendo made the choice to make the graphics on the Wii less realistic, perhaps trying to maintain a "veil of non-reality."

The Wii opens the door to a much more realistic way of controlling video games. Now our own body movements control the virtual character. Suddenly, our body is providing reinforcing feedback to our brain that this might just be real. When you combine this with photo-realistic visual input and audio input, one could forgive our brains for not being able to determine what is real and what isn't.

Entertainment Overload?

If technology continues down the path it's own, the virtual reality of a video game may be indistinguishable from the true reality of our lives. If the "veil of non-reality" permanently slips, we have a huge potential problem: our lives pale in comparison to the sensory possibilities of a virtual world. That's why our brains may not be equipped to handle the overload. We may get addicted to sensation as the brain is fooled into giving us stronger and stronger hits of cortisol, dopamine, adrenaline and other natural narcotics. When the "veil of non-reality" slips away forever, our brains may not be equipped to handle the new virtual reality.

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Print | posted @ Wednesday, February 10, 2010 8:50 AM

Comments on this entry:

Gravatar  re: The Psychology of Entertainment: Will Video Games become too Real for Us to Handle?
by Eric at 2/13/2010 10:42 AM

Then you got crazy sites that just encourage gaming like http://www.iommo.com and whatever. In my opinion, it's insane! Imagine games like World of Warcraft, I can't get my sister offa that game.

Good stuff, I'll check up on this site once in a while. Very interesting.
Gravatar # re: The Psychology of Entertainment: Will Video Games become too Real for Us to Handle?
by jenn at 2/13/2010 10:55 AM

Thanks for honestly sharing the negative impacts of violence in video games. I cannot believe how realistic some of these games are when I see them and I really think that is going to be harmful for kids to be participating in.
Gravatar # re: The Psychology of Entertainment: Will Video Games become too Real for Us to Handle?
by Sage at 2/14/2010 5:34 AM

I believe that these games which are becoming increasingly realistic pose a real threat to our society.

There is growing concern from child psychologists that these games are desensitizing children to violent acts. Thus these children can behave in a way that reflects their virtual experience which may be at odds with the way they need to respond in real life situation.

Government and manufacturers need to take action on these games
Gravatar # re: The Psychology of Entertainment: Will Video Games become too Real for Us to Handle?
by hydroponic system at 2/14/2010 8:00 AM

Great article. I can definitely see video games becoming too "real". The next step is probably 3D and then virtual reality a la avatar/matrix where the user gets "plugged in".
Gravatar # re: The Psychology of Entertainment: Will Video Games become too Real for Us to Handle?
by Mongwau at 2/14/2010 11:35 AM

That's an interesting article.
I agree that video games aren't realistic enough like movies and don't make a huge impact. But it's only a matter of time.
To my mind, the most limiting feature of video games is screen. When video games start using glasses or something like that (like in sci-fi movies) they will become more realistic, more addictive and they will have more impact on people.
Gravatar # re: The Psychology of Entertainment: Will Video Games become too Real for Us to Handle?
by RPG Evolution at 2/15/2010 7:31 AM

It can be a frightening thought that the evolution in technology could cause all of us gamers to snap and release the inner psychopath in all of us. That being said, I believe that as technology evolves, so do we. We live in a far less violent culture now than ever before. This might be attributed to the fact that we can get some release from movies and video games to get our violence "fix". I don't believe that the future of video games will increase violence, but this is all just speculation of course.
Gravatar # re: The Psychology of Entertainment: Will Video Games become too Real for Us to Handle?
by Diana Caswell at 2/17/2010 12:45 PM

Wow, This is a powerful piece if you asked me. You put into clear, understandable word why all of the above can have a huge impact on society now and in the future. Its really hard for those who normally argue against the effects to argue with you here. Its just common sense. I do think a little is OK but the line between moderate and excessive use is a fine one.
Gravatar # The Psychology of Entertainment: Will Video Games become too Real for Us to Handle?
by Jim Hinton at 2/21/2010 8:42 AM

The key is looking at the next step, especially when technology is advancing at the rate that it is.
Gravatar # re: The Psychology of Entertainment: Will Video Games become too Real for Us to Handle?
by Tumblestone at 2/22/2010 8:31 AM

A thought provoking article. i've dugg this one!
Gravatar # re: The Psychology of Entertainment: Will Video Games become too Real for Us to Handle?
by Simon Cabinets at 3/1/2010 3:22 AM

There is growing concern from child psychologists that these games are desensitizing children to violent acts. Thus these children can behave in a way that reflects their virtual experience which may be at odds with the way they need to respond in real life situation.
Gravatar # re: The Psychology of Entertainment: Will Video Games become too Real for Us to Handle?
by Free Online Games at 3/25/2010 5:32 AM

As a gamer I know that certain people take there video games too seriously. However, video games themselves are not to blame for violence. The highest population of gamers is younger people, and younger people are usually living at home. This is where parenting comes in. A parent should watch there children, monitor there game play, and note any variances in there childrens actions. Some people cannot decipher fantasy from reality, and these should people not play games that involve violence. I have played video games for many, many years. I have not yet comitted a violent crime, nor have I attacked anyone. Why? Simply because I know that these things are wrong in real life. My parents monitored me, and did not let me play overly-violent games at a young age. Good parenting is the key.
Gravatar # re: The Psychology of Entertainment: Will Video Games become too Real for Us to Handle?
by Xenith at 3/30/2010 11:10 AM

I think that this is part of a trend (and not a new one) to look for easy answers to tough questions. Its so much easier to say 'the video game madethem do it' than to look deeper for the real answers. Parenting may be part of it for younger people, but the huge numbers of people who play these games without ever committing a violent act should be a clue that this is the wrong place to look for these answers.
Gravatar # re: The Psychology of Entertainment: Will Video Games become too Real for Us to Handle?
by shaman leveling guide at 4/16/2010 5:49 AM

When video games match the realism of a Hollywood movie I just can't see any kind of violent game being legal, at least not for long. And I for one wouldn't want to play a game of that kind.
Gravatar # re: The Psychology of Entertainment: Will Video Games become too Real for Us to Handle?
by GamerBoy at 4/25/2010 12:51 AM

Wow, really detailed and interesting articles... It sure give me a lot of gaming side effects. but in my opinion, gaming is the future.. it depends on us to control and didn't effect our daily life...

thanks for the great article.. I will sure coming back here :)
Gravatar # re: The Psychology of Entertainment: Will Video Games become too Real for Us to Handle?
by rick - game copier at 5/4/2010 1:38 PM

I think it is far too easy for us to just blame video games for some ones bad behavior. It becomes an almost cop out. “Well that’s not my fault the devil made me do it.” We all have choices to make god bad or indifferent but when they are made you live with them. Movies, video games and valiant books or stories do not make someone villain that person either has problems or just doesn’t care about the consequences. Either event we have to live out own lives and stop looking for someone or something to blame.
Gravatar # re: The Psychology of Entertainment: Will Video Games become too Real for Us to Handle?
by Zack at 5/5/2010 11:51 AM

Yeah, there are positives and negatives to gaming. I saw one study that proved that video games helped improve reaction times and coordination. However, I don't think that it is healthy to play video games every day for hours at a time. What ever happened to getting outside and playing real games like basketball etc.

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