Video Games Are the Spiritual Successor to Classic Fantasy Literature

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In a way this study helps constitute why video games are considered to be the spiritual successors to classic fantasy literature. Like Belle in Beauty and the Beast, or Shizuku in Studio Ghibli's Whispers of the Heart, people endeavor to escape their humdrum lives into a world full of unimaginable magic and wonder. Such games, like World of Warcraft, have massive worlds, that span across continents with thousands of quests to join and millions of people to meet. With only people’s monotonous lives at stake, video games seem to be the easy and prudent solution to people’s problems. But, like drugs, people’s problems still exist and do not get solved. The only difference between the virtual world and the real world is that video games tend to be personalized and meticulously tested with experiences which, unlike books, are constantly tinkered with by their manufacturers to be as addictive as possible. Another factor of the virtual world aspect of video game addiction is control and power. In some games, people are asked to perform feats that no one in reality can actually do. In Civilization, for instance, your task is to create an empire that will “stand the test of time.” No one person has that kind of power or control in real life, but in a video game, that power is gifted upon you and if you have the imagination and wit, these free-worlds can take you to great lengths. One player, whose favorite game was Everquest, a 3D fantasy-themed massively multiplayer online role-playing game commented, “I’d say the most addictive part for me was definitely the gain of power and status. The way in which as you progressively gain power you become more (of) an object of awe (to) the other players … each new skill isn’t enough.” Even the fir... ... middle of paper ... ...s own cyclical destruction. In 300 pages, Cleave explains of how he tried to twist every way he could to escape how hard life had become for him, and sooner rather than later, he became “hooked” on video games. As he explained, it only got worse. At every checkpoint in his life, he would for many hours a day and escape to a world in which he wasn't underpayed, disliked, overweight, and abandoned. A lot more work to be done before we truly understand the genesis of this addiction, yet, the science of addiction itself is still hopelessly infantile. In the meantime, gaming addicts are more or less on their own, and have to fight their addiction by figuring out what makes the real world so unappealing when compared the bright lights of the computer screen. We have a responsibility to observe games manufacturers stepping over the line from entertainment to exploitation.

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