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Deeply Embedded In Our Lives
The desire to play haunts many people and the way people become "addicted" to playing often seems like a cause for concern. But people who "just have to get back
to read the next chapter of their book" are not criticized for wanting to get back to their activity. Regardless of the criticism, it would be an agredious error to
say that video games do not captivate their players.
Chris Crawford, author of The Art of Computer Game Design, says:
| | [First] I claim that the fundamental motivation for all game-playing is to learn. This is the original motivation
for game-playing, and surely retains much of its importance... Second, there are many other motivations to play games that have little to do with learning, and
in some cases these secondary motivations may assume greater local importance than the ancestral
motivation to learn. These other motivations include: fantasy/exploration, nose-thumbing,
proving oneself, social lubrication, exercise, and need for acknowledgment... | |
A game like Chrono Trigger is deeply embedded in our lives for most of these reasons. It seems to me that the main objective of learning for Chrono Trigger is the same reason you would read a book.
When someone picks up a good book they expect not to learn in the traditional sense of "an educational experience" but to gain greater knowledge about the world.
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