In today’s digital age, games have evolved far beyond a simple form of entertainment and become an integral part of people’s daily lives. From a psychological perspective, games play different roles in the mental development of individuals across various age groups, while also being closely intertwined with social and recreational activities.
Mental State
Young people are in the stage of self-exploration and identity formation. Games provide them with a low-cost environment to try and explore. Through games, they can experiment with different roles and lifestyles, satisfying their curiosity and desire for exploration. As they grow older, individuals’ interests and values gradually stabilize, and games may no longer align with their life goals and interests.
Social Attributes
Simultaneously, the game has also become a part of social activities, particularly for young people. They make friends and build social networks through games, making games a bridge for socialization. However, as people age, their social circles gradually stabilize, and social needs may be met through more mature ways, leading to a relative reduction in the role of games in socialization.
Social Attributes: Bringing a Sister
Within China, due to a lack of education regarding romantic relationships, parents often simply expect you to study diligently and then immediately focus on finding a partner after graduation. This phenomenon is quite common.
Because of busy studies, work, or a lack of social skills, individuals are unable to establish stable emotional relationships in real life, leading to feelings of loneliness and a desire for attention. The “bringing a sister” behavior within games provides them with an outlet to release this craving. By helping and protecting female players, they can experience being needed and valued, achieving emotional satisfaction.
Furthermore, the interactive rules within games are clearly defined, and the environment is controllable, offering a sense of certainty and security compared to the complexity and uncertainty of real life, reducing fear of the uncertainties in real-life interactions. However, long-term reliance on virtual gratification within games can potentially impact their ability to build and maintain healthy emotional relationships in reality.
Real-World Pressure
Games provide a virtual world where players can temporarily escape the pressures, challenges, or unpleasant emotions of real life. Particularly for young people facing academic pressure, family issues, or interpersonal relationship challenges, games may become a way to seek comfort and relaxation.
Games are typically designed to give players a sense of accomplishment and recognition when completing tasks, leveling up, or defeating opponents. Young people may become addicted to games because they can experience a feeling of being appreciated and recognized within them – a feeling that may be lacking in their real lives.
Dislike Playing After Getting Older
When young, individuals face relatively fewer social responsibilities and pressures, allowing them more time and energy to invest in gaming. As they enter the workforce or start families and other social responsibilities increase, time and energy become more valuable, and games may be seen as a drain on resources rather than a prioritized leisure activity.
As people age, their cognitive abilities and interests also change. They might have been interested in fast-paced, visually stunning games when younger, but with increased experience, they may prefer strategy games, those with strong storylines, or games with greater depth. If the market doesn’t meet these changing needs, interest naturally diminishes.