The multifaceted nature of games: a convergence of psychological development and social entertainment

In today’s digital age, gaming is no longer just a simple form of entertainment but has become an indispensable part of people’s daily lives. From a psychological perspective, games play different roles in the psychological development of people at different ages and are also closely linked to social recreation.


Mental state

Games provide young people with a low-cost environment for experimentation and exploration, as they are at a stage of exploring themselves and establishing their identity. Through games, they can try on different roles and lives, satisfying their curiosity and desire to explore. As they get older, however, personal interests and values gradually stabilize, and games may no longer align with their life goals and interests.

Social attributes

At the same time, gaming has become part of social activity, especially for young people. They make friends and build social networks through games; gaming serves as a bridge for socializing. However, as people age, their social circles gradually stabilize, and social needs may be met through other more mature means, diminishing the role of gaming in socialization.

Social attribute: Taking a girl out

In China, due to a lack of relationship education, parents often only emphasize studying well during childhood and then immediately push you into dating after graduation—this is a very common phenomenon

Because of busy studies, work, or a lack of social skills, they haven’t been able to establish stable emotional relationships in real life, leading to feelings of loneliness and a desire for attention. “Carrying” behavior in games provides an outlet for this longing; by helping and protecting female players, they experience the feeling of being needed and valued, achieving emotional fulfillment.

At the same time, the game’s interactive rules are clear and the environment is controllable. Compared to the complexity and uncertainty of real life, games offer a sense of certainty and security, reducing fear of unpredictability in real-world interactions. However, long-term reliance on virtual gratification within games may affect their ability to establish and maintain healthy emotional relationships in reality.

Reality pressure

The game provides a virtual world where players can temporarily escape the stress, challenges, or unpleasant emotions of reality. This is especially true for young people facing academic pressure, family problems, or interpersonal relationship challenges; gaming may become a way for them to seek comfort and relaxation.

Games are typically designed to give players a sense of accomplishment and recognition when they complete tasks, level up, or defeat opponents. Young people may become addicted to games because they can gain a feeling of being appreciated and recognized in the game, which they may lack in their real lives.

After getting older, they don’t like playing anymore

When young, individuals face relatively fewer social responsibilities and pressures, allowing more time and energy to be devoted to games. As they enter the workforce, start families, and other social responsibilities increase, time and energy become more valuable, and gaming may be seen as a time-consuming activity rather than a preferred leisure choice.

As people age, their cognitive abilities and interests change. What might appeal to someone in their youth—fast-paced action games with flashy graphics—may later give way to a preference for strategic, story-driven, or deeply engaging games. If the market cannot meet these evolving needs, interest will naturally decline.

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