Creativity In Psychology

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Creativity is one of those weird outliers of psychology that never seems to have a determinable definition or perfect definition that everyone can agree. Most psychologists agree that for something to be called creative requires that the idea or product is original and functional. Creativity is thought of, by Freudian ideologies, as a part of the mental functioning operative in the id (Arieti, 1976). In other words, the individual uses it to seek pleasure and avoid pain. The word itself is as open ended as the process being creative in the real world. Up until the middle of the last century, creativity wasn’t widely discussed among psychologists, let alone studied.

Video games are a ubiquitous part of almost all children and adolescents’
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How strong the reward system is in our brains depends on how often we get the reward and how big of a reward it is. Video games are built from the ground up to exploit this part of our brain. Kill monsters, get points, complete levels, beat the game, and feel satisfied. It 's a very simple and primitive part of the human species. We react the same way to everything, from food, to sex, to education and even in personal relationships. If game developers are able to characterize and add design considerations that facilitate these engaged states they end up creating more enjoyable and better selling games.

Applications of psychology in game design and development is constantly growing at major developers. To many, the idea of people making games often conjures up images of tech and coding, but it’s easy to forget how intertwined psychology is in every facet of a game’s design. In the early days of gaming the psychological role of the medium was fairly simple: make the game engaging enough to keep players pumping coins into the arcade. While that mentality is still very much alive in free to play titles, creating an online world consistently engaging enough for players to inhabit for years is another matter
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Both traditional and video games are fundamentally voluntary in nature, they can include competitive and cooperative objectives, players immerse themselves in pretend worlds that are safe contexts in which negative emotions can be worked out, and games allow a sense of control with just enough unpredictability to feel deep satisfaction and intense pride when formidable goals are finally reached. Video games are socially interactive in a way never before afforded. Increasingly, players are gaming online, with friends, family, and complete strangers, crossing vast geographical distances and blurring, not only, cultural boundaries, but also age and generation gaps, socioeconomic differences, and language barriers. The large amount of time invested in playing video games may also mean that they provide different experiences than conventional games. Although we may remember spending whole weekends playing Monopoly with siblings and neighbors, few traditional games can boast the weeks and months of game play that many video games

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