In the world of today, experience has been taken seriously in the field of philosophy as the priority of game design system which includes arts, cultures and human-computer interaction (Klastrup, 2007). Likewise, achieving the goal of experiencing the realm physically in the game design it has to be focused on not only the functional but also the emotional and emphatic design to create certain types of experiences.
From a point of view of game perception, the “experience movement” indicates the desire of movement which one might call a first generation of research into digital technologies that signifies understanding of how emotional qualities of interaction experiences acts as a integral part of game design (Klastrup, 2007); it requires more examinations of in the context of production, play, ideological capacity and huge circulation within popular culture (Moore, 2012).
First-person shooter games provide a numerous affects, specifically online players based on military-themed genre with the aim of cognition in relationship and emotional responses. Affects modulate emotions, perception, reactions and the way of how one preparing himself to react to a certain situation (Moore, 2012). First-person shooter not only simply combines first-person perspective, the three-dimensionality, violence and the escape in a distinct way but the virtual environment achieved to maximize a state of player’s potential which is called ‘flow’ by a psychologist Mihaly Csikszentmihalyi (Konnikova, 2013). In other words, it is a condition of presence and happiness.
Referring to Klastrup’s studies of virtual environment in games, offline, as humans, we are always careful of what we do with our bodies because in reality, there’s one one chance whereas in online world, is a risk-free experience which “Dying” can be playful, repetitive, amusing and explorative. This has come to an obvious explanation of how first-person shooter games keep players going spending hours and hours addicted to online interaction experience. However, it was claimed by McLean and Griffiths 2013 that playing first-person shooters can have negative psychological effect on today’s young people. Undeniably, non-gamers are more aware of how first-person shooters negates young adults but none has ever notice that how much “affects” it can do on us positively.
According to Dr Montag 2011, first-person shooters allow brain structure humans use to control the fear and aggression which it is not responded as strongly to the real and negative images when they are used to it in from the daily activities on computers. Moreover, it is not about the violence of images but the higher activity associated with brain-working function and memory recall. In order words, they do not have the time and put themselves into the computer game images but looking for a strategy and solution for a game status (Mauersberg, 2011).
However, it was statistically said that 70% of gamers playing video games are households men aged 33 years old. Daphne Bavelier on TedTalks explains how our brain works powerfully and positively on video games which help us learn, concentrate and fascinatingly multitask.