”Freedom to quit is an essential aspect of play’s definition” (Gray, 2008).
”Play” serves us many valuable purposes which develop physical, intellectual, emotional and socially moral capacities (Gray, 2008). It provides a state of mind where your motivation influences mental behavior, which is why games have a long deep running and habitual association; historically a culturally specific to modernity (Malaby, 2007).
In video games or virtual reality environment, ‘Play’ is commonly signified as a form of activity with three special instincts which is separable, safe and pleasure. Separable means against from work or in other words, acts as an escapism of everyday life whereas safe stands for ‘consequence free’ and pleasurable indicates fun and enjoyment (Malaby, 2007). Therefore, it significantly demonstrates the potential of video games which provides players have a certain degree of control over in the game characters.
Phenomenologically, players generally experience video games as a stimulation of acting in imagination, or in other words, an alternative reality where players are able to authorize the game story; the ability to act than a story being told by a narrator (Frasca, 2001). Stimulation is more than just a story where experiencing events as personal experience is the key of video games.
”Stimulation is an act of modeling a system A by a less complex system B, which retains some of A’s original behavior”. (Frasca, 2001).
Stimulation works perfectly as a great tool to teach complex rules because unlike the narrative, it allows the most important thing in virtual reality environment, experimentation. However, the more complex the system gets, the better stimulation which becomes more attractive tool when it allows to model the rules that govern its system. The Sim City 2000 is a good stimulation game example to define a better explanation. for instance, System B (Sim City 2000) stimulates System A ( a city). In Sim City’s system, there is no graffiti on the walls of Sim’s bulidings, nor the streets which explains that Sim City is a less complex than an actual city, but it still retains some of the characteristics or behaviors such as buildings need electricity and roads that need money to build (Frasca,2001).
One of the other stimulation games which provides a better understanding of video games stimulation is Monster Rancher, which is known as a life-stimulation role playing game which created by Tecmo Koei and now has adapted to anime.
Monster Rancher is designed to be stimulated as animal breeding. As abovementioned, stimualtion is acting model a system A which in this case, the city acts as System A whereas System B is the Monster Rancher. Nevertheless, as a system, there is no rubbish or broken furniture of Monster Rancher’s city. In addition, it still yet retains some of the reality characteristics or behaviors where it is need money to buy weapons, cure and time to train a monster.