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At first glance, it may seem that this class of emotions is
only important for multiplayer games. Not so. The environment that your
compulsions evolved in never included any computer-simulated people, so your
genes lack a system to differentiate between simulated and real human
interaction. As a result, these compulsions can be triggered by
computer-generated people (although only in certain ways, and the emotions will
tend to be less poignant).
These are some of the ways we are compelled to gain social
status:
The Compulsion to
Gain Social Status by Showing Impressive Skills
Being impressive is a great way to gain social status. Even
if you logically know that a high Counter-Strike
kill count is never going to get you laid, the drive to be perceived as
exceptionally skilled remains. Any game with a skill component triggers this
compulsion. It's even more powerful in online competitive games since there are
human opponents, who provide an audience and a social ladder to climb.
These guys loved performing. This feeling of
enjoyment evolved to make them perform, thus increasing their social status and
getting them lots and lots of girls.
This compulsion often overlaps the compulsion to defeat
competitors. A group of musicians will naturally compete to be seen as skilled
-- especially if there are attractive mates listening.
The Compulsion to
Gain Social Status by Defeating Competitors
Remember the scene in Braveheart where Wallace stands on the
field of English dead and screams at the sky? Imagine how that felt.
Since people who have a compulsive desire defeat competitors
will tend to win more competitions than apathetic people, they will reproduce
more. Over time, the compulsion to win has proliferated. The word triumph
describes your programmed emotional reward for defeating a competitor. Wallace
got a big dose of that when he defeated the English -- and he sure enjoyed it.
Competition doesn't have to mean combat. Contests of ability
appear everywhere. An apparently benign conversation often has an undercurrent
of social competition just under the surface. School grades, athletic skills,
pain thresholds -- nearly anything can become the basis for a competition in
the right social context.
This compulsion often overlaps the compulsion to show
impressive skills.
The Compulsion to
Gain Social Status by Acquiring Cool Stuff
Material wealth and social status are closely connected. As
a result, we are compelled to acquire things.
A long time ago, I played the original NES. There were lots
of beat-em-up games for this system. There was one game called River City Ransom. The combat in this
game was not that great. I became hooked on it not because the combat was
interesting, but because it was possible to acquire stuff. I kept coming back
to the game so I could feel the emotional rewards of buying new things -- even
though those things did not physically exist.
This compulsion shows up in any game with an inventory or
array of stuff. The obvious examples
are RPGs like Diablo. These games are
very carefully tuned to constantly dangle new and better loot in front of the
player, never frustrating them with slow progress, but never allowing them to
get all the items and finish, either. By keeping the player in a middle ground,
they maintain the compulsion to acquire almost indefinitely.
The compulsion can be amplified when other players are
involved. Games like World of Warcraft
are based on this. Other players provide a social ladder to climb, and
associate positive social reactions with the acquisition of new items. This
amplifies the compulsion.
The Compulsion to
Gain Social Status by Building Impressive Things
Creating something really cool is a good way to get social
status.
Consider this essay as an example. I'm enjoying writing
this. Writing these words could even be described as compulsive. I don't really
think my ramblings are particularly impressive, but the compulsion to do
something that I self-identify as being good at is strong in me as anyone else.
In this case, the compulsion will hopefully will result in an eventual increase
in social status upon publication of this article.
Devious game designers can take advantage of this compulsion
and trigger it deliberately. Example games include obvious world-builder games
like The Sims or SimCity. Less obvious examples appear in certain ways of playing
low-pressure or turn-based strategy games in which players have a chance to
build a beautiful base or a cool custom-designed warrior.
This compulsion can commonly overlap with the compulsion to
acquire cool stuff.
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