Brain and computer games

      Doom-type games cause very specific feelings and experiences: the game and attracts and repels at the same time. The player does not understand why he plays and what he enjoys. To understand what leads fans doom-like game, one must at least explain some of the very primitive notions of psychology. In terms of Carl Jung, the whole mind is made up of conscious and unconscious. The last is divided into two parts: the collective and individual. Individual unconscious is made up of forgotten or repressed contents of consciousness and exists in the form of complexes. The collective unconscious is the instinctive behavior of the scheme, the legacy. This is the archetype. In terms of Carl Jung, the unconscious performs a compensatory function in relation to consciousness. Mental health, success in life gives the balance of conscious and unconscious. Wealthy people always know exactly the source of their motives. Modern man sacrifices his soul comfort for the momentary of success. The existence of a game allows you to use such qualities as rationality, prudence, mercenary and predictability of behavior at the desired level. Generally, people with high mental culture do not need in the Doom-like games. They seek and find adequate application rational and irrational emotional impulses in the real world. Doom-type game was originally designed to work with the subconscious: the effect of the presence of Doom-like game created from the invariants, the game world - from archetypes. Do you the info that cconsciousness for the game is not necessary. The man at the time the game is unconscious. Lack of adaptation to changing conditions forced many people to indulge in more logic and less than that required for the balance of conscious and unconscious in their mind, listen to you. Doom-type game has become a tool to maintain mental balance, like alcohol, nicotine, and drugs for these people. On the other hand Dum-type game is a new method of learning fast and efficient processing of info in a high nervous excitement and lack of time. Any level departure from the previous level of growth requirements for the player. He is forced to continually improve the speed and accuracy of their reactions under conditions imposed by the game rhythm to go further.

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