2015年1月12日 星期一

Pleasure from Games is Not the Only Form of Happiness


Pleasure from Games is Not the Only Form of Happiness

Milano Kao

National Central University

 

Abstract

Technology is always on a move. Thanks to its huge strikes on development, commoditization became a natural outcome of vehement competition and steady advancement. Nowadays, in order to watch the lates movie, to dine in a first-class restaurant or to make a reservation for the coming vacation, lining up in a queue is no longer the necessary condition. Instead, a phone call beforehand or even few clicks on the internet will certainly do so. However, such commoditization brings along problems one following the other. It creates a connectional isolation of our self and that of others. While it became doubly common for people to own a smart phone, getting online turned out not only to be more and more easy, but also possible at any time or anywhere.

People start to build up forges of their own world throughout all sorts of attractions rampanting in the Internet. Playing online games, chatting on social networks, skimming through entertaining information and so on. At first, such behavior will appear as a form of habit. Every hour or so, you will get on line and check if there is any message left for you. Later on, the time will then be limited into thirty minute, and then fifteen then five. Eventually, you will have to force yourself hard not to connect the internet, since you could not take your hands off the smart phones any more.

With a smart phone in hand, life did indeed become more convenient to us, comparing to the old days, in some way. Sending message to someone by Line and gets their response with in a second, checking for the destination on Google map while getting in a new environment, searching for things you are interested in right away on Wikipedia, etc. But, with these convenience, we spaced out the distance among others. That had become extremely ironic when the MRT was packed with passenger, like a can of Sardine, yet what matters to the passengers were not thing happen right beside them. Most of them have their eyes closely focused on their phones, either displaying high concentration of the News Feed on Facebook or indulging themselves fully into the virtual reality of online games.  


Figure 1

While this picture above shows the idea pretty well. “Life is what happens to you while you’re looking at your smart phones.” I wonder how things changed. Life back then seemed to be so simple comparing to now. Dad said that when he was little, the happiest thing is to eat a red egg on birthday. Such trivial matter was what happiness meant to them. But now, the present generation were lost in the temptation given by sensational news broadcast by mass media or the entertainment and excitements gain by online games. They mistook this information as the happiness of life. Therefore, I want to discover how people create such misunderstanding by the example of game addiction.

Game addicted happiness

According to the article written by Eliana Dockterman, which appears on the technology and media section of TIME Magazine, it analyzed players' addiction behavior within mainly two aspects of discussion.

From the interview with Tommy Palm, who is one of the game designers, Dockterman get to know what tactics King (the creator company of Candy Crush) used. Dockterman also called on a few psychology experts and players to understand the back-story on why those tactics worked so well and made the game irresistible.

"Perhaps the most genius element of Candy Crush is its ability to make you long for it.(Dockterman,2013)” Since you can only get five chances, or say, lives at a time. Thus, whenever you run out of lives, you will have to wait for another thirty-minute increment to continue the play. Owning to the fact that the game actually constrains its players from getting more lives, it urges them even more to yearn after it. That effortless constraint tests the humanity of human beings, for people tend to have a stronger desire for things they are not able to get in reach.

Another reason that deals with humanity is the fact that human is suckers for sweet talks. Most of the time, though we all know “Good advice jars on the ear.” still, we incline to be hoodwink by the flattering speech. For example, in the game, once you made more than one matches of the candy role in one move, words will pop up on your screen accompanied by a voice that says, "Sweet" or either "Delicious", considering how many combos you complete. Dr. Kimberly Young, a pioneering expert on internet and gaming addiction, called this a "Positive reward". In addition, she believed that it is an essential feedback for player immersion, for that people will feel better about himself or herself.

Beside for the humanity test, there is also psychology factors King tied to deals with in their tactics. Many people might questioned," Why choosing candy instead of other symbols. Like biscuit, fruit, or even cute animals?" or questions like, "While there are so many similar games available, why Candy Crush?" Palm gave a direct response to those questions, "Many people have had a very positive feeling about Candy since they were kids. (2013)" Thanks to the happy memories with candy during childhood, players coincidentally tied the positive association and pleasures derive from eating into the game. It leads out their inner children. Palm continued, "And it (candy) makes for a real nice visual game board with a lot of color and interesting shapes." For the homepage seemed like a traditional Candy Land Board, and with the game pieces designed as candies, players incline to believe they are transported into an entire Candy Land experience, which is far away from reality.  

Behavioral Addiction

By observing different stages of players involved in games, Mark Griffith put forward a list to define such behavior. The six stages are salience, mood modification, tolerance, withdrawal symptoms, conflicts and relapse. In the story mentioned below of my mother, I will explain the function of each stage with more detail.

My mother brought herself an IPhone during the summer vacation, and that is when she started to gain the habits of playing app games such as candy crush. This behavior has become the important activity in her daily life (salience). She spends thirty minutes to an hour on playing games after having breakfast, lunch and dinner. Sometimes, even before going to sleep, as if following a prescription given by the doctor. Nevertheless, the most interesting part during the observation of mom is that it is easy to predict whether she is winning or losing the game. The behavior of playing game changes her mood by providing either a rush of excitement or sense of calm or even, a shout of remorse may happen (mood modification). While the difficulties of the game advanced eventually level by level, it become harder to go on to the next level when meanwhile, you have the limitation of life chance. So mom began to purchase “life “in the online store, and that represents the stage when more and more behavior is needed to get the mood boost (tolerance). However, what happens when she fail to pass the level even with the purchase of extra lives? Well, mom would be depressed and put down her phone to take a break, but after finishing all of the housework, she would return once again back to her wonderland, and that is how the behavior returns after being given up (relapse)

There are still two aspect I had not talked about, which are withdrawal symptoms – a person feels lousy or irritable when unable to engage in the behavior, and conflict – the behavior causes conflicts with other people, interferes with other activities, or causes a person to feel a loss of control. Since I regard addiction as something formed out of our daily habits, this list might then provide us a way to think about whether a certain habit is making it harder to live a life that reflects our value and contributes to our long-term happiness.

Long-term Happiness

All of our lives we are searching for the long-term happiness. In the beginning of Nicomachean Ethic’S Book I, Aristotle wrote, ”Every art and inquiry, and similarly every action and pursuit, is thought to aim at some good; and for this reason the good has rightly been declared to be that at which all things aim.” That was his definition toward happiness. He believed that everything should all aim at some good, even pointed out that many aims are merely intermediate aims, and are desired only because they make the achievement of higher aims possible.

 “If, then, there is some end of the things we do, which we desire for its own sake…, and if we do not choose everything for the sake of something else…, clearly this must be the good and the chief good.” While discussing the chief good in our life, Aristotle proposed one and highest aim we should seek for throughout our whole life should have the qualities same as politics, since “though it is worthwhile to attain the end merely for one man, it is finer and more godlike to attain it for a nation or for city-state.”

To do so, is by policy. Yet, “what is it that we say political science aims at and what is the highest of all good achievable by action?” Since for both the general run of men and people of superior refinement say that it is happiness, and further on identify living well and doing well with being happy. However, when regard to what happiness is, they differ either from one another. At some stages of life, they even differ from oneself By identifying happiness with happiness with health when he is ill, and with wealth when he is poor. Overall, they consider happiness as some plain and obvious thing like pleasure, wealth or honor.

With the definition most people made for happiness, we can see the three distinct way of life which different people associate with happiness. First of all, the slavish way of pleasure; second, the refined and active way of politics that aims at honor, and the third, the way of contemplation life which ultimately aims at wisdom. However, why is pleasure ranking in the first place among the other two?

The Desire Theory

Three theories of well-being mentioned in the article of Stanford Encyclopedia of Philosophy are successively the Hedonism, the Desire Theory, and the Objective List Theory. But in this paragraph I will merely talk about hedonism and the Desire Theory.

 Jeremy Bentham is one of the most well-known of the more recent hedonist. In his writing An Introduction to the Principle of Moral and Legislation he wrote, “Nature has placed mankind under the government of two sovereign masters, pain and pleasure. It is for them alone to point out what we ought to do.” (Bentham, 1) Hedonism gave their answer to the phenomenon of human beings always acts in pursuit of what they believe will give them the greatest balance of pleasure over pain. They think it is simply the pleasantness of pleasure and the painfulness of pain. Yet, how are we to measure the value of the two experiences? For the reason that there does not appear to be a single common strand of pleasantness running through all the different experience people enjoy.” To be more practical is to ask one-self, how is it possible to compare the pleasure one get from eating a great meal with their families in a restaurant to reading Shakespeare alone in a quiet corner of the library. There is obvious different aspect of pleasure one can gain from these two incidents. Therefore, scholars argued that Bentham seems to be placing all pleasure on a par, and further ignores the distinctions between.

What about other theories, can it be more precise in defining well-being to human beings? By the suppose of experience machine, it successfully explains how Desire Theory works in individual behavior. By planning a lifetime of experience before hand, one can later on plug in and live out their life in a virtual reality machine. In such case, one can go through whatever experience they think might possibly bring out the most enjoyment and pleasantness. However, Is it the experience that people seeks for or the result of it people look forward to?

“Desire is consequent on opinion, rather than opinion on desire.” (Miceli, 11)To simplify this contention an example might be well enough. That is, for instinct, nowadays teenagers seem to be pursuit eagerly of fame and wealth. However, do they ever consider the difficulties they had to encounter through the pursuance? To reach their satisfaction of desire, they skipped over tough process and dreamed of the outcome impracticable. By doing so, they be satisfied by the desire of fame and wealth, for they think of fame and wealth as independently goods beforehand. However, since the pursuance of life should be about happiness, fame and wealth might just happen to be a camouflage that confused our attention, like those various sort of pleasure we get from the internet.

It is not to blame that people might want to run away from reality by internet. But once we get used to that, we might turned out getting stuck in the virtual reality. We lost the truth of happiness through all these temptation, through online games, through the commoditization technology had brought to us. Through all these occupancy, we mislead our self into the pursuit of slavish pleasure and later on took it as happiness.  

Results

“many changes occur in life, and all manner of changes and the most prosperous may fail into great misfortunes in old age, as in told of Priam in the Trojan Cycle.”(Tenenbaum, 236) Happiness must be consider over a whole life time, and a truly happy person in life is he who will bear what misfortune brings most beautifully and in complete harmony in every instance, because even in this circumstances, something beautiful shine through..

Reference

Aristotle. "The Internet Classics Archive | Nicomachean Ethics by Aristotle." The Internet Classics Archive | Nicomachean Ethics by Aristotle. N.p., 1994. Web. 12 Jan. 2015.

Bentham, Jeremy. "Chapter I." An Introduction to the Principles of Morals and Legislation. N.p.: n.p., n.d. 1. Print.

Crisp, Roger. "Well-Being." Stanford University. Stanford University, 06 Nov. 2001. Web. 12 Jan. 2015.

Dockterman, Eliana. "The Science Behind the Candy Crush Addiction." Business Money Candy Crush Saga The Science Behind Our Addiction Comments. TIME Magazine15, 15 Nov. 2013. Web. 12 Jan. 2015.

Miceli, Maria, and Cristiano Castelfranchi. "2.2.2." Expectancy and Emotion. Corby: Oxford UP, 2014. 11. Web.

Tenenbaum, Sergio. "9." Moral Psychology. Amsterdam: Rodopi, 2007. 236. Print.

Rubin, Gretchen. "Are You "Addicted" to Something?" Gretchen Rubin. N.p., 20 Aug. 2014. Web. 09 Jan. 2015.

2015年1月8日 星期四

Advertisement

In chapter 10, this section mainly talks about what problems should be taken notice while writing a certain type of article like argumentation. At the beginning paragraph of “What to avoid”, it points out the common logical fallacies people might carelessly make. However, those fallacies become overly interesting while appearing in the form of advertisement. But why is that? I think the reason that creates such irony in this situation results in the fact that people usually make logical fallacies as a matter of common sense. Therefore, they will not be aware of the mistake. Instead, they seem to accept it, and moreover, be convinced by such nonsense.

There are thirteen logical fallacies in category, which are followed by hasty generalization, non sequitur, begging the question, red herring argument ad hominem, faulty use of authority, argument ad populum, either/or, hypostatization, bandwagon appeal, straw man, faulty analogy and quick fix. Among these fallacies, there are two fallacies I wanted to talk more about in this short review.
 
 
The first one is hasty generation. I think this fallacy happens quite often not only in the form of advertisement, but also in our daily speech. For that often, we draw sample from too small or selected subjects. To explain this more thoroughly, take the cover advertisement of a Honey Nut Cheerios as an example. By putting three simple words large and clear on the bottom of a picture of a bowl of cereal, “ America’s favorite cereal”, they have their message pretty obvious. Those words, especially the highlighted “favorite”, tend to make its costumers first believed in and eventually agree with the ad. There might be several conditions happen in this stage. If the American customers saw this they will think, “Oh, if this cereal is favorite by most Americans, why wouldn’t I?” since this question involved in the identification as an American. While in another case when someone who had never been to American sees this cereal, he might come up with a thought like, “Oh, so this is the kind of cereal the Americans like most? I wonder how it taste.” Meanwhile putting one of the boxes into their grocery car, since most of the time, we have the statement in mind that the grass is always greener on the other side of the fence.

 
 
The second is faulty use of authority. In this type of fallacy, it is typical to see companies promote their products with famous people featuring in the advertisement. In the slide we can see that singers drinking Pepsi, Jesus holding on Mentos, actor giving you a charming smile while pretending to get a spoon of Häagen-Dazs. How strange? What does these people know about those products? Singers are definitely not some sort of soft drink expert. I bet how much does Jesus knows about Mentos. And as for Bradly Cooper, he is just selling his charming face in that ad. Yet, customers did not find anything strange in those ads, because of the admirations toward those famous people.

Even though considering ads under such circumstances may have them appear like nonsense, I think advertisements are meant to break all the roles. Stuck in a conservative thinking of what to do and what not does not fit in the characteristic of advertisement. Advertisements are meant to fly with its creativity.     

     

Finding a Suitable Topic


Finding a suitable topic

After the second conference with the professor, I than figured out a pretty important mistake I had make. I had not yet decided what my conclusion, or say, solution to the issue is going to be. Though I already have a summary in head about what I’m going to talk about, the topic was not yet settled. Therefore, after discussing with the professor and my classmates, I finally come up with a suitable topic for the paper, and eventually, come up with the conclusion of it. However, after reviewing all four of my annotation and the original issue paper, I noticed that there is a lot of revise waiting to be done.

First of all, for not being certain about the topic and the point-to-be-argued, putting these annotations together would seem like a mess and untidy work without its central conflict. So I decided to talked about how technology brings along commoditization and then how such convenience provides us with a wrongly understanding of what happiness is. By discussing the behavioral addiction of online games, we can see that the pleasure we get from those entertainment was nothing but a vague emotion. Though sense of excitements rise while playing games, the players hardly feels any other subtle emotional tension involved.

Secondly, since Aristotle’s’ viewpoint presented in Nicomachean Ethic was somehow too serious comparing to the example of Candy Crush addiction example, I decided to give more examples while explaining his ideas. And also, try to make a connection of what people think of happiness back then differs to nowadays, or even how people pursuit the slavish way of pleasure remains similarly in the society now. Making comparison between two things usually provides the audience a much more thorough understanding about the main issues. But the thing is how to present the comparison to the audience in a clear and easy way?

Whether the conference with the professor or the discussions with other classmate either in class or by their comments, it helps me a lot in understanding the weak points of my paper, because we usually can’t figure out our own problems.    

2014年12月10日 星期三

Addiction is a Subject Related to Habits

An annotation for Gretchen Rubin’s Are You “Addicted” to Something?
Addiction is a Subject Related to Habits
         
          After reading the article written by Gretchen Rubin, I rather think that addiction is a subject related to habit. In the article, Rubin mentioned a list of factors which was put forth by Mark Griffiths. Apart from the question of “what’s a true addiction?”, the list provides a way to think about whether a certain habit is making it harder to live a life that reflects our values and contributes to our long-term happiness. According to this definition, a behavioral addiction is marked by salience, mood modification, tolerance, withdrawal symptoms, conflicts and relapse. However, the assay would not be clear enough if it isn’t represent with an example, so I would discuss the six aspect along with my mother’s habit on playing app games.

          My mother brought herself an Iphone during summer vacation, and that is also when she started to gain the habits of playing app games such as candy crush. This behavior had become the important activity in her daily life (salience), for she spent thirty minutes to an hour on playing games after having breakfast, lunch and dinner, sometimes even before going to sleep as if she is following a prescription given by the doctor. Basically, I think the most interesting part during the observation of mom is that it is pretty easy to predict whether she is winning or losing in the game, for the behavior of playing game changes her mood by providing a rush of excitement or sense of calm or a shout of remorse (mood modification). None the less, since the difficulties of the game advanced eventually level by level, it is quite hard to go on to the next level as easy as turning one’s hand over on level one when you had the same limitation of life chance, which is five lives per chance. So mom began to purchase “life “ in the online store, and that represents the stage when more and more behavior is needed t get the mood boost (tolerance). However, what happens when she fail to pass the level even with the purchase of extra lives? Well, mom would be depressed and put down her phone to take a break, but after finishing all of the housework, she would return once again back to her wonderland, and that is how the behavior returns after being given up (relapse)

          There are still two aspect I had not talked about, which is withdrawal symptoms – a person feels lousy or irritable when unable to engage in the behavior, and conflict – the behavior causes conflicts with other people, interferes with other activities, or causes a person to feel a loss of control. Though this list might seemed a little too underestimate the problems of addiction, I think with our self-knowledge, and being in control of ourselves, addiction would not need to be seemed as a matter so seriously.

Candy Crush---Game Addiction Happiness

An annotation for Eliana Dockterman's "Candy Crush Saga: The Science Behind Our Addiction"
Candy Crush---Game Addiction Happiness

          According to the article published in TIME Magazine's technology and media section, which was written by Eliana Dockterman, it simply analyze the players' addiction within the game into several different aspect of discussion. On the one hand, from the interview with Tommy Palm, who is one of the game's designers, Dockterman then realized what tactics King (the creator company of Candy Crush) used. While on the other hand, Dockterman also called a few psychology experts and players to understand the back-story on why Kings' tactics worked so well to make Candy Crush so irresistible.


          "Perhaps the most genius element of Candy Crush is its ability to make you long for it."(Dockterman) Since you can only get five chances, or say, lives at a time, thus, when you run out of lives, you will have to wait for another thirty-minute increment to continue the play. Owning to the fact that the game actually constrains its players from getting more lives, it urges its player even more to yearn after it. And also, that effortless constraint test the humanity of which people have a stronger desire to thing they aren't able to get in reach. Another reason that deals with humanity is that human are suckers for sweet talks. Even though we all know the truth, which “Good advice jars on the ear.”, and "Bitter pills may have wholesome effects." But still, we tend to be hoodwink by the flattering speech. For example, once you made more than one matches of the candy role in one move, words will pop up on your screen accompanied by a voice that says, "Sweet" or either "Delicious" consider how many combos you complete. Dr. Kimberly Young, a pioneering expert on internet and gaming addiction, called this a "Positive reward". In addition, she believed that it is an essential feedback for player immersion, for that people will feel better about himself or herself.


          Besides, for the humanity part King deals with their tactics, there is also psychology factors they managed to affect. For example, many people might questioned," Why choosing candy instead of other symbols, such as biscuit, fruit, or even cute animals?" or questions like, "While there is so many similar games available, why Candy Crush?" Palm gave a direct response to those questions, "Many people have had a very positive feeling about Candy since they were kids." Thanks to the happy memories with candy during childhood, players therefore coincidentally tied the positive association and pleasures derive from eating into the game, and moreover, it lead out their inner child. With Psalm later on continued, "And it (candy) makes for a real nice visual game board with a lot of color and interesting shapes." For the homepage seemed like a traditional Candy Land Board, and with the game pieces designed as candies, players incline to believe they are transported into an entire Candy Land experience, which is far away from reality.  
 
Reference:
Dockterman, Eliana. "Candy Crush Saga: The Science Behind Our Addiction"TIME.

2014年11月26日 星期三

Candy Crush---Game Addiction Happiness

An annotation for Eliana Dockterman's "Candy Crush Saga: The Science Behind Our Addiction"
Candy Crush---Game Addiction Happiness

          According to the article published in TIME Magazine's technology and media section, which was written by Eliana Dockterman, it simply analyze the players' addiction within the game into several different aspect of discussion. On the one hand, from the interview with Tommy Palm, who is one of the game's designers, Dockterman then realized what tactics King (the creator company of Candy Crush) used. While on the other hand, Dockterman also called a few psychology experts and players to understand the back-story on why Kings' tactics worked so well to make Candy Crush so irresistible.

          "Perhaps the most genius element of Candy Crush is its ability to make you long for it."(Dockterman) Since you can only get five chances, or say, lives at a time, thus, when you run out of lives, you will have to wait for another thirty-minute increment to continue the play. Owning to the fact that the game actually constrains its players from getting more lives, it urges its player even more to yearn after it. And also, that effortless constraint test the humanity of which people have a stronger desire to thing they aren't able to get in reach. Another reason that deals with humanity is that human are suckers for sweet talks. Even though we all know the truth, which “Good advice jars on the ear.”, and "Bitter pills may have wholesome effects." But still, we tend to be hoodwink by the flattering speech. For example, once you made more than one matches of the candy role in one move, words will pop up on your screen accompanied by a voice that says, "Sweet" or either "Delicious" consider how many combos you complete. Dr. Kimberly Young, a pioneering expert on internet and gaming addiction, called this a "Positive reward". In addition, she believed that it is an essential feedback for player immersion, for that people will feel better about himself or herself.

          Besides, for the humanity part King deals with their tactics, there is also psychology factors they managed to affect. For example, many people might questioned," Why choosing candy instead of other symbols, such as biscuit, fruit, or even cute animals?" or questions like, "While there is so many similar games available, why Candy Crush?" Palm gave a direct response to those questions, "Many people have had a very positive feeling about Candy since they were kids." Thanks to the happy memories with candy during childhood, players therefore coincidentally tied the positive association and pleasures derive from eating into the game, and moreover, it lead out their inner child. With Psalm later on continued, "And it (candy) makes for a real nice visual game board with a lot of color and interesting shapes." For the homepage seemed like a traditional Candy Land Board, and with the game pieces designed as candies, players incline to believe they are transported into an entire Candy Land experience, which is far away from reality.  
 
Reference:
Dockterman, Eliana. "Candy Crush Saga: The Science Behind Our Addiction"TIME.