3 Matching Annotations
  1. Sep 2024
    1. They persist through time and may evenaffect the general sense of self-worth the player has, if the emotional reac-tion to the player’s engagement with the game was strong enough.

      This is seen more in games of sports or highly competitive environments. As someone who has done club volleyball and basketball, some of my teammates were entirely affected by one bad game they had and the reaction of their fellow teammates or coaches. A bad experience can cause a player to stop liking the game ad sometimes cause them to not want to play the sport and game anymore.

    2. It simply means that like every other social situation, gamesinform how we interpret and act in the social contexts we find ourselves in.

      Especially with a close group of friends or family, the way we act while playing a game is changed. Games always come with rule-bending or disagreements and how 'much' we care is affected by who we are with as explained in the sentence before the highlighted.

    3. We have entered a state of hyperconnectedness, where the feedback loopwith technology is accelerating to a point where it is becoming increasinglydifficult to have a sense of being in the moment, to steer our focus withoutdistraction, and to allow our imagination to roam freely.

      I have also noticed in many people close to me, including myself, that attention spans are the smallest they have ever been. No one is attentive anymore because no one wants to converse face-to-face. They would rather text each other. Although technology can create the illusion of hyperconnectivity, the contrast happens due to its inevitable negative effects that outweigh the connectivity.