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Growing Up

*I am interested in looking at why, as we grow up, we move away from games. *

As we grow older, we become less disillusioned with life. Many things lose their "special" place as we become accustomed to them as being normality. Normality is not special, as it occurs frequently if not all the time.

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During our growth, more things in our life are left behind, unfinished/ or going against our plans: unreached goals, unrealized accomplishments, dreams unfulfilled, passing of loved ones, ending of relationships, etc. These real experiences may sometimes take a toll on an individual. Other times they remain as experiences, that again nullify the “magic” behind something new. As more experiences are lived through, it feels as though there are fewer possibilities for something new and exciting.

 

Children explore asking many questions trying to familiarize themselves with the world and how it works. Their joy is in discovery, and often games allow them to exist within another realm – that will be initially new and interesting to them. Younger children receive joy from exploring and discovering what their bodies and their worlds do. As you grow up, this changes. Around the ages surrounding puberty, interests shift from exploring to – ‘how relationships function?’ Finally, in adulthood majority of the time, we don’t find as much fun in “let’s see what happens” playing. It is expected that by adulthood, people are very familiar with their environment – so they can survive within it. Games become tools for potential stress relief instead of exploration and the core principle of “play”.

 

Additionally, as we grow older, our priorities change. When adulthood begins, we are quickly introduced to many new concepts that cause a lot of stress (such as working, paying bills, etc). For that reason, gaming or playing games becomes distant and only a “spare time” activity. Games can still be seen as fun; however, the priority is survival for that reason there is less of a feeling of fun as the adult brain is too concerned regarding adult topics.

Monkeys and Rats:

I could not find any specific cases regarding the brain's development in terms of play. However, I did locate some studies about dopamine, pleasure and play in terms of hormonal levels.

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One of the tests looked at was Monkeys and Rats - how playful they would be if given a choice between food they love and food they don't hate. When given food they love and playtime, they would choose the food they loved. If they were fed earlier and given the choice again, they chose to play. When it came to food that wasn't their favourite, there was a large increase in selecting "playtime" over the food.

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Another experiment was giving the rats drugs that would increase or decrease dopamine in their system. It was observed that with both higher dopamine and lower levels of dopamine, the subject was less playful. This is interesting as it means that dopamine cannot be controlled in order to stimulate a more playful mood.

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Social Play:

The rats had a "T" junction. With each turn having either food or a playmate.

“People Fun is a self-motivating activity that maintains player engagement by supporting interaction with other people”

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https://books.google.co.uk/books?hl=en&lr=&id=foE8AnfQmZoC&oi=fnd&pg=PA155&dq=games+and+fun+&ots=QxlkgbegjE&sig=_-4VqLmAfxmnC8ABZEDvw0tyimk&redir_esc=y#v=onepage&q=games%20and%20fun&f=false

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Hence, as an adult is harder to participate in the self-motivating activity of interacting with other people to result in fun. This is since as you grow up; your friend group naturally becomes smaller and therefore it is harder to participate in social interactions that can be fun.

 

“These studies have shown that there are signaling substances in the brain called neurotransmitters that play a particular role in the mental processes of pleasure. The most promi-nent neurotransmitters are dopamine, endogenous opioids (often referred to as endorphins, although the endorphins are actually only one subclass of opioids), and endogenous cannabinoids (or endocannabinoids). These neurotransmitters also play an important role in social play... Dopamine, opioids, and endocannabinoids act in a distributed network of brain regions that generate and perceive emotions, including the ventral tegmental area, nucleus accumbens, pallidum, frontal cortex, and amygdala ..."

“In recent years, the mental processes that create enjoyment have
been subdivided into motivation (wanting) and hedonics (pleasure or liking)
(Berridge and Robinson 2003; Berridge, Robinson, Aldridge 2009)”

 

https://files.eric.ed.gov/fulltext/EJ1069219.pdf

Neurotransmitters.webp
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