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What the player gains

Perhaps the most visible values of computer and video gaming are simply its artistic and entertainment values.

As a form of multimedia entertainment, modern video games contain a highly unique fusion of 3D art, CG effects, architecture, artificial intelligence, sound effects, dramatic performances, music, storytelling, and, most importantly, interactivity.

This interactivity enables the player to explore what amounts to a stylized, artistic depiction and simulation of some three-dimensional environment (something no other form of entertainment can allow) with the actions of the player operating as a single, irreducible variable.

In this respect, every game scenario will play out a slightly different way every time. Even if the game is highly scripted, this can still feel like a large amount of freedom to the person who is playing the game.

Consider, for example, a game such as Brothers in Arms: Earned in Blood, where the objective is often to eliminate Nazi squads by commanding a group of soldiers from a first-person perspective.

Many aspects of the game are highly controlled — the number of Nazis and the places they originate from do not vary, nor does the strength and armament of friendly or enemy troops. The maps are meticulously designed in such a way as to provide clear paths and cover at key locations.

And still, the overall strategy, the tactics, and the execution will vary every time. Within the rather broad boundaries of the game, the player is able to exercise far more freedom and control than in traditional forms of entertainment or art.

A related property is that of emergent behaviour. While many games including card games and sports rely on emergent principles, games are able to create simulated story worlds where emergent behaviour occurs within the context of this world.

This also is very appealing to players. In discussing the issue, game designer Warren Spector has used the term "emergent narrative" to describe how, in a simulated environment, storyline can be created simply by "what happens to the player."

In Steven Johnson's book, " Everything Bad Is Good For You," he argues that video games in fact demand far more from a player than traditional games like Monopoly.

In order to experience the game, the player must first determine the objectives, as well as how to complete them. They must then learn the game controls and how the human-machine interface works, including menus and HUDs.

Beyond such skills, which after some time become quite fundamental and are taken for granted by many gamers, video games are based upon the player navigating (and eventually mastering) a highly complex system with many variables. This requires a strong analytical ability, as well as flexibility and adaptability.

To emphasize the point, Johnson notes that the strategy guide for Grand Theft Auto III is 53,000 words long. He argues that the process of learning the boundaries, goals, and controls of a given game is often a highly demanding one that calls on many different areas of cognitive function. Indeed, most games require a great deal of patience and focus from the player, and, contrary to the popular perception that games provide instant gratification, games actually delay gratification far longer than other forms of entertainment such as film or even many books.

Some research suggests video games may even increase player's attention capacities.

Multiplayer games, which take advantage of the fact that computer games can use the internet, provide players with the opportunity to compete with other players from across the globe, something that is also unique to electronic gaming. MMORPG's take the concept much further with the establishment of vast, online communities existing in persistent, virtual worlds.

Millions of players around the globe are attracted to video gaming simply because it offers such unprecedented ability to interact with large numbers of people engaged simultaneously in a structured environment where they are all involved in the same activity (playing the game).

Even simple games offer potential benefits to the player. Games like Tetris and Pac-man are well-designed games that are easy to pick up but difficult to master, in ways not unlike chess or even poker. Despite their simplicity, simple games may also feature online capabilities or powerful AI. Depending on the game, players can develop and test their techniques against an advanced computer player or online against other human players.

More obvious benefits to the player can come in the form education on the game's subject matter. For example, a RTS set during the American Civil War may feature the use of period armies engaging in historical battles, and outwitting an opponent such as Robert E. Lee.