Maslows heirarchy of gaming revenge
Two, you can mix equal parts of gasoline and diet cola. Three, you can dissolve crumbled cat litter in gasoline until the mixture is thick. Not by yourself, of course! Instead, hire someone from the dark web to do this for you. Hopefully, your ex also sees it promptly begins to panic.
Mail your ex raw animal meat. Be sure that the box containing the raw meat is also filled with blood and includes a creepy note of sort safely taped on the inside. Stalk your ex, take their photos preferably unflattering or nude ones , post them on a website you created under their name, and promote the living shit out of it to all their friends. For bonus points, send your ex the link to the website directly.
Download child pornography on their computer and report them. Then lie about how they talked behind their backs. For best results, be sure to point out their insecurities and how your ex made fun of them specifically.
In fact…. Learn Photoshop. Start documenting your nightlife adventures, taking pictures with other attractive people of the opposite sex, and just about anything that will spark jealousy in your ex.
You can even lie about your adventures and bribe attractive people to take a photo with you and write a flirty commend under it when you post it on social media.
When your ex finds a new partner, anonymously message them about what they did. Let them know them your ex is bad news. Let them know to sleep with one eye open. Let them know to expect to be dumped or cheated on shortly. Esteem needs include feeling confident and good about yourself and feeling like you matter and are valuable to others. But, when their esteem needs are not met, they will often experience feelings of inferiority — a. Blame your ex for the breakup. Be prepared for this!
Humans are social creatures that crave interaction with others. This level of the hierarchy outlines the need for friendship, intimacy, family, and love. Humans have the need to give and receive love; to feel like they belong in a group. When deprived of these needs, individuals may experience loneliness or depression. These are the first of social needs, involving the desire for interpersonal relationships and being part of a group. Examples of these needs include friendship, intimacy, trust, acceptance, receiving and giving affection and love.
Maslow indicated that the need for respect or reputation is most important for children and adolescents and precedes real self-esteem or dignity. Growth needs do not stem from a lack of something, but rather from a desire to grow as a person. Every person is capable and has the desire to move up the hierarchy toward a level of self-actualization. Once these growth needs have been reasonably satisfied, one may be able to reach the highest level called self-actualization. However, we will continue to feel our growth needs once they are engaged and may even become stronger.
Maslow later modified the theory to include three additional needs, namely cognitive, aesthetic and later transcendence needs. Cognitive requirements express our need to study, experiment with, and learn how the world works to broaden our understanding. This is an important step toward self-actualization since it requires you to expand your mind and explore new ideas based on facts. You will want to fulfil your aesthetic demands once you have addressed your cognitive needs. This might mean enjoying the wonderful things in life, but it can also mean finding balance.
Nature walks, for example, might leave us feeling revitalized. Similarly, listening to music may leave us feeling revitalized. Self-actualization needs are the highest level in the original theory propounded by Maslow. Maslow describes this level as the desire to accomplish everything that one can, to become the most that one can be.
At this level, people strive to become the best that they possibly can be. Players in Eve represent the largest force for making stories and moving things forward within the game universe.
The holy grail of the creation layer for games is a world that self-perpetuates and where gamers actively create and change the world around them.
Very few games at this point can pull this off well, simply because of the amount of freedom it gives the players. The ultimate example right now of this is Second Life. Is Creation the highest level of motivation that games can hope to reach? Is this all a load of hogwash? Maslow's Hierarchy of Game Design. Ste Grainer Featured Correspondent. Tags game design. Published Mar. There is some truth to the idea that people struggling to fill a lower hierarchy will often ignore higher ones, but if you look around you'll see it really isn't an absolute as Maslow painted it.
There are people in the slums of India who are inventing windmills out of our old trash, and not just purely out of need. There are also plenty of musicians and artists happily making new art while they can barely stay fed. And finally, there are plenty of minecraft players who bravely put off developing their own security in order to focus on making sure their toilet shaped fort would end up perfect. The hierarchy helps us understand the world and explain some phenomenon, but it isn't an absolute statement about how everything works or how video game history developed.
It's just a rough generalization. Few people know, but Maslow modified the hierarchy of needs near the end of his life - he added self-transcendence as the ultimate human need, which comes into the forefront after one has a relatively fulfilled need for self.
As to what kind of games would correspond to this need, I don't know, but something along the lines of placing practical, real-world impact of playing a game, that would benefit society in some sense, as the ultimate goal for example, who is going to clear up the biggest area around your home, or help the biggest number of children with learning, or elderly with chores, or [insert a random personally significant act of altruism here] , seems a reasonable speculation :.
Maybe because minecraft hits all these targets its given them a license to print money! I've been wondering about the integration of charities in freemium games Let us start outside the realm of massively online multiplayer games. Let us just focus on the world of consoles for the moment. The Xbox has their Achievement System , and the Playstation 3 as of firmware 2. What do these points do? Nothing whatsoever. They merely add to a never ending total which the world can see, and then use to judge you as to how good of a gamer you are.
I must admit, it is fun trying to get some of the achievements and for the most part, I enjoy the systems. From a gamespy article on achievement addiction:. I … I think I need help. I too have felt this way, and I have felt even more frustrated when the game developers put achievements in games on purpose, which require an excessive amount of time to complete; leaving obsessive people such as myself spending far too much time playing.
Again, I do not fault the game developers or the console manufacturers for this problem, I fault the players. In this generation, it is far too easy to get a sense of actual achievement from utterly useless wastes of time. Getting 10 points added to your gamerscore on Xbox live usually supersedes something more important, such as studying for a test, or getting to work on time. I myself have fallen into this trap more then once, and I hope I never fall into it again.
Your body and mind can actually get all of the things it requires to feel like a well rounded individual from the comfort of your desk chair. Gamers said they felt the best about their experience when the games they played produced positive outcomes in scenarios related to the real world. We can safely ignore the bottom tier, obviously no game can fulfill any of those, and, they are all very easy to fulfill while being hopelessly addicted to a video game.
So beginning from the second tier:. But something more intensely provoking has happened in EverQuest which makes it addictive. Another frequently encountered figure in introductory psychology textbooks is Maslow, known for his proposed hierarchy of needs.
Maslow sees human needs in a pyramid scheme. At the bottom are basic hunger and thirst needs. Then follows security. At the top of the pyramid are aesthetic needs and personal achievements, which would only be possible on a strong foundation of sated hunger and security needs.
But EverQuest makes it possible for Joes and Janes to become heroes. EverQuest makes it so that you can slay Vox in a guild raid on an empty stomach. What happens when people can feel achievement through continuous mouse-clicking? Just to re-iterate, this is not an article analyzing MMO addiction, or otherwise meant to belittle the designers or players of such games.
It is meant to provide insight into why these types of systems are so easy to become addicted to. It is not necessarily the lazy basement dweller playing these games anymore. It is professionals, and parents.
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