You clearly have no idea. The games are marketed towards children, and they employ operant conditioning to shape behaviour towards spending more and more. It's really that simple.
If you really don't believe me then read this paper written in 2001 by John Hopson - "the head of User Research at Bungie and has been the lead researcher for a wide variety of games ranging from AAA blockbusters (Halo, Age of Empires) to small indie games (Trials HD, Shadow Complex). He's also the author of a number of articles on the intersection of research and games, including the infamous 'Behavioral Game Design'. John holds a Ph.D. in Behavioral and Brain Sciences from Duke University and is currently the chairman of the IGDA Games User Research SIG."
I quote:
"There are numerous other things that influence players, but the basic patterns of consequences and rewards form the framework which enable all the rest. By understanding the fundamental patterns that underlie how players respond to what we ask of them, we can design games to bring out the kind of player we want."
If you really don't believe me then read this paper written in 2001 by John Hopson - "the head of User Research at Bungie and has been the lead researcher for a wide variety of games ranging from AAA blockbusters (Halo, Age of Empires) to small indie games (Trials HD, Shadow Complex). He's also the author of a number of articles on the intersection of research and games, including the infamous 'Behavioral Game Design'. John holds a Ph.D. in Behavioral and Brain Sciences from Duke University and is currently the chairman of the IGDA Games User Research SIG."
I quote:
"There are numerous other things that influence players, but the basic patterns of consequences and rewards form the framework which enable all the rest. By understanding the fundamental patterns that underlie how players respond to what we ask of them, we can design games to bring out the kind of player we want."
For Religion & Health see:[/b][/size] Williams & Sternthal. (2007). Spirituality, religion and health: Evidence and research directions. Med. J. Aust., 186(10), S47-S50. -LINK
The WIN/Gallup End of Year Survey 2013 found the US was perceived to be the greatest threat to world peace by a huge margin, with 24% of respondents fearful of the US followed by: 8% for Pakistan, and 6% for China. This was followed by 5% each for: Afghanistan, Iran, Israel, North Korea. -LINK
"That's disgusting. There were clean athletes out there that have had their whole careers ruined by people like Lance Armstrong who just bended thoughts to fit their circumstances. He didn't look up cheating because he wanted to stop, he wanted to justify what he was doing and to keep that continuing on." - Nicole Cooke
The WIN/Gallup End of Year Survey 2013 found the US was perceived to be the greatest threat to world peace by a huge margin, with 24% of respondents fearful of the US followed by: 8% for Pakistan, and 6% for China. This was followed by 5% each for: Afghanistan, Iran, Israel, North Korea. -LINK
"That's disgusting. There were clean athletes out there that have had their whole careers ruined by people like Lance Armstrong who just bended thoughts to fit their circumstances. He didn't look up cheating because he wanted to stop, he wanted to justify what he was doing and to keep that continuing on." - Nicole Cooke



