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4 psychotypes from computer games that will help you find a common language with your child

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Hello! You are on the channel All or nothing, thanks for reading me! Glad to see you and enjoy reading!

The article is subjective and expresses the personal opinion of the author.

In warm weather, children have historically tried to take them out of the city. They were supposed to run barefoot in the beds, tinker with their bare hands right in the arable land and hide in the wild thickets of zucchini. The city is really not the most ideal environment for the child: there is too powerful a stream of cars, a lot of noise, long streets and a lot of glass and concrete.

When a person is small, a walk through the bedroom area is like wandering in an endless maze of dull boxes. The child, of course, is trying to make a difference in your route: it falls, it is naughty, it knocks with a stick on the fence, but there is still little joy from it.

Meanwhile, everyone likes to wander the streets, for example, book cities or computer worlds. Even if an apocalypse happened recently there, and mutant rats run through the streets.

In reality, for some reason we don’t take a walk as an adventure with interesting discoveries, but virtual systems - please

Game strategies that are currently used by computer game developers will help you think through your route, captivate your child, and possibly remove it from the swing without any squeak. It will be useful here to turn to specialists who know exactly how people are looking for adventure. For example, to Richard Allan Bartle.

This is a British professor and researcher, legend and pioneer of the gaming industry. The world knows him as the dad of one of the first MUD (Multi-User Dungeon), a multiplayer online game. In the 90s, Bartle wondered why people play games. He conducted a study and identified four psychological types of players. One of them probably refers to a person who is now shouting that he won’t go anywhere.

1. Careerists (achiveres)

These guys are important achievements and their material embodiment: a set of points, passing levels, getting titles and medals on the chest. They are very interested in what they will get if they travel with you.

The child-achiver is described in Koval’s short story. Remember the preschooler Serpokrylov running around the village? He shoots from a rifle made of tap iron at village dogs, imaginary enemies, and generally at any flying enemy tank hiding under the guise of a tractor. He leaves the house as a soldier, after several operations he becomes a sergeant, lieutenant, lieutenant colonel, and by the end of the walk the general’s shoulder straps lie on the shoulders of the preschooler and imaginary flags fly over his head.

What to offer a careerist:

  • champion trip with distance calculation (grab a pedometer), honorary titles for every 300 meters paper. Medals are issued at home upon request;
  • appropriation of new territories, followed by renaming of streets and home-made tablets;
  • collecting amazing stones from each quarter passed - for the magical collection of the Keeper of the courtyards;
  • the game "Who will find most of all houses with a strange roof, monuments to the leader, trees with buds, Chinese cars";
  • victory over the Duststorm monster with a personal record and a thank-you note on the refrigerator. (The monster, of course, the weaker the farther you go. You can imitate his moans from time to time).

2. Researchers

Such people are interested in studying the playing field and revealing its secrets. They appreciate the challenge to the mind and the rich possibilities of exploring the universe. The typical behavior of researchers is to put together the components in an incredible combination, set fire to and see what happens.

“You take a cat and go to the cemetery at midnight, after some great sinner was buried there; at precisely midnight the devil will appear, or maybe two or three; of course, you won’t see them; you will only hear as if the wind is noisy, or maybe you will hear them talking; when they drag the sinner, then you need to throw the cat after them and say: “Damn for the dead, cat for the devil, wart for the cat, I am not me, and the wart is not mine!” In general, Tom Sawyer and Huck are examples of enthusiastic researchers , because it is precisely this method of removing warts that they think is the most worthy of study.

What to offer the researcher:

  • climb a tree, make a map of your trip and lay the shortest path along it;
  • Find the most convenient passages through yards and holes in fences;
  • go along the route that the monuments indicate with your hand, and see where you find yourself;
  • wade through the crowd only with your back forward and holding hands;
  • collect words from all signs on parallel streets and find out who will get the most meaningful text. This, of course, will be an encrypted message from aliens.

3. Social workers

The guys who put communication and company above all else. In online games, chat rooms are just for them, in which they happily write that they will leave for five minutes, and accidentally share the details of their biography, including the love of bones from compote.

An example of social workers with an important mission is different versions of Timur and his team. If you remove the responsible mission, Timur will remain the star of the teenage company - a girl who has a video blog, one hundred thousand girlfriends, three boyfriends and ten terrible secrets, which she herself loudly talks about on her entire blog. Such sociable people really need popularity - it was she who measured their success.

What to offer the social worker:

  • take a picture of it at every intersection and send it to grandma;
  • follow a person unnoticed, simultaneously compiling his psychological portrait;
  • dress the child in an amazing costume with a scarlet mantle and a crown. A parent can carry a train and comment on how crowds of fans applaud the duchess;
  • to record a children's video report - “Walking around the city with the famous Kolya Nikitin”. The child should comment on everything, and you can occasionally call on the air on behalf of grateful listeners;
  • conduct a case study, asking passers-by: “A dog or a cat? Spring or fall? ”

4. Killers

This is a gloomy name for people whose meeting in a computer game does not bode well for you: you will be immediately called up for battle and killed. Killers need to prove their superiority over other players.

In children's literature, these are often negative characters. For example, methodically eliminating competitors Charles Chilington from “Escape from Mr. Limoncello's Library”. Less ironed heroes may like victories in shooters and street "lightning". They beat to defeat and eloquently prove to everyone that they are faster, higher, stronger.

What to offer killers:

  • the game “Skorokhod” - get faster than your father to the store with a jump;
  • war with aliens disguised as humans: you can play peepers with passers-by: whoever looks away, has fallen in battle;
  • accuracy rating: compilation of a table of shot down machines of adversaries (for example, from a stick attached to a bicycle, you can shoot at cars: where the sum of the numbers is even, those are killed);
  • lead the ball with his foot all the way, like a football player, while mom seeks to take it away;
  • control a robot that responds to voice commands (guess who the robot is).

Bonus

Of course, in their pure form, these players are found only in a spherical vacuum. Most often, people are interested in a lot at once, so take a closer look at the child. And most importantly - the parent should also be nice to play and bounce.

If you are depressed by the need to keep passers-by on the fly or put arrows in chalk, then you should not do all this. Well him! Just take the child’s hand and calmly walk into the distance without all this nonsense. So you can catch the bus faster.

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