The extraordinary success of videogames and their progressive implantation among children, young people and adults deserves special attention, since something must exist in this type of activity that attracts and maintains the interest of the users in such an intense way.
There are two reasons, in our opinion, the great echo that Online video games have in our society. On the one hand, we must take into account the great affinity that exists between the values, attitudes and behaviors that promote video games and those that are prevailing in our society today. On the other hand, from the point of view of learning, we must bear in mind that video games meet many of the requirements that an effective teaching must contemplate, and in many cases they do it even better than our current educational systems.
Motivational forces that are configured in needs, trends and impulses that often operate below the threshold of consciousness. . In short, it would be internal forces. In developing the theory of behavior, the causal analysis changed perspective: it went from advocating internal amorphous determinants to analyzing in detail what are the external influences of human responses; that is, the point of view is changed, inclining towards the forces of the environment. The controversy seemed focused on priority by internal forces or by means; in the inheritance and in the environment.
When contrasting this activity of the VJ with other activities carried out in the classroom or at home, we found that the imbalance in terms of the use of resources for the motivation of behavior is totally favorable towards the VJ. Neither in the school nor in the family there are, in general, recreational activities that in themselves produce great satisfaction, nor is there an exact knowledge of the goals to be achieved, nor an immediate and constant reinforcement for the achievements, nor an activity programmed to develop with a progressive difficulty.
Both in the school and in the family many routine tasks are performed, for which there are no stimuli as intense as in the VJ (lights, sounds, manipulation), which almost never receive a reward, whereas, on the contrary, silences or punishments are more abundant. The machine, the video game, shows us how to play, clearly presents the rules of the game, allows us to play at the right level to our possibilities, facilitates us to progress continuously, invites us to manipulate and handle instruments and solve problems, it tells us immediately the level we have achieved, it gives us rewards if we meet certain requirements, it tells us when we have reached the record, it allows us to register it publicly, it applauds us, it encourages us, … in short, it gives us the opportunity to feel like heroes, In some cases we identify with socially recognized heroes, like Rambo, to be a little “better” every day.