Modern computer games are
labelled as Three Dimensional games that are being modeled with
three-dimensional objects. 3D game is defined as an electronic game which
includes user interface, human interaction and a 3D environment. Virtual reality
is also labelled as a virtual environment. It is an interface that uses computer
in order to create an effect of three dimensional real world in the game. This
real world enables the viewer or the audience to interact with virtual modeled
objects directly. The effect of interaction with the three dimensional things is
experienced rather than pictures or images. The choice of weapon is another
element that enhances the virtual impact as the player chooses his/her liked
weapon for fight. This choice creates a profound impact as the player is actual
involved in the game and can feel his/her presence. The weapon with which the
player fights is actually programmed using game developing software that creates
a reflective virtual game space. Weapons in a game are very important as they
are the key tools to fight with the enemy, monster or a strange creature
depending upon the genre of game. Weapons are included in the game to strengthen
the role played by the player to achieve the targeted goal. Different games use
different weapons e-g fighting games use rifle and guns, sports games use
hockey, bat or stick etc, puzzle games use visual mouse pointer, and quiz games
use pencil or a pen. Computer games are defined as a genre of mass media which
is found to be in use for last two decades. The capability to play is the
“principal criteria of mental health”. These computer games are helpful in
healing and stabilizing mental processing. Similarly, playing game is used to
enhance the aptitude towards visual attention. The visual aspect of 3D games is
helpful in indicating that games are now being used to cure certain problems.
Young adolescents are fond of playing computer games and they have now an
increasing access to the electronic-interactive game genre. Superhero play is
connected to the use of weapon. Children choose guns as their most favorite game
weapon. The reason behind this favor is that children mostly see visuals on
television, and newspapers related to fight and guns in order to inform
themselves about the world. Children access “unsavory world of gun-users” from
different sources. Children use weapon of guns to fight against monsters,
baddies and ghosts that are shown as enemy. Boys, comparable to girls, are more
likely to play computer games to compete and then to win. During their play they
enjoy using guns as their weapon. The example of a fighting game is “Soldier of
Fortune”. The player shot the characters in the game using a shotgun and
characters realistically respond to the shots depending on the part of the body.
In the type of first-shooter game there are handheld weapons used for fighting.
This type of game is played as the point of view of the player holding weapons
and focusing on the target. Virtual Reality environment is produced as a result
of a computer game and the use of weapon. This technology is the one which helps
the viewer in experiencing and feeling the virtual environment in depth
regardless of physically moving into it. This experience is actually providing a
real-life experience to the audiences who are involved. The game and its
graphics are helpful in creating an illusionary impact on audiences. While the
feature of choice of weapon for the fight in the game enhances the virtual
impact as well as the involvement of the person. Virtual Reality is interactive
including elements resembling real world.