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. The game-playing
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. In this regard,
study has been conducted involving girls and boys to find the level of using
games in order to cope with psychological problems. It has been found that games
are used to cope with anger among girls and boys. So, visual presentation in 3D
game is useful in healing diseases and 3D Graphical Imagery Therapy is one of
the examples.
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. Weapons in the game
are having significance according to the mode of fighting. Fighting games give
an impression to the player as being a hero. The superhero play is connected to
the use of weapon. Heeter et al (2004) tell about the game Halo II. It is a
battle against aliens to control solar system. The player choose weapon of
his/her own choice to fight against them in order to save humanity. 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
“unsavoury world of gun-users” from different sources. Children use weapon of
guns to fight against monsters, baddies and ghosts that are shown as enemy. In
another study boys have mentioned some special power or a weapon to be used in
the game as to enjoy playing games; they have given an example as one boy said,
“The swords in Mortal Kombat are fun to use; they look cool”. Boys, aged 5 to 13
years, spend most of the leisure time in playing computer games and their
preferred weapons are “toy guns and sling shot”. 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.
There is an example of a fighting game titled “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 that are used for fighting. This
type of game is played as the point of view of the player holding weapons and
focusing on the target.