Pc games spiele: Spiele News — PCGames.de

Die besten PC-Spiele — Was PC-Spieler nicht verpassen dürfen

PC-Spieler haben eine schier endlose Auswahl an aktuellen und älteren Spielen. Doch was sind die besten Titel, die kein Spieler verpassen sollte? Wir geben euch in diesem Artikel eine Übersicht zu den derzeit besten PC-Spielen überhaupt. Um zumindest eine gewisse Aktualität zu gewährleisten, beschränken wir uns allerdings lediglich auf Titel, die in den letzten zehn Jahren erscheinen sind. Andernfalls stünde vermutlich Half-Life 2 auf alle Zeiten an der Spitze, selbst wenn es die letzten Retro-Gamer nicht mehr anfassen würden.

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1

Octopath Traveler (PC)

PCG-Wertung:
9/10
Release:
13.07.2018
Genre:
Rollenspiel
Publisher:
Nintendo
Entwickler:
Square Enix
USK:
ab 12 Jahren

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2

Total War: Three Kingdoms (PC)

PCG-Wertung:
9/10
Release:
14. 06.2019
Genre:
Strategie
Publisher:
Entwickler:
Creative Assembly
USK:
ab 12 Jahren

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3

A Plague Tale: Innocence (PC)

PCG-Wertung:
9/10
Release:
14.05.2019
Genre:
Action-Adventure
Publisher:
Focus Home Interactive
Entwickler:
Asobo Studios
USK:
ab 16 Jahren

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4

Anno 1800 (PC)

PCG-Wertung:
9/10
Release:
16.04.2019
Genre:
Aufbau-Strategie
Publisher:
Ubisoft
Entwickler:
Blue Byte
USK:
nicht eingestuft

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5

Tom Clancy’s The Division 2 (PC)

PCG-Wertung:
9/10
Release:
15. 03.2019
Genre:
Online-Rollenspiel
Publisher:
Ubisoft
Entwickler:
Massive Entertainment AB (SE)
USK:
Keine Jugendfreigabe

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6

Call of Duty: Black Ops 4 (PC)

PCG-Wertung:
9/10
Release:
03.03.2017
Genre:
Ego-Shooter
Publisher:
Activision Blizzard
Entwickler:
Treyarch Corporation
USK:
ab 18 Jahren

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7

Shadow of the Tomb Raider (PC)

PCG-Wertung:
9/10
Release:
14.09.2018
Genre:
Action-Adventure
Publisher:
Square Enix
Entwickler:
USK:
ab 16 Jahren

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8

The Walking Dead: The Final Season (PC)

PCG-Wertung:
9/10
Release:
14. 08.2018
Genre:
Adventure
Publisher:
Entwickler:
Telltale Games
USK:
ab 16 Jahren

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9

Pillars of Eternity 2: Deadfire (PC)

PCG-Wertung:
9/10
Release:
08.05.2018
Genre:
Rollenspiel
Publisher:
Versus Evil
Entwickler:
Obsidian Entertainment (US)
USK:
ab 12 Jahren

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10

Celeste (PC)

PCG-Wertung:
9/10
Release:
25.01.2018
Genre:
Jump n Run
Publisher:
Entwickler:
USK:
ab 6 Jahren

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11

Battlefield 5 (PC)

PCG-Wertung:
9/10
Release:
14.04.2015
Genre:
Ego-Shooter
Publisher:
Electronic Arts
Entwickler:
USK:
ab 16 Jahren

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12

Yoku’s Island Express (PC)

PCG-Wertung:
9/10
Release:
29. 05.2018
Genre:
Adventure
Publisher:
Team 17
Entwickler:
USK:
ab 6 Jahren

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13

Ni No Kuni 2: Revenant Kingdom (PC)

PCG-Wertung:
9/10
Release:
07.08.2018
Genre:
Rollenspiel
Publisher:
Entwickler:
Level-5
USK:

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14

Final Fantasy 15 (PC)

PCG-Wertung:
9/10
Release:
06.03.2018
Genre:
Rollenspiel
Publisher:
Square Enix
Entwickler:
Square Enix
USK:
ab 12 Jahren

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15

Into The Breach (PC)

PCG-Wertung:
9/10
Release:
27.02.2018
Genre:
Runden-Strategie
Publisher:
Entwickler:
USK:

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16

FIFA 19 (PC)

PCG-Wertung:
9/10
Release:
28. 09.2018
Genre:
Sportsimulation
Publisher:
Electronic Arts
Entwickler:
EA Sports
USK:
ohne Altersbeschränkung

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17

Battletech (PC)

PCG-Wertung:
9/10
Release:
24.04.2018
Genre:
Taktik
Publisher:
Entwickler:
USK:
nicht eingestuft

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18

Madden NFL 19 (PC)

PCG-Wertung:
9/10
Release:
10.08.2018
Genre:
Sportspiel
Publisher:
Entwickler:
USK:
ohne Altersbeschränkung

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19

Subnautica (PC)

PCG-Wertung:
9/10
Release:
23.01.2018
Genre:
Action-Adventure
Publisher:
Entwickler:
Unknown Worlds Entertainment
USK:

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20

Football Manager 2019 (PC)

PCG-Wertung:
9/10
Release:
02. 11.2018
Genre:
Sportmanager
Publisher:
Sega
Entwickler:
USK:

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21

Two Point Hospital (PC)

PCG-Wertung:
9/10
Release:
03.07.2018
Genre:
Aufbau-Strategie
Publisher:
Entwickler:
USK:
ohne Altersbeschränkung

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22

F1 2018 (PC)

PCG-Wertung:
9/10
Release:
24.08.2018
Genre:
Rennsimulation
Publisher:
Entwickler:
Codemasters
USK:
ohne Altersbeschränkung

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23

Jurassic World: Evolution (PC)

PCG-Wertung:
9/10
Release:
08.03.2016
Genre:
Wirtschafts-Simulation
Publisher:
Entwickler:
Frontier Developments
USK:
ab 12 Jahren

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24

Monster Hunter: World (PC)

PCG-Wertung:
9/10
Release:
10. 11.2015
Genre:
Action-Rollenspiel
Publisher:
Capcom
Entwickler:
Capcom
USK:
ab 12 Jahren

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25

Mutant Year Zero: Road to Eden (PC)

PCG-Wertung:
8/10
Release:
04.12.2018
Genre:
Strategie
Publisher:
Funcom
Entwickler:
Funcom
USK:
ab 16 Jahren

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26

Mega Man 11 (PC)

PCG-Wertung:
8/10
Release:
02.10.2018
Genre:
Actionspiel
Publisher:
Capcom
Entwickler:
Capcom
USK:
nicht eingestuft

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27

Warhammer: Vermintide 2 (PC)

PCG-Wertung:
8/10
Release:
08.03.2018
Genre:
3D-Action
Publisher:
Entwickler:
Fatshark
USK:

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28

Metro Exodus (PC)

PCG-Wertung:
8/10
Release:
14. 04.2015
Genre:
Ego-Shooter
Publisher:
Deep Silver (DE)
Entwickler:
4A-Games
USK:
ab 18 Jahren

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29

Gris (PC)

PCG-Wertung:
8/10
Release:
13.12.2018
Genre:
Adventure
Publisher:
Devolver Digital
Entwickler:
USK:
nicht eingestuft

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30

The Messenger (PC)

PCG-Wertung:
8/10
Release:
30.08.2018
Genre:
Actionspiel
Publisher:
Entwickler:
USK:

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31

Phantom Doctrine (PC)

PCG-Wertung:
8/10
Release:
14.08.2018
Genre:
Strategie
Publisher:
Entwickler:
USK:
nicht eingestuft

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32

Frostpunk (PC)

PCG-Wertung:
8/10
Release:
17. 05.2018
Genre:
Aufbau-Strategie
Publisher:
Entwickler:
USK:
ab 16 Jahren

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33

The Swords of Ditto (PC)

PCG-Wertung:
8/10
Release:
24.04.2018
Genre:
Action-Rollenspiel
Publisher:
Entwickler:
USK:
nicht eingestuft

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34

Tower of Time (PC)

PCG-Wertung:
8/10
Release:
12.04.2018
Genre:
Rollenspiel
Publisher:
Event Horizon Software
Entwickler:
Event Horizon Software
USK:

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35

Surviving Mars (PC)

PCG-Wertung:
8/10
Release:
15.03.2018
Genre:
Aufbau-Strategie
Publisher:
Paradox Interactive
Entwickler:
Haemimont Games
USK:
ohne Altersbeschränkung

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36

Wargroove (PC)

PCG-Wertung:
8/10
Release:
01. 02.2019
Genre:
Runden-Strategie
Publisher:
Entwickler:
USK:
ab 6 Jahren

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37

Hitman 2 (PC)

PCG-Wertung:
8/10
Release:
13.11.2018
Genre:
Actionspiel
Publisher:
Warner Bros. Interactive
Entwickler:
IO Interactive
USK:
ab 18 Jahren

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38

Leisure Suit Larry: Wet Dreams Don’t Dry (PC)

PCG-Wertung:
8/10
Release:
07.11.2018
Genre:
Adventure
Publisher:
Assemble Entertainment
Entwickler:
Crazy Bunch
USK:
ab 16 Jahren

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39

Thronebreaker: The Witcher Tales (PC)

PCG-Wertung:
8/10
Release:
23. 10.2018
Genre:
Adventure
Publisher:
CD Projekt
Entwickler:
CD Projekt
USK:

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40

Valkyria Chronicles 4 (PC)

PCG-Wertung:
8/10
Release:
25.09.2018
Genre:
Runden-Strategie
Publisher:
Entwickler:
USK:

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41

Crosscode (PC)

PCG-Wertung:
8/10
Release:
21.09.2018
Genre:
Action-Adventure
Publisher:
Deck 13
Entwickler:
USK:

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42

Star Control: Origins (PC)

PCG-Wertung:
8/10
Release:
20.09.2018
Genre:
Strategie
Publisher:
Entwickler:
Stardock
USK:

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43

Donut County (PC)

PCG-Wertung:
8/10
Release:
28. 08.2018
Genre:
Puzzlespiel
Publisher:
Annapurna Interactive
Entwickler:
USK:
nicht eingestuft

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44

State of Mind (PC)

PCG-Wertung:
8/10
Release:
16.08.2018
Genre:
Adventure
Publisher:
Daedalic Entertainment
Entwickler:
Daedalic Entertainment
USK:
ab 12 Jahren

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45

The Banner Saga 3 (PC)

PCG-Wertung:
8/10
Release:
24.07.2018
Genre:
Rollenspiel
Publisher:
Entwickler:
Stoic Studio
USK:

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46

Dark Souls Remastered (PC)

PCG-Wertung:
8/10
Release:
10.01.2018
Genre:
Rollenspiel
Publisher:
Bandai Namco
Entwickler:
From Software
USK:
ab 16 Jahren

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47

Far: Lone Sails (PC)

PCG-Wertung:
8/10
Release:
17. 05.2018
Genre:
Adventure
Publisher:
Entwickler:
USK:

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48

Total War Saga: Thrones of Britannia (PC)

PCG-Wertung:
8/10
Release:
03.05.2018
Genre:
Strategie
Publisher:
Entwickler:
Creative Assembly
USK:
ab 12 Jahren

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49

Age of Empires: Definitive Edition (PC)

PCG-Wertung:
8/10
Release:
20.02.2018
Genre:
Echtzeit-Strategie
Publisher:
Entwickler:
USK:
ab 12 Jahren

Zur Spiele-Datenbank

So besteht unsere Liste der besten PC-Spiele stets aus aktuellen Highlights und lieb gewonnenen älteren Titeln, die man auch heute noch locker empfehlen kann — und auf halbwegs aktueller Hardware spielbar sind. Legt euch am besten ein Lesezeichen zu diesem Artikel an, da wir die Übersicht stets auf dem aktuellen Stand halten. Sollte euch einmal der Sinn nach einem neuen Spiel für euren PC stehen, so könnt ihr jederzeit die Liste nutzen, um zu schauen, welche Top-Titel euch in eurer Sammlung fehlen.

Bildergalerie (Ansicht vergrößern für Quellenangaben)

Von
Matthias Dammes

Redakteur

Außerdem beliebt bei PC-Games-Lesern

1

Gerüchteküche: Far Cry 7 aufgeteilt und Gameplay zum Horizon-Multiplayer geleakt?

Diese Woche stehen in unserer Gerüchteküche die Aufteilung von Far Cry 7 und ein möglicher Leak zum Horizon-Multiplayer im Fokus.

0

Erste PCGH Cyber Week 2023: Bis zu 50% Rabatt auf Hardware, Technik & mehr!

11 Tage Shopping-Wahnsinn: Die 1. PCGH Cyber Week 2023 bringt von 30. Januar bis 9. Februar massig tolle Angebote & dicke Rabatte! #werbung

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Hoch

Escape from Tarkov (PC) — Release, News, Systemanforderungen

Läuft gerade
Escape from Tarkov läutet im Trailer den Release der neuen Map Streets of Tarkov ein


EXKLUSIV BEI

  20  
  12
PLUS

vor 2 Wochen

2023 endlich Escape from Tarkov spielen: Klappt’s oder scheitere ich kläglich?

Zum neuen Jahr ein neuer Shooter: Dennis hat sich nach dem Wipe in Tarkov verbissen. Jetzt berichtet er euch vom Leben als Noob — und was ihr daraus lernen könnt.

wird geladen …


AKTUELLESzu Escape from Tarkov

  20  
  12
PLUS

vor 2 Wochen

2023 endlich Escape from Tarkov spielen: Klappt’s oder scheitere ich kläglich?

Zum neuen Jahr ein neuer Shooter: Dennis hat sich nach dem Wipe in Tarkov verbissen. Jetzt berichtet er euch vom Leben als Noob — und was ihr daraus lernen könnt.


  357  
  19

vor 3 Wochen

Top Survival-Games 2023 — Das sind die besten Überlebens-Spiele am PC

Hunger, Durst, Aua: In diesen aktuellen Survival-Spielen, ob als Early-Access- oder Vollversion, macht der Überlebenskampf richtig Spaß.


  49  

28.12.2022

Escape from Tarkov: Die neue Map Streets of Tarkov ist endlich erschienen

Noch vor dem Ende von 2022 findet ein Wipe in EfT statt. Mit Patch 0.13 bekommt unter anderem die Map Streets of Tarkov ihren lang erwarteten Release.


  1  
  1
2:19

28.12.2022

Escape from Tarkov läutet im Trailer den Release der neuen Map Streets of Tarkov ein

Escape from Tarkov schickt nach langem Warten die neue Map Streets of Tarkov ins Rennen. Der Trailer stimmt auf das große Stadt-Level ein. Patch 0.13 wird am 28. Dezember 2022 auf die Live-Server aufgespielt und bringt auch einen sogenannten Wipe mit sich, der sämtlichen Spielfortschritt auf null zurücksetzt.
In unserer News zu Escape from Tarkov erfahrt ihr alles Weitere.


  29  
  2

03.08.2022

Dieser Shooter-Sale wird gern übersehen: Escape from Tarkov für kurze Zeit reduziert

Der ultrarealistische Shooter befindet sich nicht auf den Verkaufsplattform Steam, Epic und Co. — eine Rabatt-Aktion wie diese geht also schnell unter.


  48  
  4
1:30

06.06.2022

Escape from Tarkov Arena: Trailer kündigt neuen Shooter mit «Gladiatorenkämpfen» an

Escape from Tarkov ist noch längst nicht fertig entwickelt (und wird beim Entwickler Battlestate selbst nach wie vor als Vorbestellung samt Beta-Zugang angeboten), da kündigt das Studio plötzlich einen neuen Shooter an: Escape from Tarkov Arena.
Der Trailer deutet bereits an, was uns in dem neuen Standalone-Spinoff erwartet: Statt in einer riesigen Open World nach Loot zu jagen, stehen ungewohnt schnelle Kämpfe im Gladiatoren-Stil in kleinen Arenen auf der Tagesordnung. Die Szenen mögen dabei an den Gulag aus Warzone oder Gunfight-Matches aus Modern Warfare erinnern, so casual wie in CoD & Co. soll es aber deshalb längst nicht zugehen: Laut Battlestate werden «all die bekannten und beliebten Hardcore-Mechaniken von Tarkov» vorhanden sein. Escape from Tarkov verfügt über ein komplexes Inventar- und Verletzungssystem mit Blutungen oder Knochenbrüchen sowie tiefgehende Waffenoptionen.
EFT Arena soll eigene PvE- und PvP-Varianten sowie ein eigenes Fortschritts- und Unlock-System für neue Waffen bieten. Wer die 140 Euro teure Edge of Darkness Version von Escape from Tarkov besitzt, soll Arena kostenlos herunterladen dürfen, alle anderen müssen jedoch extra zahlen — der Preis wurde noch nicht bekannt gegeben.


  27  
  1

15. 02.2022

Escape from Tarkov leiht sich bald ein brutales Feature aus S.T.A.L.K.E.R.

In einem Community-Stream eröffnen die Entwickler, dass sie über die Einführung radioaktiv verseuchter Gebiete nachdenken.


  77  
  6

05.01.2022

Escape from Tarkov bekommt DLSS — und das könnte viele Nerven sparen

Der Hardcore-Shooter Escape from Tarkov setzt auf DLSS, um die Performance zu verbessern. Spieler schöpfen Hoffnung auf mehr FPS.


  22  
  5
0:51

05.01.2022

Escape From Tarkov verspricht im Trailer mit DLSS großen Performance-Boost

In Escape from Tarkov soll bald DLSS für eine verbesserte Performance mit Geforce-RTX-Karten sorgen. Der neue Trailer verspricht einen satten FPS-Gewinn und zeigt einige Gameplay-Szenen, die visuell von nativer Auflösung und traditioneller Kantenglättung kaum zu unterscheiden sind.
In unserer News zu Escape from Tarkov erfahrt ihr, wieso das Spielern künftig viele Nerven sparen könnte. Schließlich gehört die durchwachsene Performance zu den größten Kritikpunkten im erfolgreichen Hardcore-Shooter.


  96  
  4

03.01.2022

Escape from Tarkov bricht alle Spielerrekorde — mit gravierenden Konsequenzen

Escape from Tarkov ist gerade beliebt wie nie, aber kaum jemand kommt auf die Server. Was steckt hinter dem gewaltigen Ansturm?


wird geladen …

Computer games through the eyes of a psychologist

Computer game addiction is a new type of psychological addiction in which a computer game becomes a leading human need. It seems that this type of addiction is not as terrible as alcoholism or drug addiction, in which toxic substances become indispensable for normal metabolism. But this is only at first glance, because modern computer games are becoming more and more «advanced» and more and more perfectly imitate reality, so more and more people become their hostages. nine0003

Some statistics

Statistics on the prevalence of this dependence differ significantly among different researchers. Doctor of Psychology Alexander Georgievich Shmelev believes that about 10-14% of people who use a computer are «hardcore gamers». At the same time, Maresa Orzak, a psychologist at Harvard University, cites much less comforting statistics: she believes that among people who play computer games, 40-80% are addicted.

There are some gender and age aspects of such addiction (eng. addiction — dependence, addiction, in a broad sense — an obsessive need felt by a person for a certain activity). The intensity of passion for computer games is more pronounced among boys than among girls. Young men, on average, spend 2 times more time on computer games. The older and more educated a person is, the less time he spends on computer games (completely different goals appear, and it becomes a pity to waste time). nine0003

Causes

The causes of addiction to computer games are as follows:

  • lack of bright and interesting moments in real life. Everything is so everyday and ordinary that a person is looking for a simple and often cheap way to diversify his life. So he begins to join the virtual world;
  • hidden inferiority complex, various psychological traumas in childhood and adolescence are the result of the fact that a person «underplayed» in a timely manner, so he is trying to catch up; nine0020
  • quite often, such an addiction develops on the basis of sexual dissatisfaction, when relationships with the opposite sex do not add up, and a person tries to “switch” to something;
  • sometimes the first step towards the development of this addiction is «extra» time. For example, people who are forced to stay at the workplace from 9 to 18, when they just need to “sit out” this time, begin to join computer games or aimlessly surf the net.
  • nine0027

    Psychology of gambling addiction

    The mechanism of computer addiction formation is based on escape from reality and the need to assume a certain role. In most cases, this is a means of compensating for life’s problems. At the same time, a person begins to realize himself in the game world, and not in the real one.

    Now there are many computer games, fortunately, not all of them are equally dangerous. Conventionally, they can be divided into role-playing and non-role-playing. By determining which of the categories the game belongs to, you can assess how dangerous it is. nine0003

    Role-playing games are distinguished by their pronounced influence on the human psyche. At the same time, a person «gets used» to a certain role, identifies himself with some character, while moving away from reality.

    There are 3 types of role-playing games:

    1. with a view “from the eyes” of a character;
    2. with an «outside» view of his hero;
    3. leadership games.

    Most «addictive» games with a view «out of the eyes» . The gamer fully identifies himself with a certain computer character, enters the role as much as possible, because he “looks” at the virtual world through the eyes of his hero. Literally a few minutes after the start of the session, a person begins to lose touch with the real world, is completely transferred to the virtual world. He identifies himself with the computer character so much that he can consider the actions of the computer character as his own, and the virtual world itself begins to be perceived by him as real. At critical moments, he can fidget in his chair, trying to dodge shots or blows, turn pale. nine0003

    If you look at your hero «from the outside» , then the power of entering the role is less compared to the previous type of games. Despite the fact that the identification with the computer character is less pronounced, the emotional manifestations associated with the game are still present, which can be seen during the failures or death of the computer hero.

    With leadership games, people lead several (or many) characters. He does not see his hero on the screen, but invents a role for himself. Expressed «immersion» is possible only among people with a developed imagination. Psychological dependence, which is formed during leadership games, is quite pronounced. nine0003

    Symptoms of gambling addiction

    There are a number of signs of addiction to computer games:

    • One of the main symptoms of computer addiction is pronounced irritation that occurs in response to the forced need to be removed from a favorite activity. When the game resumes, you can immediately notice the emotional upsurge;
    • a common symptom of computer addiction is the inability to predict the end of the session, the player will postpone it again and again; nine0020
    • the computer becomes the center of the life of an addicted person, therefore, when communicating with others, the most interesting topic for him will be the discussion of his favorite computer game;
    • as the addiction progresses, the social, labor and family adaptation of a person is disturbed — he forgets about office, household chores, studies, loses interest in them;
    • The presence of psychological addiction is also reflected in a person’s habits: in order to spend more time at the computer, he increasingly eats without leaving the monitor, neglects personal hygiene, sleep time is reduced, and computer sessions themselves are lengthened. nine0020

    Fortunately, this addiction does not develop all at once, it goes through a series of stages. The sooner you notice its presence, the easier it will be to deal with it.

    Stages of gambling addiction

    There are the following 4 stages of addiction to computer games: It comes when a person has already played several times, as they say, “got a taste”. Such a pastime gives a person positive emotions. At this stage, the game has a situational character, a person plays episodically, only under certain conditions, when there is free time, but he will not play to the detriment of something important. nine0020

  • The next stage is passion . The transition to this stage can be determined by the emergence of a new need — the game. At this stage, a person already plays systematically, and if this is not possible, then he can sacrifice something in order to set aside time for his favorite pastime.
  • And finally, stage of dependency . In the pyramid of values, the game is elevated to the top level.
    Dependence can manifest itself in one of two forms — socialized and individualized.
    nine0018

  • Individualized form is the worst option, it is characterized by the loss of contact with others. A person spends a lot of time at the computer, he does not need to communicate with his family, friends, and those around him. The computer and everything connected with it is a kind of «drug» for such people, it is necessary to take the next «dose» regularly. Otherwise, a «breakdown» occurs in the form of depression, increased irritability.
  • For socialized forms are characterized by the preservation of social contacts. People suffering from this addiction prefer online games. Such an occupation for them is not so much a «drug» as a competition. This form is less detrimental to the psyche compared to the individualized form.
  • Over time (this may come in a few months or even years), the stage of attachment comes . The gaming activity of a person fades away, he begins to be interested in something new, social and labor contacts can be established. However, a person cannot completely “say goodbye” to the game on his own. This stage can last for many years. The appearance of new games can provoke a surge in gaming activity. nine0020

    Consequences of gambling addiction:

    • self-esteem decreases, self-consciousness of a person is disturbed, over time he may feel like not a real person, but a computer character;
    • people suffering from such an addiction get used to the fact that pleasure can be achieved without any serious actions, volitional efforts, over time in the real world they stop showing initiative, become passive, personality degradation occurs; nine0020
    • The consequence of addiction may be a violation of family and social adaptation. The player devotes more and more time to the computer, on this basis conflicts arise in the family. Over time, friends may turn away if they do not share hobbies for a computer game;
    • , the growing craving for the game is also reflected in the professional activities of a person: he can play during working hours, when some urgent business needs to be done. Lack of initiative, the desire to leave work as soon as possible, neglect of one’s work duties inevitably lead to problems at work and even to dismissal; nine0020
    • In order to play some computer games, you need to pay for different services. Debts can become a consequence of addiction to such games. Hoping to win, a person can borrow significant amounts of money, take loans;
    • When sitting at a computer for a long time, not only the human psyche suffers, but also its physical condition. Visual impairment, overweight and disruption of the gastrointestinal tract due to insufficient physical activity and irregular nutrition, problems with the spine — these and other diseases can develop due to excessive passion for computer games. nine0020

    You might be interested in learning about computer addiction treatment.

    Based on materials from the site psi-doctor.ru

    sociologist’s view (18+) • Arzamas

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    CourseSociology as a science of common senseLecturesMaterials

    Viktor Vakhshtein* — about how the virtual world interacts with the world of everyday life

    Conversation Kirill Tadpolestikov

    18+

    Viktor Vakhshtein — Professor of the Moscow Higher School of Social and Economic Sciences, Dean of the Faculty of Philosophy and Sociology of the RANEPA, editor-in-chief of the journal Sociology of Power. * Recognized as a foreign agent.

    — How can computer games come to the attention of sociologists? What could interest sociologists in them?

    — Here it is important to understand what we generally call a game — and a computer game in particular. In natural language, the language of common sense, the concept of “computer game” is more or less clear to us, we use it, and it does not bother anyone that Tetris and Prince of Persia, Second Life and World of Warcraft fall into this class of concepts ( perhaps the two most studied games of the last decade). But any sociological research begins with a critique of natural language, and a sociologist cannot simply use the concept of «computer game» without subjecting the very object of his study to conceptualization, that is, without giving it a meaning within the language of his discipline. nine0003

    Screenshot from World of Warcraft © Blizzard Entertainment

    In fact, interdisciplinary fields like game studies are a collection of such conceptualizations. For example, there is a well-developed area — the economics of computer games. There are studies of how financial flows circulate in Second Life or World of Warcraft, as if these games were countries with their own macro and micro economic indicators. Or the narratology of computer games, describing them from the point of view of a narrative, a scenario, as if the game were a literary text. Those involved in cultural studies are interested in the place of games in popular culture; for example, there is a tradition of criticism of computer games in the spirit of the neo-Marxist Frankfurt School. nine0003

    I and others involved in microsociology, phenomenology, or frame analysis are interested in exploring game worlds. That is, the world of a computer game as a special closed world of meanings, which has its own logic, its own ethics, its own common sense, different from the common sense of a person on the street. Such a world is a kind of alternative everyday life. And the question in our research field is posed as follows: how can the events of everyday life be transposed, that is, transferred into a computer game, and how these two events — in the game and in the non-game — are connected with each other, how the boundary between them is established and destroyed . nine0003

    The last study I read on this topic was devoted to games with augmented reality, augmented reality. Let’s say players have an application installed on their smartphones and they need to physically get to some point in space, transfer artifacts to each other, participate in battles with other teams, squeezing pieces of physical space for themselves. And the sociologist Konstantin Glazkov describes how the perception of the urban environment begins to transform when the application on your smartphone becomes the tool for coding, experiencing and living it. nine0003

    — That is, as a sociologist, you will consider actions in the game with the same reason as in life?

    — My field, the sociology of everyday life, at first glance, is connected only with the study of the interaction of people in specific material circumstances. For example, here we are sitting and talking to each other. But suppose you, like in the movie A Beautiful Mind, are talking to imaginary friends — would that be a social interaction? Yes, it’s just the interaction in quotation marks. And from this point of view, interactions in computer games are also second-order social interactions, interactions in quotation marks. nine0003

    Alfred Schutz. 1940-50s © New School Archives and Special Collections Digital Archive

    This is where Alfred Schutz’s sociological theory of the plurality of worlds comes to the rescue. According to Schutz, theater, madness, religious revelation, even sociological theory, are independent autonomous worlds that are located on a scale, one pole of which is the world of everyday life, and the other is the world of dreams. Each of these worlds has its own rules, but at the same time, they can reflect interactions that take place in other worlds or in everyday life. A vivid example is the mentioned games with augmented reality. Or the situation when the US authorities are investigating the activities of the casino in the Second Life game, treating it as real (if you can lose real, non-fictional money in a fictional, virtual world, this world automatically becomes real for the federal authorities). And it is these mechanisms of transference that the sociologist will study. nine0003

    Exploration of the worlds began long before computer games, in the 19th century, and was driven by legal precedents, the most famous of which is the so-called Macnaghten case. This is the case of the murder of the secretary of the British Prime Minister by the Scotsman Daniel Macnaghten, who was obsessed with persecution mania and believed that the Prime Minister initiated the hunt for him personally. Then the question arose before the lawyers: in what cases should the defendant still answer for his crime, despite the fact that his mind is clouded? The judges came to the conclusion that it is worth evaluating a person’s actions as if all his delusions caused by illness were real facts: if the madman imagined that he was defending himself, he must be found innocent, and if he believed that he was taking revenge, vice versa. Half a century after the Macnaghten case, the philosopher William James has pondered how the rationality and sociality of our daily lives are transposed into the world of imaginary events of a mentally ill person. nine0003

    Daniel Macnaghten. Illustration from the Scottish Reformers’ Gazette. 1843 © Wikimedia Commons

    — Is this relevant in modern life, outside of disputes about the mentally ill?

    — A classic example is hockey, in which it is not only possible, but necessary, to beat other people. Formally, this is a violation of the rules — but such a violation of the rules that is inscribed in the scenario of the game itself. A tough guy who hits an opposing team player is put on the bench, but not in jail — although if he had done the same not on the court, but on the street, he would have been put in jail for assault. However, at 19In 1988, Minnesota North Stars hockey player Dino Cissarelli was fined $1,000 and a day in prison for assaulting another player in the heat of a hockey battle. “We are shocked by the court’s decision; in fact, hockey has always dealt with such incidents before and did not need external intervention, ”said then team manager Jack Ferreira. But Judge Harris decided otherwise: “Hockey has no immunity from litigation. When people see an attack [in the arena] as a heroic deed, violence can easily spill over from the arena to the street.» nine0003

    Dino Sissarelli hits Luke Ridchardson with a stick. 1988 © Bernard Weil / Toronto Star via Getty Images

    Another example: in the German Parliament in 2009, the possibility of a ban on paintball was discussed — Bundestag member from the Social Democratic Party Dieter Wiefelspuetz argued that «paintball imitates killing a person with the use of firearms «. Allegedly, a person who has played paintball ceases to distinguish between the world of a sports game and the world of everyday life and then can go to kill neighbors with live ammunition. nine0003

    The third example: a ban in a number of countries of computer games-shooters. Tellingly, first-person shooters, that is, those in which the maximum identification of the player with the character is achieved, are more often banned. This is the kind of argumentation that frame analysts study.

    — When two players meet in World of Warcraft and then start a family in real life — is that it?

    — Not really, there is no destruction of the tightness of the game here. That’s when in Second Life — a game that does not have an unambiguous scenario — two players get to know each other and start a family, and then they get to know each other and start a family in real life — that’s closer. They are a couple in two worlds at the same time, and these are two different marriages. nine0003

    Screenshot from Second Life game © Linden Lab

    — Is it as relevant for computer games as it is for hockey? Usually everything is more separate in them: I played at home, then went to work, worked.

    — Schutz has a wonderful phrase that there are no exchange offices on the borders of the worlds that could allow exchanging experience and competencies accumulated in one world for experience and competencies operating in another world. But is it really so? We can choose two logics and decide within each of them. nine0003

    Suppose we believe that the worlds are closed and do not intersect with each other. Then, for example, a mentally ill person cannot be tried for a crime: this would roughly mean that the laws of the United States or Russia would apply to a country called «mental illness». There was a story when one Japanese woman deleted the character of another person in the game (where he was her husband) — and he sued her for murder; this avatar for him was a much more living being than his own bodily self. Or, for example, you cannot judge George R. R. Martin for the murder of Eddard Stark. nine0003

    — Or I can’t offend anyone in the game because it’s not an insult.

    — Yes, because it is part of the game; maybe, in it, on the contrary, not to offend will be an insult. But if we say within the phenomenological logic that the worlds are hermetic, then, for example, the riddle of Don Quixote arises. In his imaginary world, Don Quixote is at war with the giants, but in general he spoils the property — mills. Can we demand from him for damage to property or not? nine0003

    Don Quixote. Engraving by Henry Spencer Ashby. 1895 © University of California Libraries via Flickr

    This is a very significant problem for contemporary performance art, which continuously breaks these boundaries and strives — for example, in the case of Pyotr Pavlensky Pyotr Pavlensky (b. 1984) — Russian action artist . Known for his political actions. — to carry out an intervention from the world of art to the world of everyday life. But at the same time, when he is in court, the first thing everyone will say is: leave him alone, this is art. nine0003

    — This leads to another conclusion: the worlds are not hermetic.

    — Yes, and then we can accept the second logic: worlds are constantly invading each other, and experience from one world can be converted into experience in another. Modern games increasingly suggest this logic — for example, games with augmented reality or educational games. Second Life does have online universities. Let’s say your avatar in the game is a gray-brown-raspberry leopard that can fly to any location at any time. You fly to the campus of an Australian university that exists in the game Second Life, and you are being lectured by some kind of monstrous monster, but in fact — a professor of this university. And you, like a leopard, hand in an essay to him (the monster), and as a result you get an Australian diploma. Thus, you have converted the experience of the game world into a non-game world diploma. There, in the game, there are employment agencies: you come to an interview as a leopard, you are interviewed by the same leopard, and then he gets you a job in the real world. There is a grinding of the worlds, the border between them becomes dotted. nine0003

    Screenshot from the game Second Life © Linden Lab

    Irving Hoffman proposed a puzzle about the interpenetration of the metaphorical and non-metaphorical worlds. Imagine the theater of the era of Titus Livius. According to the plot of the play, the criminal must be executed. To add realism to the action, a bag was put on the hero’s head, dragged backstage, then a real criminal sentenced to death, similar in physique, was dragged in and his head was cut off. Question: what is it — an execution or a performance? nine0003

    — And what is the solution to this problem?

    — Hoffmann’s decision is absolutely dogmatic: yes, they cut off the head, blood is gushing, but it’s still a performance. (A soup can or a toilet in a museum of modern art is no longer a can or a toilet.) A more sophisticated empirical frame analysis would most likely suggest first collecting material about what happened and looking for the answer in it. A similar example: we studied elections in the Balkans and found that in one Bosnian village, voting at the polling station is organized as a religious ritual, and in the next one it is like Sabantuy, a village holiday. Q: Is this still a vote? The answer depends, in particular, on whether the elections will be recognized as valid in this precinct. To answer, you need to collect data and, highlighting the elements of human interaction, establish in which of the worlds their actions took place. nine0003

    The next very important question is about translation mechanisms. Suppose that the two worlds are not completely incomparable, but, on the contrary, are structurally similar: our interaction in life is structurally similar to the interaction of people in a game. Here is the business in life — and here is the business in the game; here is the murder in life — and here is the murder in the game. How to describe the mechanisms of such correspondences? Irving Hoffman, for example, distinguishes between games like game and games like play and proposes to make a special scale out of them, a special continuum. Then there will be theater at one pole, and sport at the other. All untransformed real actions can be translated either into game or play. Imagine a chase: someone is chasing someone to kill. In sports it will become a run, in the theater it will become an imitation. nine0003

    The question of the mechanisms of translation is very important, because if we prove that mass murder in a school and paintball are more or less structurally similar actions, then paintball can become arbitrable and lose its autonomy as a game. (But we are proving the opposite.) Here, of course, the bills of our domestic parliament are a gold mine for a frame analyst. Recently, a proposal was received from one of the deputies to ban children’s champagne — that is, ordinary soda poured into a bottle imitating a champagne bottle. It allegedly provokes children’s alcoholism. Obviously, this is suggested by people who do not have children or who do not understand how children’s play works — then let’s ban pencils and pens, because children sometimes hold them in their teeth and pretend to smoke. nine0003

    Casino in Second Life © Linden Lab

    Sometimes worlds do lose their autonomy — for example, again, when the real FBI is interested in the virtual casino in Second Life, because the Linden dollars (local currency) won there can be at a certain exchange rate for real dollars. Let’s say I’m the same grey-brown-crimson leopard, but I didn’t go to the campus to get an education, but to the casino to lose money. Can we judge people for this? Here is a game of chance that is placed inside a non-gamble game — and a question arises, reminiscent of the movie Inception: is playing within a game a game? nine0003

    — There is an idea that the real and virtual worlds are gradually blending and soon there will be no difference between them.

    — Many people come to this conclusion, but I still do not see a convincing theoretical logic behind it. The fact that people around the world spend many hours a day in virtual worlds says nothing. Here is the appearance of augmented reality — when, for example, people move around a real city, guided by virtual, gamified applications — this is already more interesting, there is space for thinking. nine0003

    — How does a researcher distinguish when worlds are autonomous and when they interpenetrate?

    — This is always a theoretical choice, because the correct answer cannot be taken from the material. For example, you say that the worlds are mutually impenetrable. You will look at them as two different languages, establish correspondences of words, but not claim that these are the same word — because you have chosen such a logic of thinking. And vice versa, you can say that everything has long been mixed up, there is a constant intervention of one world into another. You will give an example of the intervention of the game world in everyday life — say, a check-in competition: which of us will become the mayor of this cafe. Standing in this position, you will be sharpened in search of plots that demonstrate that what seems to be a literal interaction is in fact transposed, changed. nine0003

    — That is, if I want to sue because of computer games, then I will need to find out what the theoretical background of the sociologist, whom I will involve as an expert.

    — Yes, it is better to take care of this in advance. Proponents of one theoretical solution will produce a set of convincing examples that will prove that a computer game cannot be banned simply on the grounds that it fakes some events — say, Grand Theft Auto cannot be banned because it teaches people to steal cars. And others will say: of course, it is possible, because for a long time there is no longer a separate virtual, a separate real, we live in a world of intersections. nine0003

    Screenshot from Grand Theft Auto V © Rockstar Games

    — And will they both go to court? This will be pure rhetoric.

    — Any expertise is rhetoric. The question is whether this rhetoric can offer the logic of a persuasive argument.

    — Will the one with the brightest result win?

    — The one whose way of argumentation is more convincing. A classic example is the challenge of the famous French philosopher Paul Ricoeur to the Chamber of Justice of the Republic, which alone can judge statesmen. It’s 1999, in the dock are former ministers who created a blood bank in the 1980s. Due to a flawed donation procedure, HIV-infected blood got into this bank. It was poured into hundreds of people; the trial took place many years later, many of them died, and it is not clear exactly why, but several cases of infection were firmly proven. This is discussed as a national crime, a trial begins, and a philosopher is called to it. Paul Ricoeur creates a whole philosophy, which is expressed in the words «responsible, but not guilty.» The logic of argumentation he created makes it possible to recognize the minister as responsible, but does not allow him to be found guilty. And two of the three defendants are acquitted, but the one found guilty is not punished. nine0003

    And sociology is also not a description of this world, but a way of coding it in its own language. We are creating an interface that allows you to display this world in a certain way on the screen. And judicial practice, jurisprudence, does the same. My favorite example is the late 19th century German Supreme Court decision on whether a person could be tried for attempting to escape from prison. In most countries, if you were imprisoned and you escaped, then you committed another crime. And in Germany, it was decided that the desire for freedom is an immanent property of human nature. Therefore, if a prisoner escapes, he is returned and forced to serve out his term. nine0003

    — But do not increase.

    — They increase for sawing through the bars or bribing a guard, but not for the escape itself. Law conceptualizes this world, sociology conceptualizes this world, and their dialogue in court is a dialogue of different ways of coding the world.

    — And one of the parties can influence the other — relatively speaking, theorists to practitioners?

    — And vice versa. Much of what I said about computer games is just cases when precedent decisions in court become food for science, for conceptualization, for theoretical thinking. It was the same with the McNaughtan case, which stood at the origins of the creation of the theory of multiple worlds. First there was a legal precedent, fifty years later there was a philosophy that gave a way to think about it, another eighty years later there were computer games that became an ideal arena for practicing this way of thinking. nine0003

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