Conclusions, Discussion and Recommendations
The digital reality forms are different forms of actual reality and
roughly speaking reflects ‘dummies’. In some animal experiments various
animals never preferred to interact with dummies due to the presence of
some negative feels associated with these (Fedderwitz 2010) or realizing
that the animal was interacting with a dummy or understanding that, that
it was useless to waste energy with that (West2005)? In other words the
animal response were based on simple hedonic propositions; however, the
self-assessed human response pattern in the study reflected something
additional that could be the combination of self-harming experiences
with a self-deception like situations for the gain of feel that was
related with the experience of digital games that was pleasure but in a
different structural form.
Sigmund Freud in 1924 in his article “Economic Problem of Masochism”
(MASOCHISM. EDITOR) discussed the relationship of sufferings with
enjoyment? He reflected this very aspect while discussing erotogenic
masochism, later, some scholars (Grossman 1986: Brenner 1959) elaborated
this apparently unusual human capacity ‘pleasure in pain’ with reference
to gender (Blum1977) and literature (Balázs 2002) presently a new focus
on the subject is reviving because of its ‘unexplored’ aspects (Cooper
2009). The term “sadomasochism” is the focus of the research
(Richters, De Visser, Rissel, Grulich& Smith 2008) and positive tilt in
its meanings have reported recently (Wismeijer& Van Assen2013)
Studies reflect that humans’ hedonic experiences could scientifically be
explained with precision; therefore, scientists are working to locate
hedonic hotspots in human brain to understand these important human
experiences (Berridge & Kringelbach 2008). In that context a notable
progress has been made and certain brain mediators those mediate in the
experience of pleasure and happiness have been located
(Berridge&Kringelbach 2011a). It has also been reported that happiness
could be improved by introducing positive moods in life (Kringelbach &
Berridge 2009). It is known that hedonic reward could add into human
well-being (Pecina, Smith &Berridge 2006)therefore possibility does
exist that neuroimaging of pleasure states could help
(Berridge&Kringelbach 2015b) to improve the quality of life
(Kringelbach&Berridge 2010b) and human well-being. It is applicable in
digital experiences as well, if the role of aura or level of sensuality
or relevant senses or feels in the future developments of digital
reality may be stitched in, in the light of the combination of guiding
psychological scientific constructs and players’ well defined personal
experiences affects than probably it is possible that such would be an
added strength of future digital products?
Like for examples world airlines pursue to make the passengers’ journey
comfortable and same is applied for the transporters running private and
public sectors transport. There is a possibility that a few of these may
be offering digital forms of play opportunity for children or for all
passengers during travel to add comfort in the journey. The proposed
focus could add into the existing offered comfort levels. Usually the
transporters and companies maintain a record of passengers, on first
step these could be approached and asked, ‘are they interested to take
part in a survey if they enjoyed any digital reality form (name of the
facility could be mentioned to clarify) during their travel?’ In that
context some future concessions in travel fairs or such things could be
added to seek the attention. After it willing passengers could be
approached to complete the proposed questionnaire. On receipt these
could be analyzed for feel to pin point majority interests and
preferences in simple way for future offers and development, moreover,
such could be beneficial in other situations in multiple ways related
with policy and plan. Furthermore, experts could design questions
inlines with the given format for other digital reality forms
developments in aviation and other industries to maximize human comfort
in the light of available psychological knowledge.