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.