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The Last of Us (feat. Writer & Creative Director Neil Druckmann)

Hi, my name is Neil Druckmann
and I was the writer and creative director of The Last of Us. And this is Lessons From The Screenplay. – [Narrator] Many people
don’t equate video games with storytelling. They might think they’re
simply about button mashing or blowing things up. But video games can tell
deeply emotional stories with rich character arcs that you don’t simply watch
unfold, you participate in. The 2013 game, The Last of Us, from developer Naughty Dog
is one of the very best examples of how to tell a story through the medium of a video game. In The Last of Us, you play primarily as a character named Joel, a smuggler who has to escort a teenage girl, Ellie across a
post-apocalyptic United States. And although the experience of playing a game is different
than watching a film, the writers crafting the story face many of the same challenges. – Writing dialogue on the page is one of the last things and one
of the easiest things you do. A lot of the hard writing is structure. What are the beats that need to happen? How is each beat unique? How is it it all working towards this ultimate message you’re trying to say? Once you have that, then you kind of dive in deeper and say, okay,
what are the tools we have? How do we make these interactive moments tell the story more so than the dialogue? – [Narrator] As a long time gamer, I’ve always been fascinated by the unique experiences
created by video games, and I wanted to know how to create a compelling narrative
in this different medium. So I sat down with writer and creative director Neil Druckmann, who was nice enough to
answer all of my questions. So today we’re going to
look at the differences and similarities between storytelling in film and storytelling in games. To explore the techniques
used to convey exposition, establish character arcs, and teach gameplay in an emotional way, And to examine the way a game can make the player truly experience a story. Let’s take a look at The Last of Us. Ah cool, so why don’t we just
start with, what are some of the differences in
telling a story in a movie versus telling a story in a video game? – In a movie it’s so much about shots and how do you tell the story
visually on the screen. Games are interesting, in that you could have that, right? You have cinematics which
operate like film and so you need to be very familiar
with the cinematic language. Then there is another layer of it which is of course the thing that makes games unique
is the interactive space. [Narrator] The fundamental difference between how the audience
experiences a story in a video game versus a film is that
a film goer is passive, whereas the player has agency. In film you watch characters and empathize by observing their
situation, their desires, their obstacles, their choices. This is true for video games as well, but there’s also a more direct connection. You develop empathy through control. – When you’re playing a character, you connect with them in
this very subconscious level. I don’t even know how to
articulate it, but you hear people say, “I am Joel.” Or that part when they’re finally playing as Ellie is totally unique to gaming, and we watch this over and
over again as focus testers, get to that part. They’re like, “Oh my God, I’m Ellie.” And you see, they change how they play because now they’re seeing
themselves as this child, this teenager that doesn’t have the stature of this large man. And they play differently, and they look at the world differently. And it’s how you can use control of a character to create
such strong empathy. [Narrator] This connection can be used to give the player the
most compelling perspective for different moments of the story. One of the clearest examples of this is in the very
beginning of the game. – We had a very different opening. We had an opening where you played as Joel and you went to
the neighbor’s house, You have to put one of these infected down and then run back and go get your daughter and then you’re playing as
Joel every step of the way. And there was something
about that opening, it just felt very familiar. And then in brainstorming with some of the designers and other people, we had this aha moment of like, “Well, what if you didn’t play as Joel?” – Dad? – [Neil] What if you saw the whole opening through his daughter’s eyes? – You in here? Where the heck are you? – [Neil] People are just
more scared playing a kid than they are a capable adult and as you’re going around the house looking for your dad and you’re
seeing this thing on the news. – There seems to be some
commotion coming from the– – Get the hell out of here right– – What was that? – It just gets creepier and creepier. – There you are. – Sarah, we have got to get out of here do you understand me? – Yeah. [Narrator] As Joel, his
daughter, and his brother try to escape the erupting chaos, the player experiences everything from the point of view of Sarah, until– – Look out! [Narrator] Sarah’s leg
is hurt in the crash, so you now play as Joel,
suddenly responsible for trying to carry your injured daughter to safety amidst the
outbreak of an apocalypse. (screaming) – Keep looking at me baby. – [Man] Come on, run! – [Narrator] During this sequence, you can’t fight or hide, all you can do is keep running
and hope you don’t die. The player feels the stress and fear, because they are the
characters in this situation. (Screaming) – Daddy we can’t leave him. (screaming) – [Narrator] But this sequence does more than simply provide engaging gameplay, it establishes critical
character backstory. – Our characters have their own wants, needs, obsessions, loves. And we’re saying when
you’re playing our game, we want you to tap into who they are and play the game
as them, not as you, as them. [Narrator] The Last of
Us, like most films, is a story about a protagonist
on a journey of change. – It’s my daughter, I
think her leg is broken– – Stop right there! – [Narrator] And like many
protagonists, Joel has a ghost, a traumatic event that
makes him afraid of change. (gun firing)
(screaming) In this opening, we’re
living through Joel’s ghost. – Oh no, Sarah? Sarah? – [Narrator] After the title sequence, the game picks up twenty years later. After briefly meeting Joel’s
smuggling companion, Tess, the player takes control of Joel as they make their way to
recover some stolen weapons. Here, the game uses
environmental storytelling to provide exposition. – [Announcer] Required to carry an ID at all times,
compliance with all city– – [Narrator] What the
player sees and hears while moving through a space
provides critical details about the world and how it operates. There’s a good summary of this section in the script for The Last of Us, which allows me to quickly answer one of the questions I had going into this video. What does the script for
a video game look like? The answer is, it depends. Depending on the purpose of the script and the personal preference of the studio developing the game, the script format can range from proprietary story software to massive Excel spreadsheets. – For The Last of Us, once
the game was completed, all of the various story documents were conflated into a single script. In this final script, the cinematics and key story moments are written in traditional
screenplay format, while the gameplay is summarized in prose. Here’s the prose for
this section of the game. “The city is under constant martial law with soldiers posted at street corners” “In another section of the city, suspects are lined up on their knees with their hands on their head. A medical solider with a
handheld scanner goes down the line, scanning people
for the fungal infection. A woman tests positive and argues that she’s not infected. Soldiers hold the woman down while the medical soldier
injects her with a syringe. The woman convulses before dying. Another man on his knees
stands up and runs away. Without hesitation a
soldier raises his rifle and shoots the man.” (gun firing) It’s clear that this world
is a dangerous place. So how is the player supposed
to navigate all of this? The Last of Us uses the narrative to teach gameplay mechanics
in an emotional way. – So usually when we start
production on the game, the beginning is one of
the last things you work on because that’s when you have
locked down your mechanics, okay, now we need to train them. We have to expose the player to each thing their character can do, but you don’t want to
just throw a big text box on the screen, that’s your last resort. It’s like, are there ways
through the narrative that you could teach them? – [Narrator] In the game, as
Joel and Tess are on their way to recover their stolen weapons there’s an explosion
in the quarantine zone. (Explosion) So they have to run and
heal their injuries. – Patch yourself up all right. – [Narrator] Following Joel and Tess along their usual smuggling
path gives a sense of their routine and
provides an opportunity to learn how to reload weapons. – All right Texas, boost me up. – One of my favorite ones that we did was, all kind of shooters have, you
press L2 to aim, R2 to shoot. I’m like, “Okay, what’s an
interesting way to teach that?” And in the opening of the
game it’s like Joel and Tess are trying to get to this guy, Robert, they’re using
their smuggling routes. One of them has Infected in it. – Hold up, spores. – And as they crawl through, they see a guy on the
ground, another smuggler, some of the environment
has collapsed on him and he begs you to kill him because his mask broke and
he breathed in some spores. – My mask broke, don’t leave me to turn. – and then this box comes in, it’s like press L2 to
aim, press R2 to shoot. Then they’re like, “Oh, that’s how you’re
gonna teach me to shoot.” So again, it’s a way to
expose you to a mechanic, teach you it and put some emotional weight behind it and show you this
is the world that you live in. – Poor bastard. – [Narrator] After some
unexpected complications, Joel and Tess learn that the only way to get their weapons back is to smuggle some very unusual cargo. – Joel give me a hand with this. Ellie, a fierce fourteen-year-old girl, charges out from a nearby
room, switchblade in hand. – Get the fuck off of her. [Narrator] Tess catches Ellie’s arm, Ellie struggles to get free. – Let her go. – [Narrator] The relationship between Joel and Ellie
is established quickly in their very first cinematic. – I want you all to watch over her. – Bullshit I’m not– – Ellie. – Going with him. Cinematics are the part of video games that are most similar to
film, and I was curious when and why they choose to use them. when do you use cut scenes? when do you not? Is there any kind of logic or decision making that goes into that? – Yeah so usually cinematics is for specific emotional turns where we wanna slow things down or we wanna look at someone’s face. Get a nuance of a closeup performance that you can’t during game playing. So for example, Joel
coming home and talking to Sarah and her giving him a watch, there’s not gonna be a lot of
interesting gameplay in that but we still need to
establish a relationship with characters, we’ll
use a cut scene there. – You like it? – [Narrator] Setting up the
contentious relationship between Joel and Ellie is
an important plot point. In fact, it’s the inciting incident of the game and being able
to see the performance of the characters faces
allows for nuance and subtext. – What are you doing? – Killing time. – Well what am I supposed to do? – I’m sure you’ll figure that out. – Your watch is broken. – [Narrator] As soon as the characters get outside the quarantine zone, it’s revealed that Ellie
is immune to the disease, that within her might be the cure. It’s now up to Joel to protect
Ellie and get her to safety, and we know from having
played the opening sequence, where he was unable to
save his own daughter, why this is such an emotional task. – So much of the game is the relationship between Ellie and Joel. If we don’t succeed and make you care about this relationship, make you feel these
characters love each other the way a father and a
daughter can love each other, this unconditional love,
we will have failed. Everything is depending on that. – Is that everything you hoped for? – Jury still out but man,
can’t deny that view. – [Narrator] But if a game
simply used cinematics to display the relationship
between two characters, it would just be a movie. So the question is, how do you make the player
feel a relationship? – When you’re playing the game, again with the statement of, we need you to care
about this relationship, we need these characters
to rely on one another and so much of our game is action and combat. And if Ellie’s just hiding
and not participating, then you don’t care as much about her. She starts feeling more like a burden. [Narrator] In The Last of Us, the player is constantly
trying to overcome obstacles. Everything from solving puzzles
to fighting off infected. As you play, you’re accompanied by Ellie, a NPC, or a non-player character, who literally helps you
overcome these obstacles. – You have two characters
and you constantly have to think about how do I
have to rely on one of them. So I might have a gate
that I can’t get past. – Shit, it’s jammed on the other side. – [Neil] If I’m with Ellie I
can boost her over the gate, she can open it from the other side so I’m learning to rely on Ellie. If I came on this gate
and I didn’t have Ellie, I’d have to find a different solution. – Okay, ta-da. – [Narrator] Since the
player is constantly in life or death situations, Ellie
literally helps you survive. – Ellie can save you, Ellie can pick up a brick
and throw it at a dude and give you just enough opening for you to put him down and survive. Likewise if someone grabs you
and pins you against the wall, Ellie might, if she’s around, jump on the guys back and stab
him to give you that opening, again, it’s this feeling very unique thing to games of like, I’ve learned
to rely on this person, now when they’re not
around I want them around. But Ellie isn’t there simply
enhance game mechanics, there is performance happening even when you’re just walking around the city. – The way she’s talking, and the way she’s experiencing the scene, and her demeanor is gonna
change how you feel about her. So for example, after Ellie and Joel get in a fight in the hotel in Pittsburgh. – Why didn’t you just hang
back like I told you to? – You could see her, she’s
crossing her arms more. She’s more standoffish, she’s talking less than she’s used to. Where again, in a film, you can control the pacing and the exact shots here just like oh, this person that’s walking with
me is behaving differently. This is what it feels
like to be in a fight. – [Narrator] The behavior of the NPC changes how
you feel about them. So now that we’ve covered
all the various ways the game makes the player experience
Joel and Ellie’s relationship, I want to look at one last sequence. It’s one of my favorites in the game and I think it demonstrates how all these pieces come together. Toward the end of the game, Ellie has a traumatic experience where she’s taking by a group of cannibals and narrowly
finds a way to escape. – She grabs this machete and she kills David in
the most brutal ways. Just hacks him, and even past
the point where he’s dead, and you’re seeing this effect now, her being on her own, fighting all these people
killing, murdering. It’s having a toll on her. And we leave them just as Joel
comes in and pulls her off of David and holds her and embraces her like his own daughter. He even calls her baby girl, the same phrase he used for his daughter. – Oh baby girl, it’s okay, it’s okay. – [Narrator] The game cuts
to a few months later, but the weight of Ellie’s
experience remains. – Where Ellie, the whole game
has been the optimistic one. The peppy one, she does jokes. She’s the one that calls
Joel on his bullshit. She’s just got all this energy, and you’re coming in, and
she’s quiet, and she’s distant. – You know, once we’re
done with this whole thing, I’m gonna teach you how to play a guitar. Yeah, I reckon you’d really like that. What do you say, huh? – She doesn’t respond, and you get this interactive
prompt above her head that you’ve had the whole game where you can talk to her and be like, and you hit it again, Ellie. And you hit again, Ellie. – Ellie, I’m talking’ to you. – Huh? Oh yeah, sure that sounds great. – But you can tell something
is really off with her. And that was important for us
to show that Ellie has an arc, that Ellie starts as this
very innocent, naive person. And you can’t survive in this world without it corrupting you in some way without it having some
toll on your personality. – [Narrator] Here, the behavior of the NPC you’re paired with, is once again revealing character. Moments later you’re in a bus station and need to boost Ellie
up to grab a ladder, something you’ve done time
and time again in the game. – Maybe we could use that ladder? – [Narrator] You’ve done it so much, that now the game can
subvert your expectations. – So there’s a ladder on top of a ledge, and you call Ellie, and you
click it and Ellie’s not there. – Here we go. Ellie. – And you turn around and you
see she’s just there sitting, despondent. – Ellie. – What? – The ladder, come on. – Right. – [Narrator] It’s hard to convey how surprising this is without
actually playing the game, but it’s one of my favorite moments in any game I’ve ever played. A perfect example of how to use gameplay mechanics
to convey emotion. You feel what a toll this
journey has had on Ellie. – [Neil] And then you boost her and she starts lowering this ladder and something catches her off guard. And she’s like, “Oh my God.” And she just drops the
ladder and runs off. – Oh my God. – And now your panic starts
to say, “What did you see?” You yell out to her. She doesn’t respond. So you have to pick up the ladder, climb up and then go find her. – Ellie! – [Narrator] Here, empathy
through control kicks in, the girl you have to
protect may be in danger and it’s up to you to see if she’s okay. And that’s when this happens. – You see this? Shh, don’t scare it. – I won’t, I won’t. – The giraffe moment is very much a result of really tight structure. We just came from a sequence where we want to show the
toll of all the violence, the trauma it has on Ellie. You just feel so bad for
her, this kid is gone. Maybe she’ll never
recover and Ellie is just over the moon seeing these giraffes and you can go up to them
and you can pet them. – Hey there. So fucking cool. – And the reason that that is there is to bring the child back, is to show she still has that innocence. She still has that hopefulness. She could still smile despite all the horrible things these
characters have experienced. She still has life within her. – [Narrator] We get the
briefest of cinematics where we see their faces during this emotional turning point. – Is it everything you were hoping for? – It’s got its ups and downs but You still can’t deny the view, though. – [Narrator] And we are one step closer to the completion of Joel’s arc. – The kind of life that Joel
has suppressed and shut down, comes through with Ellie. And then it’s like, that’s
probably the happiest moment. Coming from such, the dark of winter to this really happy moment, that already sets us up for the darkness of what we need to head into. To me, great story structure
is constantly doing this. And that was what we were
after for the sequence. – [Narrator] This quiet, happy
moment sets the player up for the games darkest sequence yet. What is your goal when creating a story? When creating a game, What experience do you want
people to walk away with? – What we wanted was to have
the player be entertained. I think if it’s not entertaining, and it’s boring, you’re
not gonna stick with it. Love these characters
the way we love them, understand them, and
just making you reflect on these choices and question like, “What would I have done?” And I think you only feel the weight of that question if you
experience a whole journey with these characters. – [Narrator] Joel and Ellie’s
journey is not just fun to play, it’s a powerful story experience that cleverly uses the tools of its medium to deeply affect the player, making sure we won’t forget our experience playing The Last of Us. If you’re interested in
doing your own storytelling in games, it would obviously be good to know as much as you can about both how to tell stories and how to make games and One of the greatest resources for learning new skills is Skillshare. Skillshare is an online
learning community for creators, with thousands of classes in game design, writing, filmmaking, and more. Premium Membership gives
you unlimited access, so you can join the
classes and community’s that are just right
for you and your goals. If you’re looking for a fun way to get a glimpse into working with 3D modeling and animation software, I recommend checking out
Gustavo Torres’s class, “Motion Graphics in Cinema 4D: Design an 80s-Inspired Animated GIF” In the class he uses Cinema 4D, Photoshop, and After Effects to make a
cool 80s-style animated gif. You can start the class today for free by heading to the
link in the description below. An annual subscription is
less than 10 Dollars a month, and by signing up with that link you get
two months for free. So head to Skillshare
and start learning today. Thanks to Skillshare for
Sponsoring this video. Hey guys, hope you enjoyed the video. I want to say thank you to Neil Druckmann and everyone at Naughty Dog and Sony who helped to make this
interview possible. We actually talked for
about forty minutes, so there were parts of the
interview that had to be cut. But, I’ll be releasing these
extra clips to our Patreons. So if you wanna help support
the channel and get access to exclusive clips from
my interview with Neil, head to the Patreon for
Lessons from the Screenplay. Thank you as always to
the Patreons on Patreon and supporters here on YouTube for making this channel possible. Thanks for watching and
I’ll see you next time.

Wheel of Opinions with John Mulaney

December 6, 2019 | Articles, Blog | 100 Comments

Wheel of Opinions with John Mulaney

-How it works is you’re going to
hit this button here, which really works. It activates the opinion topic
generator. It will land on a random topic
that relates to this time of year. Whatever it is, you have to give
your opinion on it. -Knee jerk?
-Yep. First thing. Doesn’t have to be prepared.
Nothing. You ready?
-Okay. Yep. -Go ahead. [ Musical beeping plays ] -Rudolph the Red-Nosed Reindeer.
-Oh. You know what? This is what pisses me off
about that. No, but for real, okay so
they’re mean to him and there’s a foggy night. I guess this is the first time
it’s ever happened. And so Santa puts him in front,
I’m assuming, and he lights the way. And then they go, “then all the
reindeer loved him, and they shouted out with glee,
Rudolph the Red-Nosed Reindeer, you’ll go down in history.” First off, you don’t just erase
the abuse. And secondly,
“you’ll go down in history,” That’s a claim. And fame and
love, I hate to say it, but fame is not love.
They are very different things. I have done a lot of work to get
to that conclusion. And I hope Rudolph
sees a therapist. [ Bell dings ]
-That’s unbelievable. [ Cheers and applause ]
-I never thought about that. That is fantastic. -I’ve never
thought about it either. -That’s so good. That’s the
whole point of the game. Let’s give it another go
over here. -Okay. All right. [ Musical beeping plays ] -Mistletoe. If any decoration
needs to be me too’d, the mistletoe — this is the
most — who the hell? Like, in what world — like
walking through a doorway with another person
weird enough. I don’t need this perverted
garnish over the door. I don’t want to see it.
I don’t want to hear about it. -Oh, my God. I’ve never —
That’s fantastic. I’ve never heard you
raise your voice. -It’s an upsetting garnish.
-It’s an upsetting, yeah. Let’s do another one.
-Okay. All right. [ Musical beeping plays ] -Fingerless gloves.
-Okay. They seem to be favored by
crooks in movies. [ Laughter ] Now, I’m no forensic scientist,
but I would imagine that it’s exactly these parts of
the hand that you want to cover up if you’re a crook.
-There you go. Listen up, crooks.
-Alright. [ Cheers and applause ] -I want to do this all night.
We only have time for one more. -I love my own thoughts.
[ Laughter ] -John, you have one more.
-Okay, go. -Thank you very much.
Here we go. -yeah. [ Musical beeping plays ] -The 2010s. 2010s.
-Oh, they’re ending. -They are, the decade is over.
-Ooh! [ Audience groans ]
-That’s right. -Well, what a decade. Here’s how I’d sum up the 2010s. I was going through the airport
and there was a guy and he was traveling and there
was a woman from TSA. And they were screaming
at each other. And she said,
“I wouldn’t disrespect you, if you hadn’t disrespected me
in the first place.” And that is the 2010s.
[ Laughter ] We’re trying to figure out who
disrespected who in the first place and we’re
both screaming at each other and everyone is just trying to
get on their Southwest flight. -That’s fantastic. That is John Mulaney
right there.

GTA Online Best Vehicle Discounts (5th December 2019) – GTA 5 Weekly Car Sales Guide #15

Hello everyone I’m Broughy1322 and in this
video I’ll be going over the various vehicle discounts that are now active in GTA Online
as of Thursday 5th December 2019. All of these are gonna be available for an unknown number
of weeks as things can get slightly topsy turvy with a new DLC on the horizon. The podium vehicle this week is the Flash
GT, which can be won by spinning the Lucky Wheel in the Casino. It’s in the Sports class,
normally costs around 1.7 million dollars, and feels like it was an inevitable inclusion
to the podium vehicle list given how often it’s on discount to buy. It’s one of the quickest
cars in the game in an off-road situation but it has been slightly usurped by the recent
Issi Sport. For regular races it isn’t going to compete with the top sports cars. The Premium Race this week is Congenstion
Charge, which is an old style point to point race for the Supers class. The Deveste Eight
is probably your best bet for this one, mixing high top speed with decent cornering ability
in what will be largely a slipstream fest of a race. Also, the Regular Time Trial this
week is the new Galileo Park, with the RC Time Trial being Vespucci Beach. In terms of regular vehicle discounts, we’ve
got a pretty standard selection and you should probably keep your money with a new DLC coming
very soon, unless you see something that you’ve been waiting for for a while. There’s 25%
off the Thrax plus 35% off the S80RR, RE-7B, Rocket Voltic, and Elegy Retro Custom (which
is created in Bennys by driving in a regular Elegy RH8 and upgrading it, even though it’s
actually slower than the RH8). There’s also 40% off the ETR1, GP1, GB200, Omnis and Hotring
Sabre. The Omnis is the clear option to choose here, with it being a wonderful rally car
that’s beautiful to drive and now only costing a bargain 420,000 dollars. I’m of course in
no way biased. Did I ever tell you how much I like the Omnis? I don’t think I did. None
of the other cars are really worth it even at these prices if you’re thinking about races
or speed in general, with much quicker options available in each class. You can of course
find out the lap times and top speeds of all of the vehicles that I’ve mentioned here by
checking out the playlist links in the description and the pinned comment. In terms of discounts specifically for Twitch
Prime members who’ve linked their Rockstar Social Club accounts, it’s probably the best
week we’ve ever seen. There’s 80% off the Itali GTO, which is the king of the Sports
class for races in the majority of situations since the Casino DLC handling flag changes.
You can grab it for just under 400,000 dollars now instead of its usual most expensive regular
sports car price of just under 2 million. If you don’t already have one, now is the
time. There’s also 80% off the Schlagen GT which, while not on the pace of the top sports
cars, is still a very quick car and one of the very few cars from the Arena War DLC that
actually has a nice driving experience. An excellent buy for 260k. You’ll also get an
extra 10% off the regular discounts I mentioned earlier, making the amazing Omnis just 350,000
dollars. You can’t not get it at that price! Also if you do have Twitch Prime and you haven’t
already make sure you’re giving your free subscription to a Twitch streamer each month
as well. It doesn’t have to be me, but make sure you’re giving it to someone as you’re
basically supporting them with a $2.50 donation without any extra cost to you. I’ll be back with more next week where I’ll
most likely be covering the latest DLC, testing new cars and seeing what has changed, as well
as seeing what we still have to come. Feel free to subscribe and turn on notifications
so you don’t miss it. Thanks a lot for watching everyone, and I’ll see you next time.

Modified Sports Cars Drift Around Corners At Up To 140mph

COMM: Squealing tyres, bellowing smoke and taking corners sideways of up to 140 miles
per hour. 00:25
COMM: This is the adrenaline fueled world of drift racing. 00:47
COMM: Videographer Luke Wilson followed the Drift Monkey racing team in 2013, shooting
in Norway, Sweden and Japan, both on the track and behind the scenes. 01:02
COMM: Drifting is technique where the driver deliberately over steers, causing a loss of
traction in the rear wheels, this is helped by the long hand brake, which connects to
a hydraulic pump, that locks the back wheels instantly making the car slide round corners. 01:31
COMM: Drift monkey was founded by Ove Harlem in 2009. 01:36
OVE: In Norway we are preparing for the main event here in Norway. 01:42
COMM: They run 7 cars between 700 and 800 horsepower, 2 are driven by permanent drivers,
Reidar Anderson and Anders Klerud plus one guest driver who is usually well known internationally.
Drift competitions are judged on the line, angle of the car, the speed and show factor
which includes the amount of smoke produced and the crowd reaction. 02:06
COMM: Its an exciting high speed sport and not without its dangers. 02:11
REIDAR: I didn’t see anything other than smoke so I started thinking I am going to catch
up the others and then he used his gears so that when he was slowing down I was accelerating
and when I came through the smoke it was too late, very delayed. 02:36
COMM: Its not just the drivers having fun, the teams photographers also love their work. 02:41
MADS: We are so excited to do events and the next things is oh no its only 2 days left
kind of stuff so we are doing what we like and love. 02:52
COMM: And there is always plenty of time to party after an event.

7 Psychological Benefits of Video Games

December 3, 2019 | Articles, Blog | 100 Comments

7 Psychological Benefits of Video Games

Video games are more popular than ever. Games like Fortnight have gone completely
mainstream, and now almost everybody considers themselves a gamer. In the past, video games have been looked
down; they have been accused of causing habits of violence or addictive behaviors. But what about the benefits of playing video
games? Here are some reasons you might want to game
hard in 2019. One; video games are linked with emotional
stability. Here at Psych2Go, we’re all about helping
and educating others on everything related to psychology, and emotional stability is
a huge part of that. A 2012 study suggested that immersive games
in particular, appear to be the most beneficial, because they allowed gamers to try out different
versions of themselves. Games like Red Dead Redemption 2 are so immersive
that people can go anywhere and do anything. We’re allowed to explore our own personalities
and see what fits best with our ideal selves. And according to research, this helps a lot
with emotional stability. Three; video games improved Visumotor coordination. You might have heard previously that video
games improve hand-eye coordination, it’s true. In fact, a recent study found that video games
improve all Visumotor coordination which is when vision and movement work together to
produce actions. For example, in First-Person Shooters, gamers
must aim quickly and accurately at small targets. In driving games, we make small steering adjustments
at high speeds. When we boost our Visumotor coordination,
we get better at all kinds of tasks; including walking, driving, sports and even basic tasks,
like getting dressed in the morning. Four; playing certain video games boost social
skills. We all know that in 2019, some of the best
video games are the ones we can play online with our friends. But until recently, no one really considered
the benefits of these games. In 2014, a very interesting study was published
on the subject, which proposed that immersive social video games help gamers develop pro-social
skills. In these games, you have to figure out who
you can trust, who to make friends with and how to lead a group. And yes, those skills can definitely be transferred
from the game world in to the real world. Five, videogames are linked with better vision. We’ve been told that staring at a screen all
day is bad for our eyes, but what if videogames actually improves our vision? There have been quite a few studies on this. Games can boost visual contrast sensitivity,
which is basically the ability to distinguish between different shades of gray. One study even found that videogame treatments
can cure a lazy eye, which is also known as amblyopia. That being said, don’t stare at a screen all
day playing video games with the excuse of trying to improve your eyesight. Six; video games might help with dementia. Almost everyone’s a little fearful of getting
old, and one big reason is dementia. Once again, it’s video games to the rescue. A 2016 study found that playing video games
helped older patients restore their cognitive functions. This included benefits like improving walking
abilities, better moods and better social interactions with friends and family. Seven; video games can help teens blow off
steam. Being a teen isn’t easy and most of us remember
having a lot of pent up emotions during this time. If anybody needs to blow off some steam, it’s
your average teenager. And according to a 2007 study, video games
are a great way to do that. The study found that teens were relieving
a lot of stress by playing video games. So instead of causing aggression, video games
might actually be helping teens vent by getting aggressive in the game world instead of the
real world. To summarize this video, what’s your favorite
video game? Comment below. Share this video with a friend of yours who
plays. Also, we started a Patreon recently, if you’d
like to support our mission to make psychology more accessible for everyone, consider checking
out the link in the description below. Five people will randomly get a free physical
Psych2Go to go magazine for simply donating two dollars or more a month.