One use or gratification could include the desire for entertainment from the player, in which video games meet that requirement by providing inclusive and involving action and content - part of the reason why video games exist in the first place. An example could by the 'Lego Movie Video Game', which entertains the viewer with fast paced action, thought-requiring puzzles and colourful, warm scenery - including the 'mission' system which allows the player to move from one task to the next - one involving scene to the other. This way, a video game is able to entertain the player into continuously playing the game and genuinely enjoying it, satisfying the desire for entertainment in the player.
Another use or gratification would include the desire for emotional attachment or connection between the player and the game, and video games satisfy that desire by providing relatable and interesting characters and situations. For example, the 'Lego Movie Video Game's protagonist is a very ordinary, very simple man called 'Emmett', who is psychologically constructed to be the most ordinary character in every way, making him relatable in the sense that he knows he is no hero, but that he still believes that he can make a difference. This creates a likeable enough character to have at least a small amount of emotional connection with the player - and likeable, relatable characters not only appeal to the player's desire for emotional attachment/connection, but also back into their desire for entertainment, as we get to see character act and react to and with each other.
In conclusion, video games are able to satisfy a player desires for entertainment, emotional attachment and more by providing relatable, fun characters and involving scenes and interactions.

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