I come home from a long and tedious day at school, walk
into my room, pick up my Xbox controller, and suddenly I am in another
universe. I can be a soldier, an assassin, or a professional soccer player
competing in the world-cup. The choice is up to me. The best part is that I can
share this reality with my friends. Video games allow me to share vivid
experiences, unlike those attainable in everyday life. I can share these
moments with my friends while with them in the same room or from different
continents. Video games let me take a break from my stressful reality and relax
with friends, but they offer more than that, too. Not only do video games offor
an experience unattainable in any other way, video games fulfill real-world
human needs in positive ways. Video games provide a space for people to express
and explore their identity.
Steven Johnson is a best-selling author of eight books
including Interface Culture: How New Technology Transforms the Way We Create
and Communicate which is considered one of the most important books
explaining the way cybertechnology impacts human perception and communication.
Johnson touches on the fact that gaming has intrinsic value, as when he says ,“I
have no doubt that playing today’s games does in fact improve your visual
intelligence and your manual dexterity, but the virtues of gaming run far
deeper than hand-eye coordination,” (Johnson 486). Johnson argues that gaming
is more than just mindless fun, but in fact is problem solving. Johnson
explains that most of the time when playing a video game, you are stuck and
trying to figure out how to progress forward.
As
a gamer, I enjoy games that make me think and solve puzzles. One of my favorite
games is Portal, which is a puzzle game developed by a team of MIT graduate
students. The game forces players to utilize the physics of the upcoming science
of, “portals,” which are used to teleport the player around puzzles. The game
pushed me to think outside of the box and forced me to plan ahead. The concepts
taught early in the game were built upon, just like lessons taught in school.
The experience of abstract thinking and problem solving in this video game
pushed me to learn in a way not available in the classroom.
Video games present information that is much more
appealing to kids and adults alike. Johnson tells a story in which he
introduces his seven year old nephew to the popular city-building simulator
SimCity. After an hour of explaining the mechanics of the game to his nephew,
Johnson began to revive his rundown virtual manufacturing district. “As I
contemplated my options, my nephew piped up: ‘I think we need to lower our
industrial tax rates.” One hour of
playing a video game taught a seven year old the effects of high taxes
industrial areas. “That’s a powerful learning experience,” explains Johnson
(Johnson, 490).
Not only do video games promote critical thinking, they
also offer a space for players to find and express their identity. Online
multiplayer games, like the popular World of Warcraft, allow players to create
characters, or avatars. The characters that the player creates in multiplayer
games are an expression of aspects of the player’s identity and ideal self. A
person’s ideal self is who they want to be or eventually grow into, rather than
who they actually are at the time. Research
on online communities, like the World of Warcraft community, suggest that the
identity a player creates in the virtual world are a union of their ideal
selves and their actual identity. Sherry Turckle, Professor of the Social Studies of
Science and Technology at the Massachusetts Institute of Technology, argues
that online video game environments offer gamers the ability to create multiple
versions of their identity and enables people to explore new and different
aspects of their identity (Bessiere, 497).
“The Ideal Elf,” by Katherine Bessiere, A.
Fleming Seay, and Sara Kiesler, is an essay that examines and discusses the
relationship between gamers and the games they play. The three authors research
the connections shared with technology and humans. In the Ideal Elf
the authors focus on World of Warcraft. A survey of fifty-one World of Warcraft
players was conducted in 2005, by the research team behind The Ideal Elf, to
find the connection of the players’ identities and the games they play. The
authors, “…consider the freedom and possibilities that come with creating an
online character with ‘collaborators who have no prior knowledge of the player
or his real-life situation.’” (Bessiere 495).
The survey was meant to determine whether players created
characters more like themselves or like other people and also whether a
players’ character was meant to represent their ideal identity. The data
gathered from the survey, “…suggest that MMORPG (massively multiplayer online
role playing game) virtual worlds offer players the opportunity to create
idealized characters as virtual, alternate selves,” (501).
On average, the participants rated that the characters that they created were
more, “…conscientious, extraverted, and less neurotic then they themselves were,”
(503). The results also showed that those who were more depressed or had lower
self-esteem tended to use their characters to represent their ideal self. The authors of The Ideal Elf were able to conclude
from the study that, “…despite the many rules, constraints, and difficulties of
the game world, its anonymity and fantasy free players from the yoke of their
real world-life history and social situation,
allowing them to be more like the person they wish they were,” (503).
As a gamer, I experience creating characters that
represent a mix of my identity and my ideal self. In a game that I was playing recently,
the plot revolved around in game decisions that my character made. I tended to
stick to the more moral decisions, even though it required more work. I would
like to think that I did this because, if I was presented with a similar
situation in the real world, I would make the moral choice. While I don’t think
that an ancient alien species from deep space will attempt to take over the
earth, the choices I made to eradicate the aliens represent choices I will have
to make in real world later in life. In the game, the character that I created,
representing my ideal self, took the harder path to save as many innocent lives
as possible. This represents the fact that, in life, I hope to take the path to
do the right thing instead of cutting corners.
While video games can be a place for people to
express their identity, some argue that video games offer no benefit other than
improving eye-hand coordination. In the newest
version of Dr. Spock, a parent’s guide on how to raise children written
by Benjamin Spock, pediatrician and author of a
parenting advice book that was the second best-selling book next to the bible for fifty-two years, said that, “…the only thing that video games offer
to children is an improvement in eye-hand coordination,”
and that “…they sanction, and even promote aggression and violent responses to conflict.”
Spock’s opinion on the subject can be summed up with this, “…most computer
games are a colossal waste of time,” (Johnson 482).
The opposition to video games reminds me of an
old Yiddish proverb that my Dad likes to sprinkle on top of conversations
whenever he can. In English it is translated to, “Too much of anything is not
good.” Like anything else, video games must be used in moderation. Even Dr.
Spock agreed that, “…video games are ideal teaching tools,” and that they can
be a great way to “…stretch a child’s visual skills or logical thinking,” and
can provide children who have trouble fitting in with others a, “…path to
prestige and peer acceptance,” (Spock 744). Dr. Spock said that video games are
a waste of time, but also said that they can be a great leaning tool, can
provide children a way to socialize with others, and most importantly promote
advanced and logical thinking.
Video
games, like any other learning tool, need to be used in balance with other
tools to achieve their fullest potential. When used correctly, video games
present information and lessons like no other form of media and can be a place
for people to explore themselves and find their identity. Video games shaped my
identity both by influencing who I am and by giving me a medium to express it.
The community surrounding the world of video games is a community that I am
proud to be a part of and without video games, I would not be who I am today.
Works
Cited
Bessiere, Katherine. Seay Fleming. Kiesler, Sara.
“The Ideal Elf: Identity Exploration In World
of WorldCraft.” From Inquiry To Academic Writing. 2nd ed. Boston: BedFord/St. Martin's,
2008. 481-84. Print. A Text and Reader.
Johnson, Steven.
"Why Games Are Good For You." From
Inquiry To Academic Writing. 2nd ed.
Boston: BedFord/St. Martin's, 2008. 495-504. Print. A
Text and Reader.
Spock, Benjamin, and
Robert Needlman. Dr. Spock's
Baby and Child Care. 9th ed. New York:
Gallery, 2012. Print.
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