Saturday, March 11, 2017

Why gamers need to stop arguing that video games don't affect them

"Article on internet interprets science so that experts don't need to."

I'm neither for nor against anything in this argument, but I feel like arguments where people are significantly biased are hardly worth investigating or discussing with the general public. See, people will believe whatever they want - I'm sure I'm not the only person who has witnessed this phenomenon online.

Although it doesn't completely discredit any individual study entirely, the article that prompted this blog entry was published in a questionable journal, and was cherry-picked by the author of an internet article because its conclusion inspires a particular feeling within the intended reader. It massages the ego of the readership, and makes them want to return for more confirmation of their world view.

I play video games - odds are I play more than you do, dear reader. In some ways, I'd like to think that my empathy was "unaffected" by video games, but that seems pretty unrealistic - in some ways nonsensical. How do you even measure empathy at a given moment? You can't assign it a value! Consider what it means to be "unaffected" - not only that you lose no "empathy-units" while playing, but that your alternative activity would have provided no increase in empathy.

What if you would have spent some time caring for the elderly, or deepening relationships with family members, or doing community service, or developing a social hobby? Not that these are entirely mutually exclusive from playing video games, mind you. Or, consider how one video game might actively teach people to take actions that are non-empathetic, while another specifically focuses on teaching empathy. I have seen interesting games designed with this in mind as part of health-related video game design competitions.

One tries to instill the idea that everyone is important, and our differences make us strong.

One teaches that sometimes our internal dialogue about other people is not accurate.

One encourages you to consider the plight of schizophrenics. The main character is not merely schizophrenic, but the game attempts to develop empathy within the player for the character.

Personally, I feel like video games are merely a medium for communicating, like any other medium. But video games are very powerful in ways that other mediums aren't. As a medium, it incorporates every potential of writing, of movies, of music, and more.

So, why the heck are gamers so interested in proving that we remain unaffected by them? "My games are boring and don't touch me on anything but a superficial level." What kind of terrible game... What kind of terrible art... Why even play? Go rake some leaves or shovel some snow if it's really all the same to you.

Which leads me to believe that most gamers trying to prove that they're not affected by video games haven't really thought it through. Perhaps they feel a hint of guilt, because there's some kind of stigma associated with gaming.

"Reading - that's for smart people. Gaming - that's for jerks and know-nothing time wasters."

"Playing video games? Go outside! Reading? Oh, now you're good, stay inside and do nothing in this case."

Maybe gamers have defensiveness ingrained because of how they feel their hobby is perceived by others.

Inasmuch as video games are not the deepest, most educating, most moving experiences available, it is due to the fact that the game creators have not made them so. Hey, that's quotable.


Do you think that players of team games (Counter-Strike: GO, or DoTA 2, or LoL) have not actually learned something about teamwork (or at least that they should have) after hundreds of hours of working in small teams to accomplish challenging goals? Do you think that players of management games (Civilization, Total War, Mount & Blade, Cities: Skylines) haven't developed some organizational habits that might matter in the real world?

If you're interested, check out the links to those games to see some examples representing teamwork and organization in those games. Just briefly scan through the linked guide to Cities: Skylines, and it'll baffle you how much organization it takes to follow. Consider how the author of that guide, who describes himself as a student of planning, states, "For me, this is not just a game. This is city building." Anyhow, back to the topic at hand.

If we accept all the positive learning that occurs, then how does it make any sense to say that games that glorify violence and crime, like Doom, Grand Theft Auto, and Payday don't educate people as well. They don't make you suddenly a violent criminal any more than Sim City makes you suddenly a glorious guru of city planning. But there is something that is learned, possibly something transferable. There was a time when gamers were really excited to tout the glorious improvement in hand-eye coordination provided by action games. When people began to respond, "Yeah, but... why do you need that specifically?" the extolling stopped and the gamers went back underground until research started proving other things that were beneficial... but OBVIOUSLY nothing detrimental.



The whole argument appears to simply be a defense of gamers' feelings. Although their feelings do matter, and non-gamers might be utterly careless and unconcerned with the future of gaming, the truth isn't found by being merely defensive and self-affirming.

Just the feeling that "I'm the same person" before and after playing a game doesn't really address the issue... or frankly mean anything, because we're all limited to our own perspective in the reality we live in (n = 1).

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