As far back as i can remember i have been playing video games, and as far as i can remember it was being engraved in my brain that they are a complete waste of time. video games were for nerds who have no social life, or for lazy, out-of-shape couch potatoes. but with technology for games constantly growing, and the types of games available becoming more and more varied, a lot of people have been taking a second look at what video games truly have to offer, and seeing something totally different. These new ideas are that video games not only aren’t a waste of time, but are actually a very useful pass-time, exercising the brain in more ways then one.
One strong supporter of this idea is Steven Johnson. in his work Everything Bad Is Good For You, Johnson points out, and goes into detail about, the major positive effects video games can have on the player. In his comparison of video games to books, music and movies, Johnson emphasizes the importance of decision-making. He states that, “Far more than books, movies or music, games force you to make decisions…..All the intellectual benefits of gaming derive from this fundamental virtue, because learning how to think is ultimately about learning how to make the right decisions: weighing evidence, analyzing situations, consulting your long-term goals, and then deciding. No other pop culture form directly engages the brain’s decision-making apparatus in the same way”(41). I think the point Johnson makes here poses a very strong argument for why games are not only beneficial, but what strengths they have that other forms of media do not. The whole idea of decision-making being an essential part of our lives holds so much truth, as does the idea that video games practice this. our lives revolve around decision making, from the ones we don’t even notice, to the life-changing ones we face. Making decisions is a part of growing and learning lessons. I also find it so true that video games revolve around decision making. From kid-friendly Mario games, to Halo, these games require decision making. Also, these decisions are not meaningless. You need to make the right one in order to be successful in the game. It could be what gun to use on your opponent, or what kind of mushroom to throw at the racer in front of you. You need to consider your options, what potential strategies you have, the actions of your opponents, and try to make the best decision based on all this. And as Johnson states, these are all relative to our real-life decision making process. Therefore practice in this area is beneficial.
One of the most controversial issues with video games is the idea that many games are too violent. Many studies have been conducted to prove that violence portrayed in video games can cause the player to be more violent and aggressive in real life. In a recent Slate article, Amanda Schaffer discusses some of these studies- http://www.slate.com/id/2164065.
However i didn’t find this article very convincing. Firstly, of her three main examples of research, the first holds no specific example of a study that was performed. And although she did give some specific examples, she pointed out the flaws held in these experiments, such as the fact that these studies “can never prove that video-game playing causes physical aggression”(2). She also ends up pointing out some positives of video games, including such points as “video games may also teach visual attention and spatial skills” and including a study pointing out that a person who “having played three or more hours of video games a week was a better predictor of a laparoscopic surgeon’s skills than his or her level of surgical training”(2).
Based on the research i have done, and my own experiences, i see video games as a positive pass-time for your brain. As i have pointed out through Johnson’s work, it’s strategic and decision making aspects make it a learning experience that helps the brain. And as as far as violence goes, i think the cognitive-challenges that they involve are effecting the players much more than the fact that their player is holding a gun. They are concentrating on what decisions and strategies will make them most successful in the game.
By: Sklathill @ http://www.flickr.com/photos/sklathill/267617034/
Far from violence, as many video games are, Guitar Hero introduces a game revolving around playing the guitar. This is just one of many music-based video games, that are becoming increasingly popular.
By: phil g @ http://www.flickr.com/photos/phil_g/149581850/
This still from the game Kingdom Hearts shows the various accomplishments one is striving for in the game. Getting to certain percentages and number of times are goals that the player is working towards.
By: Anomalyzer @ http://www.flickr.com/photos/anomalyzer/160952734/
Although containing a gun, this scenario is significant in the game for the strategic purposes – the apparent decision making or discussion going on, not the fact that it involves a weapon.
By: eowin @ http://www.flickr.com/photos/federica/56971057/
This dancing stage for the game Mario Mix exemplifies how games can engage kids not only mentally, but physically. The game, like many of the same type, require players to physically jump on the mat where they are told to on the screen. The game includes a variety of levels that challenge the player by requiring multiple steps at once, as well as increases in speed.
By: dstrelau @ http://www.flickr.com/photos/inthelightbright/133559459/
This image shows how video games are usually a social event. As Johnson points out, “Books are also tragically isolating. While games have for many years engaged the young in complex social relationships with their peers, building and exploring and exploring worlds together, books force the child to sequester him or herself in a quiet space, shut off from interaction with other children”(Everything Bad Is Good For You, p 19). Obviously social interaction is a very important thing for kids to have. I know the gaming that i do partake in usually consists of playing with a lot of my friends, all talking and interacting.




