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Video Games (was Re: (TFT) back from the olympics)
At 15:23 -0400 3/27/10, David wrote:
Healthier than video games? That's if you buy into the rhetoric that
violent conflict inside of a video game is un-healthy.
I've been playing video games, of all sorts, for the past 29 years.
It's my hobby - my devotion - my passion - and my career. So far, I
have not become a crazed homicidal maniac, or exhibited any kind of
antisocial tendencies whatsoever - I've never been in jail for violence,
hell, I don't even know how to really fight very well.
So, when I see sweeping generalizations like this, it makes me wonder
what sort of evidence you are using to back up the notion that violence
in video games is unhealthy.
David's right, I made a sweeping generalization. I think it's
fair to say that almost *no* statement could fairly be applied to
"video games" in general, because there is such an incredibly wide
range of them.
And, I have to point out, there are a lot of games in that
range that even *I* consider pretty healthy.
Wii Fit
(well, duh...)
Dance Dance Revolution (and clones),
...but I have reservations about the sex-centric videos backing a lot
of the songs. Ok, yeah, I'm a parent....
The Adventures of Cookie and Cream
You can't get *anywhere* without cooperation. Good teamwork practice.
Gran Turismo (whole series, I have IV)
*Really* realistic driving simulation. I'd bet a GT4 player who
suddenly drives onto an icy patch of road is *far* better at
recovering than your average driver.
Star Wars Bombad racing
Getting 4 players together, and interacting, is a good thing, I
think. Similar applies to many 4-player games (Shrek 2, etc.), as
long as they encourage the people to *talk* to each other and don't
have deplorable objectives.
Frequency and Amplitude
Ear rhythm training, musical concepts
BUT.... I do pretty much buy into the rhetoric (and studies,
as John pointed out) that indicate that long-term exposure to violent
images and plots does encourage violent behavior. There are explicit
links sometimes, but generally speaking this is a statistical thing
and hard to trend or prove (thankfully, there are not a whole lot of
data points showing really extreme behavior).
FWIW, I think the same thing applies to movies and TV; video
games have what seems like the exacerbating factors that they can go
on for a *long* time, well into what would normally be sleep-time,
and that they reward the participant for his or her input. If people
*can* be trained to commit violent acts, it's a little hard to think
of a more effective way to do that than some of the games out there
(Grand Theft Auto springs to mind here). Repetition, hypnotic
effects, sleep deprivation to remove judgement, reward for (bad)
behavior - it *sounds* to me like the perfect way to brainwash
someone into being antisocial.
Both video games and movies can have what seems to me to be
the undesirable trait of exciting strong emotions while not providing
for any physical outlet to express the emotions. That's worthwhile in
some cases, if the emotions are *positive* ones and the internalized
message will lead to a happier existence. "Chariots of Fire" is a
good example here.
I truly applaud the history teacher John mentioned. Physical
activity, use of imagination, cooperation, human interaction and
discussion - perfect! FRP (paper) games like TFT hit on all but the
physical activity, and even there there's fidgeting, walking around
the table, grabbing chips or soda, rolling dice, and so on. FRP video
games generally miss almost all of that. Multi-player (on the same
console) video games do pick up on the cooperation and vocal
discussion, but you don't generally have time to really look the
other player in the eye and try to truly understand him (or her), so
it loses a lot of the benefit. Multi-player (over the internet) video
games lose even that. Almost no video game leaves anything for the
imagination.
So what I did I mean by the generalization that TFT is
"healthier"? The reward structure in most video games is very rigid,
and often it's keyed to how many bad guys you kill (or how
efficiently you kill them). In TFT, the same is true, *but* there's
the referee's option to award experience for good play. I try to make
sure when I referee that a solution that saves lives gets rewarded at
least as well as one that concentrates on hack-n-slash. Generally,
video games simplify that option out of existence.
BTW, I'm really glad David can play video games and keep it
straight that they are games and not become *anti*-social. I think
with many games, it's almost impossible not to become *a*-social (in
other words, the quantity and quality of human interactions suffer in
proportion to the time spent on the console); at least that has been
my experience, and I do feel sad for anybody that suffers a serious
loss of human interaction due to excessive video game (or movie or
TV) usage. I think that includes a *lot* of people today.
TFT (and other paper games) don't really trigger intense
emotions, do allow physical movement, require the use of imagination,
encourage social interaction *including emotional involvement* with
the other players, and require cooperation both in planning and
executing. I think of that as being healthier than video games, by
and large.
I do think there are a lot of video games that are, or could
be, beneficial, as my list above indicates. I have helped organize
video-gaming sessions for years - it gets all my old high-school
buddies together, we swap stories and have a great time (lots of
human interaction) in between turns of SpaceWard Ho! or bouts of
Marathon. But recently, I've been moving back toward TFT, for the
reasons above.
--
- Mark 210-379-4635
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Large Asteroids headed toward planets
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