Can Video Games Create Empathy and Awareness for Real World Issues?

NPR recently reported on a experimental Virtual reality game that attempts to create a connection between participants and a conflict happening thousands of miles away. “Project Syria”  is a project coming out of University Southern California (USC) that is utilizing virtual reality hardware to make an intimate experience that generates awareness and empathy for the civil war in Syria.  You may be saying to yourself “Hey, wait. I don’t want to play a game that puts me into a depressing scenario! I just wanna play  Animal Crossing and electronically prune trees!” but let’s open our mind up alittle, WILL YA.

You can watch a non-virtual reality demo of the game here. For those not willing to watch, the demo puts you in the middle of a town with people walking around conversing. Over the sounds of street hustle and bustle you can hear a young girl singing. Then, without warning, a bomb goes off and all sounds are immediately replaced with ringing. The town then becomes full of dust and the scene is one of tragedy and disaster.

Project Syria is one of the first virtual reality demos to be used to gain awareness for real world issues, but it certainly isn’t the first game to be designed to create awareness for an issue. In fact organizations like Games for Change  and TAKE ACTION GAMES have creating games to bring awareness to social issues for over a decade.  The game to create the biggest waves was arguably MTV’s “Darfur is Dying” released online in 2006, in which players took up the role of a family displaced by conflict in Darfur.

As they discuss in the NPR piece, Video games have the unique place in media as having the ability for more immersion than other forms. Movie goers can watch a film, create a connection to the movies character and plot, and then immediately disconnect. Video games expand those connections by giving the player choices and decisions that directly effect the character and plot, thus creating a stronger and longer lasting connection. Naturally then, video games have the ability to create great levels of empathy and awareness than other forms of media because the ties are that much stronger.

As Nonny de la Peña says in her interview with NPR “”I sometimes call Virtual reality an empathy generator….It’s astonishing to me. People all of a sudden connect to the characters in a way that they don’t when they’ve read about it in the newspaper or watched it on TV.”

Now obviously we’re probably not going to see most mainstream games take on social issues (Super Mario Syrian Crisis isn’t a title we’ll see anytime soon), but as game technology develop more and more we’ll definitely see video games used as social teaching devices, which is something we’re already seeing in schools. The question then becomes how and when we should use video games as tools for social change effectively, and that answer isn’t exactly clear yet.

Let me know what you think: Are video games good tools for social change? What experiences have you had? Are the tools of the future for creating empathy? Do you want to crowdfund “Super Mario Syrian Crisis”?

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A Threat Against Sarkeesian Should Be Seen as A Threat To The Entire Gaming Community

This week Anita Sarkeesian cancelled a speech at Utah College after the school received a threat of a mass shooting if Sarkeesian was allowed to speak. The school decided to go ahead with the speech after consulting law enforcement officials, but Sarkeesian decided to cancel the speech after learning that students with a valid concealed arms permit would be allowed to openly carry concealed weapons during the presentation, as is allowed by law.

Let’s glance over the fact that the school had to legally allow people with weapons to attend the speech after threats claimed that the proposed shooting would be the “deadliest school shooting in American history” because open carry laws are  horrendously backwards and ridiculous. The treatment that Sarkeesian is receiving is the issue I wish to focus on in this post.  Of course the person making these threats against Sarkeesian doesn’t represent the gaming community nor those who disagree with Sarkeesian’s videos and opinions, but it does represent an greater issue in the community as a whole.  Sarkeesian, whose videos have focused on reoccurring themes in video games that dehumanize and trivialize women, is an academic, proponent, and a member of the video game community. Threats, violence, and dismissal are no ways to respond to those with opinions and perspectives that we don’t share. The amount of backlash and vile given from people in the gaming community towards Sarkeesian and other video game academics who seek to challenge the norm has been absolutely unsettling and unwarranted.  Death threats aside, we as a gaming community should not stand for name calling, dismissals of opinions without proper argument, or anything of the sort. We need to show to the community and the world that these types of threats and acts are NOT OKAY. A great portion of the world still sees the gaming community as one that is  uneducated, and childish; we need to show them that we are not.. We need to stand up for those who are attacked, regardless of if we agree with their perspective or not. An attack on Sarkeesian should be seen as an attack on the gaming community. If free speech and the conversing on differing ideas and perspectives can’t be allowed in our community then we all suffer. The gaming community needs to come together on this issue or face losing the blossoming diversity we have cultivated in recent years.

Sarkeesian’s Website

University Recognizes Video Games as a Varsity Sports

Robert Morris University has become the first University to recognize  competitive video games as a varsity sports. Does this mean we’ll soon see stadiums full of crowds cheering on a game of “Blades of Steel”?

FINISH HIM!

Probably not. Robert Morris University, a non-profit university in Chicago, is offering a scholarship under their athletic division for competitive “League of Legends” players. The scholarship, which cover roughly half the cost of tuition and board, is being offered to potential students.  The team will play other competitive teams from around the country in hopes of making it to the North American Collegiate Championship, where participants can earn up to 30,000 in scholarships. This isn’t the first team we’ve seen come out of a University, as many big name university have teams, but it’s the first time we’re seeing scholarship money and athletic recognition given to a competitive gaming team. While the scholarship is currently only for competitive League of Legends players, it’s not unreasonable that one day we’ll see that expanded out to other games and genres. Although don’t hold your breath, competitive “Diddy Kong Racing” players.

The competitive gaming scene has been widely developing in the past years, and it’s no longer just introverted gamers watching on Twitch at home. Competitive gaming even has its own structured league with  Major League Gaming (MLG). Competitive video game sports athletes have made entire living off their game playing, including by getting sponsorships from companies. It’s big stuff, and if this recognition of gaming as an athletic sport is any indication of the scene’s trajectory it’s likely to keep on growing. Of course the scene also has its naysayers, including ESPN’s president John Skipper who said video games weren’t a sport.

It’s a competition, right? I mean, chess is a competition, and checkers is a competition. … I’m mostly interested in doing real sports.

Thanks for your insight, Skipper!

He went onto say that he didn’t think a hoagie was a sandwich, frozen yogurt isn’t ice cream, and margarine isn’t butter.

Who knows where we’ll see competitive gaming go from here. Unlike traditional sports, it’s not a singular activity; with so many types of games out there that range in how you play who knows how video games will fall into the ranks of competitive gaming. Nevertheless,  video games are developing as a social activity in new ways and becoming a bigger part of our society.

Review: “Video Games The Movie”

Or more appropriately titled “Video Games The Documentary”. Amidst the number of summer movies that were released this summer, this one seemingly went under the radar beneath all of those transmorphers, ninja frogs, and earth defenders. I finally had a chance to sit down and view the film for myself, so I thought I’d share my thoughts on it as both a representation of video game history and culture.

Written and directed by Jeremy Snead and executive produced by Zach Braff, the film was released this summer digitally and in select theaters. The film seeks to give a history of the video game industry and discuss some of the issues concerning it. Coming in at 105 minutes, the movie certainly has a lot to cover in a short amount of time. The result? A disjointed film that takes on more than it can handle. That sounds harsh, but the film is certainly more ambitious than it delivers on. It seemingly has all the elements: great industry professionals ranging from Reggie to Cliffy B, a relatively strong budget, and a wealth of information they could focus on.  Unfortunately the film seems more like a introductory to everything video game related, without any particular focus or time spent on one subject enough to develop it. An introductory to the video game community would be fine, but even as that it misses a lot of beats. Right away anyone who knows anything about video games will notice that the film speeds through over 30 years of history in nearly 10 minutes. It then goes from topic to topic without any real focus, sometimes even returning to add more about certain aspects of video game history that, because of its progression, feels unorganized. This isn’t to say that the other segment beyond history aren’t compelling, in fact the film even touches on how video games are reshaping the way people interact and develop (Hey! that’s what I talk about on here!), but unfortunately these compelling aspects are as rushed as the history provided.The rest of the film touches on some of the major debates in the video game industry, such as the effects of violent video games, but only provides one narrative to them. There’s absolutely no counter points in this documentary, the argument seems to be “video games are great!” but doesn’t allow for the opposition to even chime in.

With plenty of other  better documentaries out there focusing on specific aspects of video game culture or history (Indie Game The Movie, Second Skin, Chasing Ghosts, etc) this one feels like it just took bits and pieces from each and tried to patch it into one film. What this means is that significant chunks of video game history get left out for the sake of other aspects that really could of been left out. If you’re going to tell us the history of the industry: do that! Don’t rush it and then move onto another topic in 20 minutes. WE NEED FOCUS. Also, just as gripe, the film also features interviews from numerous actors and celebreties that really don’t add anything worthwhile besides “LOOK AT THIS CELEB WHO PLAYS GAMES”, especially compared to the industry professionals featured in the film.

“LOOK AT THIS CELEB. SHE PLAYS EM. AIN’T IT COOL!”

In an already short documentary that’s rushing things, despite being 105 minutes, we really don’t need 10 of those minutes given to celebrities talking about something they only vaguely know about.

To sum up, the industry deserves a better representation than this documentary. The film aimed at informing the mass population about the history of video games but will only serve to give them a taste of the real history. For the rest of us who actually anything about the video game industry, don’t waste your time, it may be for the best that this flew under the radar.

New Study Finds Risk Glorifying Games Lead to Deviant Behavior

A recent study suggests that playing mature rated video games may lead to risky, deviant behavior including alcohol use and cigarette smoking. OH HEAVENS!!!

Coming out of Dartmouth College and published this week in the American Psychological Association Journal is a 4-year spanned study that focuses on the effects of violent and mature rated video games on adolescent adults. Are violent video game the gateway drug to worse things, including buying gates and/or drugs? 

The researchers contacted a pool of over 5000 young adults multiple times over the span of 4 years and focused on the three video games “Manhunt”, “Spider-man 2” and “Grand Theft Auto”. Although the respondents fell to less than half of the original 5000, over 2000 subjects were interviewed for the effects of having played one of these three games and continued to play similar risk glorifying games. The researchers found that respondents who played risk glorifying games with an anti-social protagonists (Manhunt and GTA in this case) had reported higher rates of cigarette use, and similar patterns were found for other forms of delinquency than those who reported only have played games with honorable protagonists (Spider-man). 

Honorable.

Jay Hull, the lead researcher, concludes that playing risk glorifying video games increases the likelihood of performing risky actions in the real world. As Hull puts it

“[In video games]They’re not practicing drinking and smoking and risky sex, but what they are practicing is being a less than good person,”.

We’ve seen similar studies where violent video games have been linked to aggression, cheating, and other less honorable behavior, but this might be the first one I’ve seen linked to risky sex..I don’t know how to take that. Likewise, we have seen studies that suggest positive benefits to violent and all video games in general, so the debate seems to be all over the place.The thought behind why this is occurring is that playing violent and risk glorifying games makes kids more willing to take risks in their own life:

“Once a kid is trying one substance, the odds of trying another one go up…The risk starts piling up much faster, and the outcomes for these children get much worse in a hurry.”

 

Eh…that’s no good. The researcher endorses the use of the ESRB rating system as a form to combat adolescents from getting their hands on these games prematurely.

I don’t know what to think about this study, as it seems pretty well constructed. Obviously the study is reliant on the respondents to tell the truth and gauge their effects, but I can’t think of a more developed way to do so. There may some causes that are effecting the respondents that the study doesn’t take into consideration, such as reasons for why adolescents are getting their hands on violent video games before becoming of age. For example, I can imagine parents who buy their children a spider-man game (regardless of its ESRB rating) may not be the same level of attentiveness as a parent who is okay buy and M rated GT game….but that could be neither here nor there.

The study itself is, unfortunately, only available to those who subscribe to the  APA’s website, but a decent explanation of the study can be found here. 

New Study Finds Positive Effects of Video Games on Social Behavior

This is it guys: A study that directly looks into the effects of video games on social behavior. What could be more relevant to this blog that this study? PROBABLY NOTHING.

Coming out of The University of Oxford, the study explores how time spent playing video games accounts for variation in positive and negative psychosocial adjustment. To do so, the researchers studied a representative sample of 10 to 15 year old children and had them report their daily intake of video games. Essentially, the researchers were trying to see if the number of hours spent playing video games per day had a significant change on one’s adjustment.  I’ll go through the abstract

A pretty interesting hypothesis. Obviously one might assume that playing video games for copious amounts of hours per day would have negative effects on a child, but what about brief periods of time? Let’s hear about these result.

Low levels (<1 hour daily) as well as high levels (>3 hours daily) of game engagement was linked to key indicators of psychosocial adjustment. Low engagement was associated with higher life satisfaction and prosocial behavior and lower externalizing and internalizing problems, whereas the opposite was found for high levels of play. No effects were observed for moderate play levels when compared with non-players.

Huh. The “high levels” of game engagement seem to fall in line with what one might naturally assume; kids playing too much may be antisocial and not well adjusted. However, it’s the low levels effects that are more surprising. The study suggests that playing games in low moderation can actually have positive effects on children. Those prosocial behaviors is sociology speak for saying that kids are more socially adjusted. That’s great news! Video games aren’t making us strange and recluse, well at least if we don’t spend too much time with them. That said, we do have to take into consideration that excessive video game playing was found to be detrimental to one’s social behavior. MODERATION IS KEY MY FRIENDS.

The links between different levels of electronic game engagement and psychosocial adjustment were small (<1.6% of variance) yet statistically significant. Games consistently but not robustly associated with children’s adjustment in both positive and negative ways, findings that inform policy-making as well as future avenues for research in the area.

Hey, that’s a more intelligent way of saying what I just said! I won’t go into the specifics of the study, as the study itself is currently free to read and it’s only 9 pages. It’s great to see more and more studies focusing on the sociological and psychological effects of video games. WE’RE GETTING THERE GUYS. Before I go, a few considerations on the study that I think are important in examining the result.

Considerations: The study is trying to be representative of an entire population, but obviously we can’t make overlapping statements.  Likewise, the low moderation of video games and high moderation of video games can be indicative of something else going on, such as parenting levels and amount of free time. If a child has something else going on in their free times, such as sports or lessons, their amount of hours spent playing video games will considerably lower. We can’t say for sure if it’s correlation without causation; perhaps those who are playing less video games are more well adjusted because of another factor we’re not recording.