Video Games Being Used in New Medical Practices

It’s an interesting world we live in, one in which video games are constantly finding new ways to infiltrate our daily lives. We’ve already seen school utilizing video games for teaching purposes, and even video games serving as parts of business interviews, but medical institutions seem like the last place you’d imagine to be playing video games. Fortunately this article is not about medical schools using the game “Trauma Center” to teach potential surgeons.

Scalpels not included.

A new trend in the medical is looking towards video games as medical tools. This trend is really novel and interesting, especially since 10 years ago we probably wouldn’t imagine that we’d be using video games to aid in physical therapy or in any realm dealing with the medical profession. These are in no way the first time we’ve seen video game being utilized in physical therapy and as medical tools, but they certainly are ones that do it in new and interesting ways.

Researchers at the Nationwide Children’s Hospital have developed an interactive video game that is being used to measure upper extremity movement in younger patients with muscular dystrophy who are unable to walk. The game, which is zombie themed and utilizes a Xbox Kinect, has patients extending their arms to push back a force field protecting them in the game. The game, which is currently only being used in clinical trials, has had very positive feedback from both patients and parents.   The game, which charts the improvement and changed for patients over the course of time, was developed because of the sheer lack of outcome measure for this population of patients.

Another new tool in therapy has emerged for patients with Multiple Sclerosis. The National Multiple Sclerosis Society have given a grant to researchers to develop a game that will be used to help in Multiple Sclerosis treatment and rehabilitation. The game, “Recovery Rapids”, uses an Xbox Kinect and has the patient guiding and propelling a kayak. The game also asks questions to the patients in order to track the patients progress in other everyday activities such as brushing their teeth or drinking. Developers of the game hope that it will be a cost effective and fun way for patients with M.S to do daily rehabilitation and recovery, a group whom have very few options when it comes to physical therapy option.

So why should we care about these instances of games being used for physical therapy and medical means? Is it because we’re worried that we’re potentially missing out on GOTY and that we should sneak in these facilities to play these games? No…Though, I did hear that some of these games are better than the recent Assassin’s Creed game (TAKE THAT UBISOFT!). We should care because video games are embedding themselves into facets of life that have previously been untouched by the medium. While these news pieces have more to do with field beyond Sociology, it’s important to think of the social impact that such games can have on our society. With video games becoming more than just virtual toys our perspective on them and their utility changes and they become a greater part society. HEY MAN. IT’S IMPORTANT.

As a physical therapists responding to the game being developed for young boys with Muscular Dystrophy puts it “They have to spend hours with us doing nothing that’s easy, only hard things. Looking at their faces after they play this game where they get to just play and be kids is a lot of fun to see.” That’s key. To find new ways in which video games can reach, aid, and even brighten the day of new audiences is the real reason we’re seeing this trend.  You probably shouldn’t get your hopes up for Nintendo to be diving into this market ,(Though to be fair, Wii Fit and their purposed Vitality sensor certainly do come close) it’s not unlikely that we’ll see more games used as medical tools develop.

Bayonetta: Female Devs and Gamers Share Their Opinion

The Bayonetta franchise is getting a lot a buzz recently because of the release of the second game. The series has been that has spurred a lot of debate among gamers for being controversial in regards to how the franchise depicts sexuality and its female characters. Many contend that the character of Bayonetta is a sexualized  male fantasy that poorly reflects on female characters in games, while others argue her sexualization and character design is empowering and purposefully over the top. Having not played the games until this current release, my opinion is purely speculative, but the good people over at Negative World have put together a great article in which they interviewed female gamers and developers to share their insight about the character and the franchise.

One specific question that gets to the heart of the debate:

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#3. How do you feel about the way that the Bayonetta franchise presents its female characters, especially the lead playable character, “Bayonetta”? Do you think there are problematic / sexist elements involved, or “over-sexualization” of the females? On the other hand, do you find Bayonetta, as a “strong female lead” to be an empowering character in any way?

Alicia Andrew: As a developer, sexualization of characters is a topic that’s come up in some great discussions. I use Bayonetta as an example of “sexy” done right. A lot of the discussion about female representation seems to get stuck at whether its appropriate for a character to be “sexy”. Some people see the discussion around the dislike for the “chain-mail bikini” as a form of censorship or a push towards characters they see as potentially boring or downright prudish. I see the discussion as more nuanced than just an issue of cleavage. In my opinion, it’s an issue of ownership.

Its complicated, but I think desperately important, that while we understand that sexuality is healthy and has a place in our media, a lot of the backlash around the proverbial “chain-mail bikini” is because often, the female character is made to be sexualized not sexy. She has little to no perceived ownership of how her body is displayed, dressed, or presented. This mindset leads to sometimes ridiculous character designs, such as Mythril Bikinis for the epic journey to the gates of hell, and breasts on alien rock creatures.

To me, Bayonetta owns her sexuality. It seems, whether intentionally or unintentionally, that the tight pants, the flirty quips, the languid posing, are all that character’s choice. Bayonetta, the character, enjoys her sexuality. She is choosing to display it in this manner, and is inviting you in on the fun. It’s wonderfully refreshing to have a character that seems in control of her sexy bits. She’s not a inanimate object with breasts heaving in the wind, but a woman flirting. To me that’s sexy done right.

To clarify, I’m not saying that we should take away titillating armor mods in Skyrim, or anything of that nature. But if you want to have a female character be more than just decoration, AND you want her sexuality to be part of that character, then creating that sense of ownership is important.

In this I think Bayonetta has done something great, and a lot of female players have responded to it. Initially I had no interest in the game, filing it into the “another game with heaving breasts” category. A friend of mine talked my ear off about how much she loved it, and why. I gave it a shot, and loved all of it. If I had the height, I’d cosplay the hell out of Bayonetta or Jeanne.

Emily Gitelman: I think the female characters in Bayonetta are presented incredibly poorly, and certainly over sexualized. They’re a male fantasy, completely. I’m going to focus on Bayonetta herself. To start with her physical appearance, Bayonetta is built like a super model, has a sexy English accent, and walks around in a skin-tight catsuit that disappears and basically gives her censor bars when she casts spells. It’s practically a reward for the player: use a powerful attack; see a naked woman. As soon as Bayonetta displays power, she is stripped of her clothing and her dignity. When her health runs too low, her catsuit also disappears. The symbolism (lip marks, flowers, butterflies) used in her attacks is very stereotypically feminine in a way that box female sexuality into a narrow category. These are calculated ways of making her seem like a Strong Female Character, but they actually undercut her agency and power as the lead character of a franchise.

It’s insulting to think that Bayonetta could be viewed as a positive, empowering character because she is plainly a sex object. When Hideki Kamiya, the director of Bayonetta, and Yusuke Hashimoto, one of the producers on the project, were making the interview rounds, they said really sexist things about women. In an interview with 1UP, Hashimoto said that Bayonetta couldn’t be over sexualized because she didn’t have large breasts (which is obviously not the only facet of over sexualization). In the same article, he said that Bayonetta isn’t “all about showing skin,” but she’s constantly on display as a sex object because of her tight outfit, posture, and husky voice.

Basically, the men in charge of how Bayonetta is portrayed have made their opinions about how women should look and dress and be visually appealing to themselves and other men make it entirely obvious that Bayonetta is treated as a sex object. Because of that, I definitely don’t find Bayonetta to be empowering. In fact, she is the opposite.

Erica Hollinshead Stead: I somewhat ventured into this question’s territory above. I don’t think that something can be “certified” non-sexist, to use a phrase I read somewhere and can’t remember where. I also don’t know if I necessarily go in for the “strong female lead” thing. Certainly, I want a world where most female characters aren’t the embodiment of weakness. But I’m not sure that “strong” makes top of my list of adjectives I want to use to describe more female characters. If I were to throw out some words that might top my list, it would likely be something like “individual”, “unique”, “complex”, “well defined”, maybe even “multi-faceted”. I feel like Bayonetta meets a few of these.

Tangent aside, after having played the game, I do not find Bayonetta’s character problematic. Its a complex set of factors that lead me to that conclusion, one being that Bayonetta has, in my opinion, unique aspects to her aside from sexuality/sexualization. Even just appearance wise, Bayonetta has a specific aesthetic aside from “sexy” – I feel as if I could choose clothing that she would like at a mall – not just any old sexy thing from Victoria’s Secret is going to be her taste; just grabbing a garment because it is revealing wouldn’t be her taste. I also think the humor and tongue-in-cheek aspect of the dialog is context that matters. Bayonetta feels very “in on the joke” if you can say that about a fictional character; it felt to me as if when she utilized sexy stylization, she was making a choice to style herself that way. Its certainly subjective, but to me, Bayonetta felt like a full character who was self-styling herself as a cavalier vampy goth badass, rather than a shell of male fantasies.

I think that its the environment that Bayonetta the game exists in that causes the perception of Bayonetta as sexist more than Bayonetta the character in the game. It is a world in which developing a full female character IS often sacrificed for sex appeal and stereotypes, and a realistic gender ratio is often traded for a single token girl that only provides a single vision of women. But I do think its important to leave room for the possibility that sexy doesn’t always equal bad. For me, many of the things cited as “bad” about Bayonetta could be charges leveled at me. If Bayonetta’s hip pop and tight outfit are bad, then how can I not be “part of the problem” if I gravitate towards tight (or god forbid revealing) clothing, and tend to stand with my hip popped, AND want to create and see characters that are similar to me in that aesthetic? I want to see more female characters who aren’t sexy in that way too, but it doesn’t mean I never want to see a character who fancies herself a pin up.

I have seen some marketing pieces for Bayonetta that I do think lack the full picture of Bayonetta’s character, and so I understand how one could see them and be concerned. Its hard to contain all of the nuance in a still image for example. But, having played the game I do not find the game itself problematic.

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It’s a great piece and one well worth reading, so please go check it out. You can also go purchase Bayonetta 2 (which includes the original) and formulate your own opinion. Controversy aside, it seems to be a thrilling game to play. As always, please share your opinions and perspective.

Part 1

Part 2

Sony is Offering a “Playstation Class” at a Korean University

“Hey kids, get off those video games and do your homework!”

“But Dad! These video games ARE our homework”

That’s the dream for many young kids, and it seems like that dream just may come true, at least for some lucky college kids in Korea. Sony has partnered with Sangmyung University Seoul to bring the first ever Playstation college course focusing on the development and branding of Sony Playstation products and games. As seen in the picture, Sony has created unique desks for the students, each with their very own Dualshock 4 and PS Vita. Is this insane? Yeah, kind of

The class, which started today, is said to have weekly lecturers come in and speak about different facets of the video game industry. Will it be worthwhile? Will it make participants live and breathe Sony products? Time will tell. Next week’s guest lecturer is Kratos, who will tell you about how to kill Gods.

It’s certainly is a forward thinking tactic on Sony’s part to jump on the next wave of video game developers. With so many universities and schools beginning to include  video game design programs or classes at their school, it’s not that surprising that a major company has decided to invest in the next generation of developers. With the industry on the rise, getting the best and brightest students will be important for many companies. Still, I can’t help but think it’s pretty heavy handed; one look at the classroom an I can’t imagine the class is going to be very objective to the industry as a whole. However, it’s positive to see video game get their rightful place in the academic world, sponsored by Sony or not.

It’s still better than Sega’s attempt in the 90s in which Sonic indoctrinated children via a staff and student populations made up primarily nightmare inducing animals.

Check out GaminginAsia’s piece for more details!

Video Games Causing Divorces – Why We Shouldn’ t Care

Huffington Post posted this article this week:

http://www.huffingtonpost.com/2013/05/28/divorce-cause-video-game-_n_3349048.html

They finally did. Those god damn monsters video games have finally found a way to break the holy matrimony of marriage. Bastards.

These stock models have clearly never played a video game before.

The article tells a story of a Chinese couple who has filed for divorce after video games ruined their marriage.

Wang Juan petitioned the Chinese courts for a divorce from her husband, 25-year-old Zhang Ping, for neglecting his household chores and playing video games instead.

A 25 year neglecting household chores because he wants to play video games? WHAT HAVE YOU DONE NINTENDO!? But this isn’t an isolated case, as a 2011 report claims that 15% of divorces are attributed to problems caused by video games. So what does this mean? That the Wii in the next room is maneuvering to replace your wife? That Princess Peach and Cooking Momma will soon be the only women in your life?

Should we be worried? Should we throw out all of our video games and just have couples stare at each other for hours, secretly resenting each other for throwing out the video games? No. We shouldn’t care.

Who am I to claim we shouldn’t care (15 IS A BIG NUMBER BRO)? Excess video game playing can’t be the cause, it’s only a symptom.  Lazy or inattentive spouses aren’t a result of the products they use, but are a result of being lazy and inattentive people. With 50 % of all US Marriages ending in divorce, it’s  hard for me to believe that so many are divorcing over video games. In fact, studies about why marriages fail tend to counteract this 15% of video game break ups. Similarly, “video games” as a response can fall into varying categories of much more overarching problems in relationships, such as lack of equality. If we use the 25-year-old Zhang Ping as an example, his marriage didn’t end because he was playing video games, it ended because he wasn’t holding up his side of the marriage. If he wasn’t playing video games  chances are he’d be watching TV or out of the house also not doing his chores.

Playing video games  isn’t going to end your marriage, make you anti-social, or kill your gold fish- video games are merely outlets for other problems (see the concern over violent video games). In many ways video games are even healthy for individuals to play as they act as stress relievers and challenge you to think in ways you wouldn’t necessarily think in your normal life.

So maybe don’t fret if you’re a gamer about to enter a potential lasting relationship. Just don’t be a moron, and you’ll be fine. Then again, isn’t that sage advice for all aspects of life?

Can Video Games Alleviate LGBT Anti-Bullying?

Can Video Games Alleviate LGBT Anti-Bullying?

Short answer: Kind of, but not quite.

This article explores how video games may be a “cure” anti-LBGT bullying. It questions whether video games as stress relievers can have help bullied LBGT gamers cope. That’s..kind of a claim?  The article ties stress relief as an method for coping with bullying, but I have to ask: isn’t that only treating the symptoms?

But don’t take it from me:

“I have been bullied quite a bit up until I reached the end of high school,” says Matt Conn, cofounder of Gaymer X, an LBGT gaming conference happening this August in San Francisco. “I wished I could have just been myself and honest about being a queer geek. … Games were my only escape for me. They allowed me to live in another world … having a team with me as we stormed Booster’s Castle in Super Mario RPG or defeating the evil Porky in Earthbound … really was magical.”

Video games certainly have stress relieving qualities (Have you played Flowers? SERENITY), and wanting to get into another state of mind is certainly a viable option for anyone having a hard day.

thheee sttressss juussssttt meeellltttssss

But I have to ask: Are video games any more stress relieving than other mediums? Books? Tv? The internet? The article isn’t claiming they are, but it’s not asking the question either. In fact, as the article points out video game communities and multiplayer games are often riddled with homophobic comments and bullying as well. These certainly aren’t issues in the other mediums mentioned, or at least not as prevalent.

Likewise, the article questions if video games can “cure” Anti-Bullying without really talking about changing the mindset of those doing the bullying. That’s….hard to do. But that’s not to subtract from what they do: Video games allow for LBGT youths to escape for a moment, and that’s certainly something positive.

With   number of LBGT gamers  in the video game community making a place for themselves more and more LBGT youths have outlets to be and express themselves on the internet and in games. In time, perhaps Video games may be able to change the mindset of people taking part in bullying of LGBT, but unfortunately it’s a slow uphill march towards acceptance.

Lessons on the Social World: Pokemon

“I want to be the very best, that no one ever was!”

It’s not all links and sadness here at the Sociology of Video Games, there’s also deep personal analysis about what Pokemon means to me. No, that’s not true either. However, I did think it would be fun and worthwhile to take the opportunity to examine some popular video game franchises for their messages about the social world. What better place to start than 2nd most popular gaming franchise of all time: Little Masters.

..No, wait. Sorry. That’s the Iphone’s bastard ripoff. I mean of course:


Pokemon is by far one of the definitive games of the 90s, with it being one of the best selling and most popular franchises of all time. 15 years (That makes me feel old) later and the franchise is still white hot, like that Misty’s Sweet short shorts (or Brocks..awesome vest. For the ladies..). For any kid growing up in the last decade, Pokemon may have played an important part in developing their frame of mind when viewing various aspects of the social world. But what are these messages and lessons about social world that Pokemon is teaching our kids? Are they good messages? Is pokemon only teaching our kids to trap animals in balls, and only let them out once and awhile to fight other animals? This isn’t a PETA analysis of Pokemon, but let’s play: Here are some themes and concepts Pokemon is teaching kids all over the world.

Capitalism!

images

One of the more predominant themes that seem to be underlying the Pokemon is Capitalism. Now obviously the game isn’t teaching kids to accumulate wealth (Though there’s a lot of exchange of cash for kids battling bugs in the forest), but the goal of the Pokemon world isn’t that far from the goal of capitalism: Be the best, have the most.  Now, one could theoretically go through the game without acquiring a lot of pokemon, but the game inevitably pushes you to catch multiple pokemon to succeed. That’s not a bad message, as it certainly teaches kids to be fiscally motivated (An issue we saw was lacking in games aimed at female gamers: See below)), but it also makes living creatures essentially into commodities. So..That’s bad. Not to mention you’re essentially an intern for Professor Oak; doing all his work for him while you get paid peanuts.

But like Capitalism, there’s never an end accumulation. With new games come new pokemon and the world is seemingly always expanding. Can one really catch them all? Yes…until there’s more. Gamefreak is teaching us to never be satisfied with what you’ve caught. Being Goal oriented isn’t bad though…most of the time.

Once you start thinking of monetary values in Pokemon, you probably will need to take a break from the franchise.

Competition!

“I came when I heard you defeated The Elite Four” – Professor Oak

Like the theme that I still hum to myself to get me pumped up for any event ever, the goal of pokemon is to be the very best. Pokemon is all about competition. Every battle is teaching kids to outwit, overpower, and outdo their opponents. There can only be one pokemon master and if you’re not him or her, ya suck.

There’s not much you do in the Pokemon world that isn’t a means to an end: You raise a pokemon for it to be stronger, you trade with your friends to acquire what you need, and battling is the only worthwhile way to be the best. But hey, that’s not necessarily bad- some competition is healthy, and games like Pokemon build confidence and challenge kids to think about their actions. Kids today can become in powered by video games; if you’re the pokemon master in the Pokemon world, adding and subtracting fractions aint shit.

Social Stratification!

Ok. Ok. You may think is stupid, but Pokemon certainly has a caste system. Not all Pokemon are created equal my friend. In a world filled with thousands of Pidgeys and only a handful of Zapdos, there clearly some Pokemon that are better than others. Now some might argue with me and say “IT’S HOW U TRAIN THEM. MY LEVEL 100 PIDGEY IS THE BEST”, and I’m not going to pretend to know the stat balancing factors in the games, but it’s pretty clear that some pokemon are overpowered. In fact, most multiplayer/tournament rules prohibit certain Pokemon from being used because they are considered overpowered.  Yes, it’s silly: Any video game you play will have some characters that are stronger than others, but does that lessen the message at all? Who knows. But certainly the game makes kids think of classifications and place certain pokemon in classes accordingly: These pokemon are strong, these are weak. Likewise, the very nature of game classifies pokemon into types- Fire, water, dragon, bug, etc. But hey, classifications help children learn, so it’s not all that bad.

It’s only when you start making Pokemon HM Slaves that you’re crossing the line and making a pokemon a second class citizen.

You Gotta be Social!

tradin’ jigglypuffs n shit

Pokemon was created to be a social game, even back when the gameboy wasn’t the most social things. Most gameboy connector cables were bought specifically for Pokemon, in fact how many mulitplayer games on the gameboy can you even think of? Yeah, ok I can think of quite a few. That said, Pokemon makes you be social, because without being social you can’t fulfill the one main task of the game: catching them all. Version exclusive pokemon and Pokemon that only were available through trading ensured that you were interacting with at least one other game. Gamefreak brilliantly made two versions of the game so that players had to either own both, or trade with someone else. Even if you owned both versions of the game (Which many of us did) you still had to have two gameboys to connect (which many of us did), so really the most efficient and cost effective way to obtain all the pokemon is to have friends. Recent Pokemon games have enabled players to go online and trade, battle, and interact with people all over the world, so Pokemon has really become a global community.

Why there hasn’t been a Pokemon MMO is ridiculous. Nintendo, you monsters. (Official MMOs. Sorry fan mades)

Other Quick Social lessons Pokemon has to Teach

  • All Animals, regardless of power, control over time and space, or size, can be shoved into a single ball after a series of attacks and coaxing.
  • We should probably check other parts of the world before we claim there’s only 151 of them.
  • Some animals are more racially insensitive than others
  • As a child, you’re very safe going out into the world on your own as long as you have some sort of animal at your side.
  • Don’t ever walk into tall grass. Things will attack you.
  • If someone attacks you and beats you, you’ll just black out and wind up in a hospital in the last city you visited.
  • Healthcare is free, but bottled waters are wicked expensive.
  • The world is kind of based on you, and people will more or less stand in the same place forever- even after you have interacted with them.
  • Sailing alongside islands makes crazy things happen.

So that’s that. There’s more Pokemon has to say about the social world, but I’ll leave it at this. Does Pokemon actually convey these messages that I brought up? Maybe, but no one is really being shaped all that much by the games in the manner. In the end, they’re just fun games with tons of replay value and things to do. Just make sure your starters a good one. Charmander for life.

Please let me know if you enjoyed this article by either liking, sharing or commenting. I may do some more in the future. Who knows. Who cares.

Can Video Games Teach Young Girls To Be Rich?

Can Video Games Teach Young Girls To Be Rich?

http://www.forbes.com/sites/jordanshapiro/2013/05/09/can-video-games-teach-our-daughters-to-be-rich/

These two articles came out in the last few days, and they examine how children’s gaming is gendered, and ask the question “what are games teaching or not teaching our daughters”. The authors ask how video games can be used to teach young girls the attributes and qualities that young women often lack (like the drive to be the financial breadwinner) that young men seemingly gain. They evaluate video games as tools of socialization that are instilling these qualities in boys, and not girls.

Super Princess Peach teaches young girls to save the day by using their emotions.

Media at large paints women as the damsel in distress much more often than as a strong female lead, and video games are no different. The princess role is as old as writing itself, and characters like Peach and Zelda are certainly only modern interpretation. Even though we’ve seen Peach take the reigns in games like Super Princess Peach, Super Paper Mario, and every Mario Sports title ever (SHE CHEATS IN MARIO STRIKERS. YOU KNOW IT. I KNOW IT), lead female roles in video games are still rare.  Certain franchises have been more progressive than others, enabling players to choose between genders (See Mass Effect, Pokemon, etc) but the majority of story driven games are often centered around males; there’s some, but not too many. Likewise, games with female main characters tend to have their protagonist silent (see Metroid, Portal 2)

Final Fantasy XIII Prominently features Lightning as the main character…A lot of male gamers..didn’t like her (Then again they hated everyone in the game)

But is their hypothesis true? Can video games be used to make young girls more ambitious? Certainly. Why not. Hey, ok. Video games are inevitably a tool of socialization in today’s world; young boys and girls are learning lessons and characters from their on screen personas ( I learned how to be a battle toad from Battle Toads). Thus, it’s important that young girls have strong role models in their games, rather than merely pushing gender roles upon our young.  Likewise, it’s up to us to monitor and know about the games our kids our playing and to choose games and stories that reflect the ideas and attributes we want to instill in our kids.

Some awesome games with strong female characters:

  • Beyond Good and Evil
  • Mirror’s Edge
  • Tomb Raider (Eh)
  • Portal 2
  • Metroid Prime Triology

Please comment or share your thoughts, favorite games with female leads, or anything!

 

 

 

Baby Names Based on Video Game Characters On The Rise

Baby Names Based on Video Games On The Rise

I don’t know if this counts as a news story, but this week Laura Wattenberg, author of a very popular set of baby naming guides (That’s a fun sub-genre), has revealed that she will be covering a growing trend in baby names that has arisen in recent years: Baby names named after video game characters.

WHAT WHY!?

As Wattenberg puts it:

These video games have become enough of a part of our culture that you start to see names coming out of these games. Which makes sense, because if you go and watch a movie, you watch a character for two hours. If you play a video game, you might embody this character for two years.

Oh ok. So, besides this meaning that we’ll steadily begin seeing a massive influx of children being named Pikachu and Master Chief, what does this mean? It means that video games are gradually embedding themselves into our society in ways that we hadn’t seen in the past! Video games have become such apart of our social world that they’re influencing the people we are, and the people we become. As Wattenberg eludes to, people are creating emotional bonds with these characters to such a degree that they want to memorialize these characters in their children Is this a good thing, or a bad thing? Who knows. One could assume a child be given the name Waluigi will have  a hell of time in life, but there are plenty of less ridiculous video game character names that would be adequate children name. For example, Robin Williams named his daughter Zelda after, duh, The Legend of Zelda. It’s not that insane, really. If I was naming a child, some names I might consider would be Ash or Miles. Then again, both those names are can easily be the target of great  ridicule…

If you we’re naming a child after a video game character, what would your choice name be? If you have an interesting one, please feel free to comment.