In 2005, Mark Griffiths of Nottingham Trent University in the UK went on record saying that he believes computer games do have benefits. This was reported in the news at the time and it covered issues such as ADHD sufferers and children in pain finding relief and benefits in a focused activity such as computer gaming. He also noted that computer games are often used as a scapegoat for instances of violence but pointed out that there is no evidence to support the idea that gaming causes violence directly.
It is interesting that experts making such statements makes the news - it suggests that it's almost accepted that computer games are a bad thing and somebody saying otherwise is surprising enough to make headlines. No doubt most game players have heard criticisms of their hobbies from a variety of sources. Why is this? Partly it's because computers are a relatively new technology and those who haven't embraced them are quick to see their faults and happy to criticise. It's also partially due to some misunderstandings about gaming. That's not to say that there aren't valid criticisms levelled at gaming, though.
Let's look at a few of the negatives levelled at gaming:
- It's a solitary activity and doesn't promote social interaction.
- It involves repetitive actions and can cause repetitive strain injuries or eye fatigue.
- Gaming can be psychologically addictive and promotes a sedentry lifestyle, leading to obesity and similar health problems.
- Gaming time could be better spent on being educated or creative.
- Games are for kids and adults should be above such trivial pastimes.
Of course, all of these have some validity but they are not the full story since they are based on a very black and white view that doesn't present the full picture. Yes, playing games was traditionally a childhood pursuit but adults have always been encouraged to take part in gaming, be it with cards or board games and technology is simply offering a more sophisticated level of this. Also, in a world where they human lifespan has been dramatically increased, what is wrong with holding on to our youth and playing games when there is the opportunity?
The games industry is a massive employer at the moment, with the newer consoles being some of the most sought after items. When people blame gaming for a lack of creativity health issues they're probably not looking at the big picture because the world is now a place where gaming encourages movement in the form of dance mats, movement sensitive controllers and camera interfaces onto games. Games manufacturers actively encourage responsible use of gaming and games come with warnings that cover age recommendations and health considerations such as recommendations for the frequency of breaks during gaming.
Gaming is no longer the solitary pursuit it once was - nor, in fact, has it been for many years. Ever since computers could be connected to telephones there have been interactive games available but it is only recently with the advent of broadband and high quality graphics that it has become particularly attractive. However, far from being a solitary activity, games are often designed now such that they can only be successfully played when users group up and chase the same aims. This is an excellent training ground for group work in the real world and can be just as much a rewarding (or frustrating!) experience.
Whilst the intellectual level of computer games can be questioned it doesn't take too close an examination to recognise that they are all about problem solving and flexing mental "muscles". From the simplest of online card games through Tetris to the complex multiplayer shooters, there is always an aim and a challenge involved and some level of mental agility is needed to reach the goals. Sometimes the focus may be spacial awareness, sometimes it may be reaction speed and often it is a combination of these along with logic but gaming is exciting because it offers challenges and meeting those is rewarding enough to bring players back to their games again and again. Even the more mindless end of the spectrum invites a way to relax and interact without completely shutting down, and the more creative side of things can be just as revealing or informative as reading books.
Games can introduce players to all kinds of conundrums - moral, spatial, visual, logical. They can be an art form in themselves and some can be played just to see what happens - The Sims for example, lets people guide avatars through virtual lives and can be amusing and rewarding. Games such as Myst have for many years been regarded as some of the prettiest and visually stimulating. At the same time as exploring these qualities as one might in a book, hand/eye co-ordination is being developed, along with memory. Games can be as involved and revealing as movies are, but offer a greater level of interaction to the user.
Gaming is a wide field, just like sport. What is true of a racing game may not hold for role playing, just as gold has little in common with relay races. Just as with sport, there is a massive range of opportunity depending on what one is willing to invest. While criticisms are not without some truth the benefits are becoming more and more clear as the gaming genre becomes better understood and developed. Hopefully before long experts saying that games are beneficial will fail to be news worthy, but in the meantime they make a handy cite to hang the pro-gaming argument off.