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Are video games good or bad for teens?

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by Richard Winterton

Created on: November 04, 2009

On top of being the time in life when one leaves the confining yet naive existence of childhood behind, teen years also mark another progression in a person's life: when they begin to forge their own identity. In the book From Barbie to Mortal Kombat: Gender and Computer Games, Henry Jenkins elaborates on how boys and girls do this in different ways. For a boy, it is the claiming of space; establishing a boundary that he can claim as his own. For a girl, it is the crafting of a personal and social identity, which is initially done by making a statement in the clothes or makeup she wears. For both genders, this is also the time for building social connections outside the family, be it with other teens or even adults.

It is for this reason that video games are important, especially in a world where digital interaction has become commonplace. For boys, the standard method of online multiplayer and role-play helps them act out fantasies of adventures and exploration in a safe environment. Games such as sports, racing, or even shooters allow a play-space where they can compete, learn sportsmanship, and build relationships with other players (clans, dedicated servers, etc). Meanwhile, certain RPGs allow for them to create a persona that is unique to themselves while simultaneously learning more practical skills such as resource management and problem solving. MMORPGs combine the best of both worlds, encouraging players to work together to complete quests and overcome obstacles that would be impossible for most individuals.

Take, for example, the concept of "Instances" in games like World of Warcraft. Often separate from the game world as a whole, Instances are dungeons that are filled with enemies that are often too powerful for any one player to slay on his own. Yet, players are still expected to traverse the Instance to complete quests from NPCs, who will reward them handsomely in gold, gear, or experience to improve their character. Completing these quests often grants greater reward than most quests, and therefore is highly valued to players. The only way to reap these benefits in an efficient way is to team up with other like-minded adventurers and traverse the dungeon as a group. Through their journey, there is a pressing need for them to communicate and work together, formulating tactics and plans needed to take their quests to a successful conclusion.

Another online example would be Second Life. While not as competitive as shooters or as martially based as

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