Thursday, August 22, 2013

Well, I guess this is the end of that debate!

Jane McGonigal is a believer in video games. She makes the case here:

Collectively, as a planet, we now spend more than one billion hours every single day playing videogames – a total that’s up more than 50% from just three years ago. Meanwhile, the average young person racks up 10,000 hours playing videogames by the age of twenty-one. (By comparison, they will spend just 10,084 hours in the classroom throughout all of middle school and high school combined.)

1. Do videogames make us measurably better at anything? Do they improve our skills and abilities? Here, we can turn to scientific research for answers. Gamers of all ages perform better than non-gamers on tests of attention, speed, accuracy, and multi-tasking. Children who spend more time playing videogames score higher on tests of creativity. Scary or violent videogames improve children’s ability to manage difficult emotions, such as fear and anger. Massively-multiplayer online role-playing games improve cognitive function among elderly players, and can help stave off age-related dementia. Parents who spend more time playing games with their kids have better relationships with them – and the kids have better moods, higher grades and less behavior problems. First-person shooter games improve our vision – so much so, that they can effectively treat cataracts. Playing videogames gives us the ability to control our dreams and stop our own nightmares – and therefore are being used to treat post-traumatic stress. Videogame technology can increase physical activity in children by 60% and decrease physiological risk factors for heart disease and diabetes.

2. Are videogames worthwhile, compared to other activities, when it comes to our happiness and well-being? Will we feel better and enjoy life more if we play them? Here, we can ask gamers themselves about their subjective experience of videogames. You can see the results of this survey, the top ten emotions of videogames, here – they range from bliss, to relief, to personal pride, to feeling emotionally close to another player, to surprise, to curiosity, to excitement, to awe and wonder.

What’s extraordinary about these ten positive emotions is that gamers have figured out how to spark and feel them whenever they want, no matter where they are, or what kind of day they’re having. It doesn’t matter if they’re bored or stressed or lonely or frustrated or anxious – gamers can change how they feel, just by starting to play. We know that this is true even for gamers in incredibly difficult conditions. For example, children in hospitals prior to surgery are able to control their anxiety by playing a handheld videogame (see the research), while soldiers in Afghanistan are able to reduce psychological stress by nearly 75% by playing videogames for three to four hours a day (see the research, specifically pages 33-34). In fact, recent clinical trials have demonstrated that online games can outperform pharmaceuticals for treating mild to moderate depression and anxiety.

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