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HUMAN THAN HUMAN
Video
games have represented a fusion of the technology of the television
and the computer, since their advent in the late 1970's. The
first admittedly primitive video games in the early 60's to
the impressive modern day virtual reality adventures, video
games have become an ever increasing part of our daily lives
in the world. "Twenty years later, they have become as fixed
and important an element of youth culture as music and movies"
(J.C. Herz, 1997). In this assay I would like to discuss the
development of video game so far, and summarizing core findings
in the investigative areas of addiction, social role, education,
physiological effect, and cognitive and health promote.
Video games have raised interest and concern since they first
appeared in the late 1970's. The pioneer video game, "Space
Wars" ran on what was at the time known as a top notch computer.
Since then, we have desired and striven for improved video
games. Before 1985, the main character in a video game usually
represented by a symbol or cartoon like " Pacman " and " Mario
". The " Impossible Mission " was the first to portray realistic
human movement. Figures brought to life in this game. " Another
world " (1991), taking its cue from " Prince of Persia "(1989,
early 2D motion capture) Delphi's atmospheric platform, adventure
featured another gymnastic lead character, capable of leaping,
swinging and running with incredible realism and surround
by more intricately-realized environments. " Alone in the
dark " might not go down in history as one of the most attractive
video game, but this game was an important early example of
polygonal character design.
The jump into 3D arcade adventure inspired many imitations.
In 1996, " Tomb raider ", Lara Croft was one of the most important
character in video game history. This games giving players
an amazing amount of control over a complex environment. It
brave knew 3D world reminded developers that realistic human
characters could sell. Therefore, more and more company start
working on Virtual Reality and Environment Reality. Is that
the future? To understand what video games will be like in
the near future, the best place to look is pretender sequences
and Computer Graphic animations. "Although it is almost inconceivable
that ingame human could soon rival the realism in", say, the
G-police FMV.
The continued popularity of video games has resulted in a
diverse range of literature. Video games have been dubbed
"the marriage of television and the computer" (H. Gardner,
cited in Greenfield, 1984). Greenfield (1984) has suggested
that visual action "is an important factor in attracting the
attention of young children to the screen", and that the potential
for "active control" (controlling what happens onscreen) is
the fundamental reason children prefer playing interactive
video games to passively watching television. As video games
combine many of the elements of traditional children's pastimes
(i.e. watching television, playing board games, role playing)
it is not surprising they feel so compelled to play them.
Most of the psychological research can be divided into one
of two areas: the cognitive impact of video games (i.e. effects
on memory or spatial ability) and the social effects of playing
them (i.e. addictive potential, effects on aggressive behavior).
First off, good or bad, video games give the young people
who grow up with them a sense of belonging to a culture. That
means something while playing video game feel intense. It
means players look into and experience the nooks and crannies
of each game as if they are important clue. Why and how can
a moment or detail as seemingly insignificant? Because when
one person who notice this detail, that means he or she can
communicate a whole lot to another person. These tiny things,
in the context of a game experience, become metaphors for
real world experiences. They change our relationship to real
world events, because the mythos content of our experience.
Such as reading books or go to theater.
Also gender differences are another popular topic. For boys,
just being able to shoot something and have pretty explosions
is kind of enough, and computers are good at that. If you
ask boy what he wants out of video games -- all he want is
possible with today's technology and very complex story line
or with violence. Most of violence video games can satisfy
this demand of boys. What will happen if you ask girls what
she wants? Girls demand more from technology than boys do.
The thing she wants is character that will actually talk intelligently
to you, and if you think of the kind of computing power and
software evolution that requires, it is vast as Sahara. Girls
are very demanding.
How video game Influences cultures? People now started having
free time and extra spending money. As a result, they began
looking for ways to entertain themselves. In an attempt to
curb this appetite, pinball machines were created. But, pinball
machines were mechanical and complicated in nature, so there
was born a need to produce entertainment products more cheaply.
Video games proved to be an excellent alternative: they were
less complicated, easier to create, and much less expensive
to produce. It didn't hurt too much that the entertainment
industry began making a lot more money, either.
Nowadays, many people crave violence, sex and bad language
in entertainment. Just look at the popular movies we produce.
Since video games started being catered to the desires of
the people, the content of the games became a parental concern.
"Video and computer-based games have assumed a prominent role
in the culture of children and adolescents. Given the pervasiveness
of their influence, it is likely that these games may affect
the health of children." (Dorman, Steve M)
There is concern the negative influences of video games, which
are much less interactive environments than Virtual Reality.
Yet violence in VR is nearly inevitable, "Virtual reality
is a technology, which like its ancestors (e.g., television,
computers, video games, and simulation) has the potential
for negative social implications through misuse and abuse"
(Kallman, 1993). Yet violence in Virtual Environment is nearly
inevitable, one need only look at the violence in popular
video games. Rather than waiting for these issues to arise
in VEs, it might be prudent to address social issues before
they result in crisis or harm. Currently the potential negative
social influences resulting from VE exposure are not well
understood. For example, VE applications which are presented
as benign forms of entertainment but which actually represent
violence and destruction may become available at video game
rooms in the near future. "Such animated violence is already
a known favorite over the portrayal of more benign emotions
such as cooperation, friendship, or love" (Sheridan, 1993).
The concern is that users who engage in what seems like harmless
violence in the virtual world may become desensitized to their
violent virtual actions and then mimics that behavior in the
look-alike real world. There is concern that virtual interactions
could engender addiction.
For many children, playing interactive video games is a favorite
activity. Recent research, studying 7th- and 8th-graders'
video game preferences, found that the most popular game category
is fantasy violence. In such games, the icon serves as a violent
surrogate for the game player. Kicking, punching, mutilating,
and killing are required to win. Losing is not a problem for
the child, who can simply reboot and play again. The subliminal
messages that children are learning from violent video games
are profoundly disturbing. Violence not only solves problems,
but also rewards the player with higher scores and the chance
to win. Violence, thus, becomes an acceptable and exciting
way to solve conflict. And once again, violence is rewarded
and not shown as having serious consequences. Experts suggest
that performing violent actions in video games may be more
conducive to children's aggression than passively watching
violent acts on television. Clark (1993) argued that "the
more children practice violence acts, the more likely they
are to perform violent acts". Therefore, there are more and
more people start to consider that the violent virtual reality
gaming represents an unpredictable risk of increased violence
in the next generation of our youth. Most negative voices
argue that violent video games will increase levels of aggression
in those who play them. Many authorities point that the interactive
role of individuals playing video games will be effected greater
compare to the violent films and television.
There are many experimental studies measure the relationship
between video games and aggression. Cooper and Mackie's (1986,
cited in Griffiths) observations of then year-old children
and found out that playing or watching violent video games
had a huge effect on girls' aggressive behaviour, but not
much in boys. In Silvern and williamson (1987, cited in Griffiths)
experiment discovered after playing violent video games, the
even younger children appeared more aggressive behaviour.
Anderson and Ford (1986) measured the hostility of undergraduates
after playing a video game, they found the playing aggressive
video games can have a negative effect on emotional state:
players showed increased hostility and anxiety. Griffiths
and Hunt (1993 cited in Griffiths 1997b) found the adolescents
play video games made them more aggressive and especially
when correlated with the frequency of play. From these studies
we can see that there is a significant relationship between
these two things. However, in the case of older players, Spence(1988)
reported that video games averted violence by releasing tension
(his work focused on youths with emotional and behavioural
problems. Although so many studies found the violent video
games may cause the violent activities, but there are many
other reasons that could influence those results. As Scott
(1995) said "it needs to consider the strength of individual
difference when researching the effects of video games on
feelings of aggressive, and in the fact of complex interactions
between such variable as age, gender, personality traits,
expressed hostility and exhibited aggression". There are so
many components can effect a person, the video game could
be one of them but not all of them.
In some occasion, the video games become a kind of culture
within the whole sociality, It has a certain level influence
in it and play an important role. Yet, this role has both
positive and negative effects. The video games always have
some rule to follow. Provenzo (1991) said " By providing such
limited boundaries and possibilities, the games ---- not only
diminish but seriously limit and circumscribe how the player
involved in them can define themselves and their sense of
being." Young children about six years old seemed directed
by the content of the games to construct a social reality
based on the games. Then we can know the role of video game
is important in a child's social development. Nevertheless,
Turkle (1984) stated that children's mastery of technology
not only equips them well for the future, but builds confidence
and self-esteem. By the way, Spence (1988) recounts similar
evidence for young adults, despite the concerns often expressed;
he suggests that "usage of effects positive change."
However, overview of those popular video games (such as violent
martial arts moves and perceptions of women as helpless victims
of violence and abuse) could well be unhealthy in children's
social development. There is only one way to win that is the
use of violence to beat down enemy. When people play the video
games they may assume themselves as the role in the game,
people don't necessarily feel guilty when kill someone in
the game but sometimes they can't justify what is real or
just a game. There are many people think the violent video
will cause the major adjustment problems for most plays, and
the anti-social behaviours.
Although video games have so many negative connotations, but
the games have been seen in positive side as well. "I am convinced
that the people who criticize video games do not understand
what the games involve." (Greenfield, p108). The video games
have been used as tools in cognitive therapy, and some experimental
methodology has used games. Goldstein et al (1997) said that
"playing video games requires concentration, memory, co-ordination
and quick reactions". In his studies which about the effects
of playing video games on the reaction time, cognitive/perceptual
adaptability, and emotional well-being found after playing
a puzzle game, the reaction time increased obviously around
the video game player (age 69-90). By the time, it also improved
the emotional well-being, and cognitive and perceptual skills.
But in the younger group there was not as noticeable result
as elder group. Nevertheless, Dustman et al (1992, cited in
Goldstein et al) suggest that " positive changes can occur
in the central nervous system --- over a relatively short
time through the practice of activities most find enjoyable.
Therefore the video game can provide the stimulated situations
in order to change players nervous." Larose et al (1989) used
a puzzle game called Super Breakout to improve the spatial
abilities of visual scanning and tracking in children with
minimal brain damage or serious attention problems.
In the educational field, people started to see the potential
video games had as a learning tool. People are more likely
to learn when they don't consider it a burden. Video games
are considered fun, so a learner would want to play them.
This makes them an ideal atmosphere for learning. Lofyus (1993)
really unrecognized that video games are successful because
they use well-understood laws of human behaviours to provide
stimulus and rewards for game-playing. Dose video games provide
any education benefits? The answer should certain be yes.
They can help to develop a number of strategic thinking, such
as problem-solving, the use of imagery to reinforce memory,
and strategy and planning. Video game technology has had and
will continue to have profound impact on childhood education.
Some parents worry that owning a home video game will hurt
their child's study habits, because video provide stiff competition
for the attention of children and adolescents. The fear has
not been shown by research of Creasey and Myers25's (1997,cited
Dorman, Steven M). They concluded the study that owning a
video game does not alter a child's activities. A more abstruse
impact of video game technology on education is the expectation
by children that all learning must take a gaming approach
and be 'fun'. The demand for entertaining education has given
rise to 'edutainment' media. (Dorman, Steven M, 1997) Some
evidence suggests that important skills may be build or reinforce
by video games, for example, spatial visualization scores
improve with video game playing. Spatial visualization is
the ability to rotate mentally, manipulate and twist two and
three dimensional objects. Students with a high degree of
spatial visualization are high achievers in mathematics and
science. Moreover, video game can be used in a positive way
to promote health and provide information to children and
adolescents, which captures and keeps their attention and
allows them to interact with the information in a meaningful
way. Games and simulations have potential to help adolescents
personalize information, forcing them to assess risk and consequences
and make decision in a hypothetical yet realistic situation.
(Dorman, Steven M, 1997)
Nevertheless, open learning course can be designed around
games which provide increasingly complex and realistic models
of social or economic behaviour or which provide learning
embedded in a challenge requiring the development of an understanding
of geography, science or mathematics to problem-solve. Moreover,
some adults believe the video games offer benefits over the
passive medium of television. Among mental health professionals,
there are those who maintain that in playing video games,
certain children can develop a sense of proficiency which
they might not otherwise achieve.
Computer games are regarded as the bad influence or the reason
for the violence of younger in nowadays. However, is it fair
to put all the blames on computer games? How about violence
TV programs and movies? The answer is always controversial,
but there shouldn't be any blame on the advance of technologies.
Computer games in the 70s were rather primitive and limited
on gameplay and graphics. However, the games of the 70s offer
better gameplays than most of the games today. The main reason
is, game developers had to rely on better gameplay design
to attract people. Therefore, classic games like 'Space Invader',
'Pac-Man', 'Mario' and 'Donkey Kong' were born at that period,
and they are still popular today. Computer games of nowadays,
due to the advance on computing power, have significantly
improved on graphics. The gameplay on the other hand has deteriorated.
The main selling point in games is no longer the gameplay.
More and more people, especially the younger, are looking
for better games graphics. Game's developers are encouraged
to refine the game's graphics, if not rejecting gruesome graphic
images in order to sell the games. The first popular of such
game is 'Doom'. 'Doom' is a first person shooting game that
encourages player to destroy every living thing on screen.
The game become popular and many follows ups were made, with
even more gruesome images. We have to admit that computer
game is a form of entertainment. People play games in order
to relax themselves, or to get away from reality for a while.
Therefore, by having too many educational elements within
the game would certain put the gamers away. It is, therefore,
necessary to have certain degree of excitement within the
game. For example, it should be alright for killing the bad
guys in the game. However, much attention should be put on
how the bad guys are killed. Many game developers allow the
player, or should I say encourage, to blow the bad guys into
pieces. Is that necessary? After all, the objective is to
kill the bad guys. Is this just one of the developers' ways
to attract more people to play the game? If so, such on act
would, become the selling point of the games in the future,
and that is worrying. Best example of such game is 'Unreal',
which is one of the best selling shoot-them up game in the
1998. There are a few scenes in the game where you could kill
the innocent civilians in the game. The graphics and movement
of the civilians are so real that killing them, or blowing
them into pieces, had become enjoyable. That has truly become
a bad influence to younger, but it can be stopped. The game
developers could have designed the game so that killing innocent
civilians would result in deducting their game points. The
best way, however, is to disallow such an act during the game
design. Unfortunately, no law has been enforced to stop such
game play design. Games are only rated in various age categories,
but the truth is, young gamers could still easily obtain games
rated over age 18. The best solution is to stop the game developers
from putting unnecessary violence into the game. Having a
censorship on all major game publishers to ensure the games
are well within their violence limit. Parents have to take
full responsibilities over the game for their children, Technologies
shouldn't bear any responsibilities over the side effects
caused to the people, it is the people who abuse and misuse
the technologies.
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