Virtual Reality: Enhancing Reality
November 14, 2016 | Author: Tunaidi Ansari | Category: N/A
Short Description
A 2005 research paper detailing the effects of video gaming, a more prevalent leisure activity that children and teens e...
Description
1 Tunaidi Ansari October 28, 2005 Virtual Reality: Enhancing Reality “How many digits of Pi do you know? I know 63 which isn’t really that much,” claimed a hardcore Zelda strategist, who is deemed a genius by his fellow gaming comrades and partners in battle (“Pi?”). The current generation of children and teens adamantly justify their consumption of consoles, such as Sony’s Playstation 2 (PS2) and Nintendo’s Game Cube (GC), as studies are constantly releasing new evidence regarding the positive affects of gaming. One by one, the commonplace myths parents use to control their children are being defeated. As video game developers and intelligence researchers create a more diversified gaming world in hopes of stimulating the interests of this generation’s players and consequently increasing consumption rates, traditional genres are being superseded by their more constructive counterparts that meet even the approvals of the general public. The expansion of one of the nation’s most widely commercialized industries, virtual entertainment, and the rapid consumption of its products indirectly constitutes to an advance in society and ultimately the betterment of the self and individual. While many parents have once had the tendency to overuse the humdrum belief that video games produce lazy and unhealthy children, it is now not entirely true. First and foremost, video games can at times be a source of exercise. With technology improving at such rampant rates, recent game designers are creating more interactive games, which require physical activity. Take for example, the new and popular Sony Playstation 2 (PS2) dancing game, Dance Dance Revolution (DDR) Extreme 2. Far more
2 intense and involved than its predecessors, this enhanced version contains workout modes that measure the amount of calories burned when dancing to each song. DDR is proven to be so effective that at Patrick Henry Middle School near Los Angeles, they have adopted it into their Physical Education curriculum. Those who were once indifferent to chasing a ball or running side to side in gym class now squeal with excitement in anticipation for dancing. The game is certainly fun, but also an extremely good source of exercise as one student claimed, “My waistline has gone down by one inch,” and yet another, “In, like, two weeks, I’ve lost 15 pounds” (“Video Game That’s Good For You”). Even gamers value a nice workout and DDR is just a pleasant method for hitting two birds with one stone. Another PS2 new release, YourselfFitness, as its name implies, is a personal fitness trainer, which has functions such as setting fitness goals and planning meals (Snider 2). The innovative Eye Toy is an extension to PS2, which is a camera that senses the user’s motions. Of course, this device demands physical activity and motion input; therefore, any game that utilizes the Eye Toy is bound to force the player to move some part of his body. In the case of Kinetic, 12-week fitness programs are designed for the gamer, including aerobic workouts, yoga sessions, and meditation (2). Video games include not only those that necessitate thumb movement, but also those that involve the entire body. As substantiated by Sony’s ever-increasing span of interactive virtual entertainment, children are able enjoy their favorite pastimes while simultaneously exercising. In addition, the video game industry has engendered a revolution and produced games capable of inducing rehabilitation and mental treatment. Psychologists and researchers, in an attempt to provide children a workable yet pleasurable therapeutic
3 option for attention deficit disorder (ADD), have collaborated in developing the SMART BrainGames system, which is compatible with most other high production consoles. This protocol, prepared with special equipment and advanced technology, enables one to constantly focus on playing a console game. When the player’s mind wonders, the system detects aberrations and abnormalities within his brainwaves and sends signals to the controller, thereby inhibiting a game character’s movement or preventing an action to be executed. As of now, the SMART BrainGames system is utilized in over fifty clinics to help adults and children alike with ADD (1). According to Professor Mark Griffiths, a researcher at Nottingham Trent University, video games can also be used as a very powerful form of distraction for children undergoing painful treatments. For those enduring chemotherapy and treatment for sickle cell anemia, “they needed less pain relief and had less nausea and lower blood pressure than those who were simply told to rest after their treatments,” he found. In another specific case, where an eight-year-old boy was plagued by an illness, which caused him to pick his lip and resulted in scarring, a handheld game kept him occupied and allowed his lip to heal without constant irritation (“Computer Games ‘Do Have Benefits’”). In fact, video games have proven to be so effective that there exists even a Virtual Reality Medical Center, which utilizes, as its name implies, virtual reality and games as a means to help its patients. The institution’s project investigator, Mark Wiederhold, verifies the positive effects video games hold for patients such as soldiers injured in Iraq and Afghanistan (Snider 1). Use of the Eye Toy and the game Dance Dance Revolution has successfully restored soldiers back to their previous states.
4 Possessing the same mindset, intelligence researcher Domenic Greco, in wake of the epiphany that virtual reality now harbors a new frontier, states with assurance, “the next thrust is creating attention in the gaming world to recognize that people are looking for something more in video games, not just fun and games” (2). Marking this turn in video game history, new releases such as the Interactive Trauma Trainer, which simulates combat situations to help prepare battlefield surgeons for quick decision-making and patient treatment, convert virtual reality into intense practice and real-like training. The long-established and popular role playing games (RPG’s), such as the Final Fantasy and more notably the Zelda series’, have now been tweaked for these purposes as well. New Dawn Estates is one particular game, which purposely aims to help certified nursing assistants learn nursing-home treatment protocols. Evidently, the gaming world has even embraced education and has consequently adopted it into its community, thereby coining the term “edutainment” (Kappes, Bruno M., and Dan L. Thompson 699). With the recent release of the 3-D Immune Attack, which aids students in learning immune system functions and scrutinizing the details, this form of gaming is becoming more and more noticeable. As a result, virtual entertainment is now capable of catalyzing the learning process. However, in specification to the body, Steven Johnson, author of Everything Bad Is Good for You, claims that video games cause visual- and brain-boosting effects. They are a source for self-improvement. In an interview with Johnson, he optimistically asserts, “as technology advances, more of it becomes participatory; video games force you to look at the variables, assess the information and make a decision. That’s a huge part of what it means to be smart” (“Everything Bad Is Good for You”). For example, he
5 introduces the idea that shooting computerized objects and dodging digitalized bullets not only increase reaction times, but also sharpens the ability to solve complicated problems (Katsnelson 21). Additionally, from the United States Government’s National Institute of Health, Shawn Green and Daphne Bavelier conducted research validating the fact that gamers were particularly good at spotting details in busy, confusing scenes and could cope with more distractions than the average individuals (“Video Games ‘Good for You’”). In support of these points, psychologists Alan D. Castel, Jay Pratt, and Emily Drummond of Washington University in St. Louis proudly present a portion of their research: Both groups were equally good at inhibiting the return of attention to previously cued locations, although VGPs [Video Game Players] displayed overall faster reaction times to detect targets. VGPs also showed overall faster response time for easy and difficult visual search tasks compared to NVGPs [Non-Video Game Players], largely attributed to faster stimulus-response mapping. The findings suggest that relative to NVGPs, VGPs rely on similar types of visual processing strategies but possess faster stimulus-response mappings in visual attention tasks. (Castel, Alan D., Jay Pratt, and Emily Drummond 217) Similarly, recent studies conducted by the University of Rochester reveal that video games substantially improve the player’s visual attention skills (Kfoury 20). In fact, studies reveal that video games require a higher degree of hand-eye coordination than many other sports and activities (Video Games). Additionally, to couple the honing of visual superiority, video games also are known to present intellectual challenges to the player. Such is the case when the gamer must think of the most efficient and logical
6 method in beating or passing a level and advancing onto the next, in planning a strategic offensive against an enemy, or in efficiently gathering and utilizing limited resources. Nowadays, observations determine that virtual entertainment contains more sophisticated and difficult vocabulary, which in turn demands more from players and thereby stimulates their minds (Katsnelson 21). Playing video games or computer games is not quite as simple as most believe it to be; rather, it takes focus and concentration, thinking and planning. And as a result, “by forcing players to simultaneously juggle a number of varied tasks, action video game playing pushes the limits of several rather different aspects of visual attention,” Green and Bavelier noted. They came to the insightful conclusion that “although video game playing may seem to be rather mindless, it is capable of radically altering visual attentional processing” (“Video Games ‘Good for You’”). With an extensive insight, James Paul Gee in his “Good Video Games and Good Learning,” maps the general positive effects of gaming. Unconscious of these attributes, players learn to take on a new identity, interact with the game itself, creatively write the game’s script and story, explore by taking risks and challenges, customize the game to fit their learning and playing styles, and to take control. With all these gaming aspects, a player can truly benefit, become a better person, and advance in society. In addition, most video games also present its gamers with well-ordered problems to solve, challenges to overcome, hints and information to gather, vocabulary to learn proactively, and detective work to be handled. These facets of gaming ultimately aid players intellectually as they become more accustomed to certain methods of thinking. Two other very important elements include teamwork and cooperation in multiplayer games and the concept of
7 performance before competence since they may impact and increase, believe it or not, social skills and self esteem (Gee 34-37). Who would have thought the general belief and most universally accepted myth that video games and its kind are absolute garbage and harmfully destructive is so untrue? Delving even deeper into analysis regarding the positive effects of gaming, author David Sheff appends upon Gee’s points and sums up its basic advantages and benefits in his short guide book, Video Games: A Guide for Savvy Parents, which include sharpening “problem-solving abilities, perseverance, pattern recognition, hypothesis testing, estimating skills, inductive skills, resource management, logistics, mapping, memory, quick thinking, and reasoned judgments” (Video Games). In another yet positive outlook regarding the consumption of video games, John Beck and Mitchell Wade, authors of Got Game: How the Gamer Generation is Reshaping Business Forever, present their view that video games have created a new generation of managers and employees, perhaps even larger than the population of the baby boom (DeKanter 28). Researchers, psychologists, managers, graphics designers, engineers, computer experts, script writers, game play analysts, animators, and musicians are all an integral part of the virtual entertainment industry and significantly contribute to the success of each game produced. As competition between other flourishing game companies get heated, more positions open as obviously more help is needed. An increase in job opportunities occurs as a result of the demand video game industries receive from the general gaming public. High expectations in conjunction with the everincreasing quick-paced society clash to express the need of more specialists and occupations. Specifically, many take for the granted the crisp graphics and special effects
8 virtual entertainment now incorporates within its products. It appears visual images and their enhancements are presently more valued than any other features within a video game. However, in order to produce such masterpieces, innovative peoples were collected in attempt to meet the satisfaction of consumers. Essentially and quite inevitably, the gaming culture has become a gateway for bettering the future working culture. In fact, social analysts have found that video games can successfully act as an alternative social hierarchal structure, including leadership, established based on skill and ability. Those who indulge themselves in the gaming community learn to work their way up the ladder, fend for themselves and their allies, and resourcefully gather and share knowledge and experience. In fact, Matt Kiefaber sincerely believes that “video games are one of the few settings in which children can be teachers if grown-ups take the time to participate, and if they allow the children to lead the way” (Video Games). Children that view themselves as failures also gain and benefit from virtual reality games since these modes of entertainment are able provide the gamer with a sense of involvement and control in emulated life-like circumstances. Video games therefore empower certain children who struggle through difficult social situations. They feel a sense of security at wielding such abilities and possessing a respective “status” in the gaming world. One who may be deemed a loser at school might just as well be crowned a king or champion in a massive multiplayer online role playing game, or more commonly known as an MMORPG, which, as its name implies, is the most opportunistic setting – with an infinitely large audience and millions of admiring spectators – for one to demonstrate his or her abilities and gaming skills. In essence, they are able to accomplish so much more
9 in the imaginary world known as virtual reality than in reality itself. For example, Kiefaber asserts, “a child who is an outcast may gain social standing because he is a video game aficionado” (Video Games). Basically, a child confronting problems such as acceptance, attention, self-esteem, and other boundaries are easily rescued and liberated by the rapid clicking of a mouse or similarly the quick button pressing of a hand held controller pad. In another controversial perspective and possibly another advantage, video games also provide a means to allow gamers to vent their frustration and anger. After conducting a computer game workshop, Dr. Judy Robertson of Edinburgh University reports that “children say that playing violent games is a way for them to get rid of their frustrations, they get rid of their anger and take things out on the characters in the computer games rather than people in the playground” (“Video Games ‘Good for Children’”). Many children, especially those who possess low self-esteem or encounter conflicts they cannot deal with, ultimately escape their seemingly hopeless situations by diving into the realm of virtual reality, similar to those who depend on alcohol or certain food items in an attempt forget their woes. In an interview conducted by Nazli Kfoury, a twelve-year-old boy and his peer claimed likewise that “if you get picked on at school, when you play violent video games, it makes you feel good to beat up somebody else” (Kfoury 20). A child, who is constantly bullied in school or is a failure in a certain area of life, may be isolated as a social outcast or struggle feeling dejected and angry at his own incapability. However, with the advent of video games, kids have found yet another outlet to vent their frustration. They take it out on the game characters or on the game itself, which offer even more than what stress balls or boxing bags can handle. In a sense,
10 society benefits. Quite farfetched, yet nevertheless, parents may dine at the dinner table one night and assert with relief, “Thank goodness my son is mighty fine. He is safe and sound. Seriously, now what would the world be without video games? Crime would be rampant and violence would be steadily on the rise. My son would certainly not be safe in this environment”. More and more studies and recent research findings have been found to praise the production and consumption of video games rather than to place a condemning label upon their kind. As a result, Chris Van Der Kuyl of VIS Entertainment boldly asserts, “video gaming is the biggest entertainment industry in the 21st century” (“Video Games ‘Good for Children’”). Concurrently, the virtual entertainment industry has begun to expand their horizons in terms of game genre and variation and has even boldly ventured into the plane of education, exercise, training, and intelligence and visual stimuli. In addition Gee believes “video games incorporate good learning principles, principles supported by current research in cognitive science” (Gee 37). With backing from even psychologists and intelligence researchers, virtual entertainment continues on its quest for growth and development, successfully overcoming mounds of obstacles in its way and disproving what were once unpleasant “facts”. The consequence, then, is an increase in consumption, and the derived equation offers a resultant or product, entailing a single conclusion: the betterment of society, which collectively stems from the betterment of society’s communities and their individual members. Indeed a simple concept, but not fully accepted just yet. Works Cited
11 Castel, Alan D., Jay Pratt, and Emily Drummond. “The Effects of Action Video Game Experience on the Time Course of Inhibition of Return and the Efficiency of Visual Search.” Acta Psychologica. June 2005: 217-230. “Computer Games ‘Do Have Benefits’.” BBC News 15 July 2005. 7 Nov. 2005 DeKanter, Nick. “Gaming Redefines Interactivity for Learning.” TechTrends. May 2005: 26-31. “Everything Bad Is Good for You.” People. 6 June 2005: 51. Gee, James Paul. “Good Video Games and Good Learning.” Phi Kappa Phi Forum. June 2005: 33-37. Jacoby, Russell. “Game Theory.” Nation. 27 June, 2005: 41-43. Kappes, Bruno M., and Dan L. Thompson. “Biofeedback Vs. Video Games: Effects on Impulsivity, Locus of Control and Self-Concept with Incarcerated Juveniles.” Journal of Clinical Psychology. Sept. 1985: 698-706. Katsnelson, Alla. “Does High Tech Equal High IQ?” Science & Spirit. Sept. 2005: 21. Kfoury, Nazli. “Kids Call Video Games a Stress Reliever.” New York Amsterdam News. 5 June 2003: 20. “Pi?”
Online
Posting.
20
Oct.
2005.
Game
Forum.
7
Nov.
2005
“Video Game That’s Good For You.” CBS News 14 June 2002. 7 Nov. 2005
12 Video Games. Ed. Matt Kiefaber. 17 Apr. 2002. Miami University. 8 Nov. 2005 “Video Games ‘Good for Children’.” BBC News 11 Aug. 2004. 8 Nov. 2005 “Video Games ‘Good for You’.” BBC News 28 May 2003. 3 Nov. 2005 Snider, Mike. “Video Games Can Actually Be Good for You.” USA Today. 27 Sept. 2005: 7-8. Sreenivasan, Aparna. “Your Brain on TiVo.” Science & Spirit. Sept. 2005: 72-73.
View more...
Comments