Tuesday, April 3, 2007

Video & Computer Gaming

Video and computer games have been transformed into a popular form of mass entertainment, and give people the capacity to engage in gaming activities that are not considered legal or acceptable in reality. Although viewed as “fun” and acknowledged for its encouragement in and circulation around the notion of interactivity, these games have generated a substantial amount of criticism and controversy. This sense of disapproval generally originates from psychologists, parents and even gamers themselves; who have seen or experienced the negative consequences that can accompany video and computer games, in particular the violence and other disturbing material they involve.

While the socialisation skills incorporated in video and computer games provides an important element in the development of any individual, particularly a child or teenager, the application or mimicking of the actions performed in these games can potentially have a dangerous result or outcome. Research conducted into the consequences of video and computer games has generally focused on the negative aspects, such as aggression, addiction and social isolation; all of which have had the tendency to successfully overshadow the positives of gaming. As apposed to television, whereby viewers only have the ability to watch the violence occur, games allow an individual to actively participate in its activities and from this, have control towards what is happening and how the game is played. Feeling as if they are literally in the game can mean gamers then feel mistakenly compelled to bring the game to life, whereby such violence is not permitted outside of the screen.


It has been established that the average game player tends to be male, around twenty-eight years of age, with quite a strong interest in games, consoles or computers. Having said this, the number of cases whereby a female has been subjected to the detrimental consequences of video and computer games is considerably lower than that of a male. This has been concluded upon the grounds that a majority of females are simply not as interested in regularly playing games, nor do they have the attention span to sit in front of a console, with a controller in hand, for hours on end. In contrast to this, females that do enjoy video and computer games find the degree to which anonymity in virtual game spaces allows them to compete against male opponents free from the markers of gender somewhat satisfying.

Developing an addiction to video and computer games, with horrifying consequences, is reflected on in the following two scenarios. These two incidents, which made worldwide headlines particularly in the gaming and media industry, demonstrated the need to introduce censorship or supervision on games that involve or promote violence. The Columbine High School massacre saw twelve students killed and twenty-four others injured after two fellow students brought the game “Doom” to life, in the process killing themselves. Following this, a thirteen year old boy jumped off a twenty four storey building after his parents took the game “World of Warcraft” off him because of his addiction to the game. Although it would seem that the liability of game developers in this instance should be unlimited, it becomes important to question and assess the actions of these game players’ parents, and how monitoring their child’s game usage time and frequency may have prevented or lowered the risk of these tragedy’s from occurring.

Assessing video and computer games as art not only becomes important in determining whether they have become a part of our culture, but also how they have contributed to the blur between games and reality. The use of photography and digitally enhanced graphics has not only demonstrated technology’s capacity to expand, but also reflects on a game’s ability to adopt a more realistic approach or format. Gone are the days where art could only be portrayed in a painting or picture. The utilisation of basic photography and cinematic navigation tools means a shared cultural expression can emerge and as a result, display high-tech video and computer games as forms of art.

Removing video and computer games from society would be a costly and unnecessary task. The technological advancements incorporated into them merely reflect on a producer’s desire to create and market games that allow a player to feel actively present or alive within it. The level of violence included is not the sole reason why players pursue such dangerous actions in reality, but more the lack of supervision and censorship on these games. There is an age limit on purchasing alcohol, for the same reason that it too, can also encourage or trigger violence, so why isn’t there on games with excessive violent content? Without such precautions, avid game players safety as well as children’s vulnerability continues to remain at a dangerous risk.