ajqtrz
Chef - loquacious Old Dog
Gaming is a wonderful way to meet new people and have some time-wasting fun. And at the beginning of things nobody thought a lot about the potential impact of gaming on a players real life. But now, 25 years after the "invention" of the Internet (Sorry Mr. Gore, but you didn't invent it), we find that there are quite a number of significant changes to not only how we live with each other in the game, but in real life as well.
From various studies we find that the more you grew up with the Internet the less likely you are to be comfortable with face to face interactions. In fact, many young people use the Internet (social media AND gaming) to establish and maintain a "perfect" or "nearly perfect" set of social alliances to the exclusion of many of the more traditional social connections of the offline world. Studies indicate that, more and more, people are defining themselves by what they do online more than offline. And since their online image is often more controllable (read manipulable), they have a more positive view of themselves when online. This, in turn, encourages isolation and access control. In other words, they can "unlike" and/or "ignore" anyone who might challenge their view of themselves and their behavior.
Social isolation of this type is not, technically speaking, isolation so much as the thinning of relationships. Traditional offline relationships are deeper because it is almost always impossible, over time, to "hide" ones faults AND one is forced to confront those things which are, or might be seen as, unseemly about oneself. Thus, online relationships can be managed and if so, the one doing the managing, is less likely to change his or her attitudes and/or actions since, for the most part, one can filter criticism. Since the rewards of such filters are great they contribute to a higher level of self esteem, but also a lower level of maturity. One grows, in part, by being confronted with one's own immaturity.
In addition to the thinning of significant relationships (a process which has been greatly encouraged by our post-modern society in general), research has shown pretty conclusively that five things lead to an increase in violent behaviors. First, the age and gender. Young males between the ages of 12 and 24 are most negatively effected by online gaming. The third variable is the level of violence in the game; the fourth, the duration of the gaming session; and, fifth, the number of sessions played over the amount of time having played (duration, session, consistency). Most researchers have found that players respond to offline irritations more strongly when the game I more violent; they have been playing a longer session; and they are more invested in the game. And they have found that in young male players, in particular, the effects (i.e. the increase in intensity of response) last longer once the session has ended the higher the commitment to the game.
Now of course, this does not mean the player has become some kind of a Hitler due to his playing the game. But it does means that that game is more than "just a game" since it does effect his body. This should not be too surprising since the physiological responses of the player to the game are nearly the same as they are in offline experiences. In other words, one would expect a person living in a violent world to be more likely to engage in a higher level of violence because his body would be at a longer and heightened level of alertness by habit. Long sessions in a violent game would, naturally, re-condition the players body to be more willing to respond quickly and without too much thought.
So how do or will these things lead to the "decline" of the game and the gamer?
First, it is pretty obvious that at some point the increasingly clear picture research has shown of the negative aspects of intense online (more violent) gaming will become a social issue and will lead to some kind of increased restrictions of who can play and for how long. This will, in turn, reduce the revenues of the game and make their development less appealing.
Second, it is pretty obvious that if you feed a young male a steady diet of violent gaming he will be more likely to commit some kind of truly violent crime and thus be removed from the gaming world altogether. I am not saying that every young male is going to become an ax murderer, or that gaming alone is or would be the cause of their picking up an ax and chopping off their sister's head. But I am saying that, in conjunction with many other factors, including arrested emotional development, isolation, and mental illness, it is more likely that somebody's sister will be found sans head in response to a long session of Call of Duty than not.
In the end then, it is likely that as the evidence piles up that some games are not as healthy as we would like to believe, once we find the headless sister, we may find society taking swift and probably somewhat irrational (or at least overkill) actions against the game and the gamer.
AJ
From various studies we find that the more you grew up with the Internet the less likely you are to be comfortable with face to face interactions. In fact, many young people use the Internet (social media AND gaming) to establish and maintain a "perfect" or "nearly perfect" set of social alliances to the exclusion of many of the more traditional social connections of the offline world. Studies indicate that, more and more, people are defining themselves by what they do online more than offline. And since their online image is often more controllable (read manipulable), they have a more positive view of themselves when online. This, in turn, encourages isolation and access control. In other words, they can "unlike" and/or "ignore" anyone who might challenge their view of themselves and their behavior.
Social isolation of this type is not, technically speaking, isolation so much as the thinning of relationships. Traditional offline relationships are deeper because it is almost always impossible, over time, to "hide" ones faults AND one is forced to confront those things which are, or might be seen as, unseemly about oneself. Thus, online relationships can be managed and if so, the one doing the managing, is less likely to change his or her attitudes and/or actions since, for the most part, one can filter criticism. Since the rewards of such filters are great they contribute to a higher level of self esteem, but also a lower level of maturity. One grows, in part, by being confronted with one's own immaturity.
In addition to the thinning of significant relationships (a process which has been greatly encouraged by our post-modern society in general), research has shown pretty conclusively that five things lead to an increase in violent behaviors. First, the age and gender. Young males between the ages of 12 and 24 are most negatively effected by online gaming. The third variable is the level of violence in the game; the fourth, the duration of the gaming session; and, fifth, the number of sessions played over the amount of time having played (duration, session, consistency). Most researchers have found that players respond to offline irritations more strongly when the game I more violent; they have been playing a longer session; and they are more invested in the game. And they have found that in young male players, in particular, the effects (i.e. the increase in intensity of response) last longer once the session has ended the higher the commitment to the game.
Now of course, this does not mean the player has become some kind of a Hitler due to his playing the game. But it does means that that game is more than "just a game" since it does effect his body. This should not be too surprising since the physiological responses of the player to the game are nearly the same as they are in offline experiences. In other words, one would expect a person living in a violent world to be more likely to engage in a higher level of violence because his body would be at a longer and heightened level of alertness by habit. Long sessions in a violent game would, naturally, re-condition the players body to be more willing to respond quickly and without too much thought.
So how do or will these things lead to the "decline" of the game and the gamer?
First, it is pretty obvious that at some point the increasingly clear picture research has shown of the negative aspects of intense online (more violent) gaming will become a social issue and will lead to some kind of increased restrictions of who can play and for how long. This will, in turn, reduce the revenues of the game and make their development less appealing.
Second, it is pretty obvious that if you feed a young male a steady diet of violent gaming he will be more likely to commit some kind of truly violent crime and thus be removed from the gaming world altogether. I am not saying that every young male is going to become an ax murderer, or that gaming alone is or would be the cause of their picking up an ax and chopping off their sister's head. But I am saying that, in conjunction with many other factors, including arrested emotional development, isolation, and mental illness, it is more likely that somebody's sister will be found sans head in response to a long session of Call of Duty than not.
In the end then, it is likely that as the evidence piles up that some games are not as healthy as we would like to believe, once we find the headless sister, we may find society taking swift and probably somewhat irrational (or at least overkill) actions against the game and the gamer.
AJ