Video games are a fantastic
source of entertainment. I would wager part of that being the enormous scope of
virtual realities available, from playing soccer (FIFA), to building a house
(Minecraft), to combat simulators (Call of Duty), to cooking (Overcooked). The
range is extraordinary, yet entertainment is not the only thing video games can
deliver on.
The educational side of gaming is
not yet fully recognised as helpful, but it is growing. Studies are showing
that “students have developed a different set of attitudes and aptitudes as a
result of growing up in an IT and media-rich environment” (Oblinger, 2004).
This doesn’t surprise the hardened gamer, as I discovered my problem-solving
and logic skills greatly developed after a couple of months playing and
perfecting Minesweeper. I also recalled information about the French Revolution
during my History exam because of a little game called Assassins Creed: Unity
(which is set DURING THE FRENCH REVOLUTION). These games, again while insanely
fun, have potential to imprint their skills and knowledge on those who play
them.
Ethically, it is understandable
to view games as a link to causing violence in the world. Take, for example,
the ever-popular Grand Theft Auto V. One of the first missions of the game is a
jewellery store robbery. The concerning thing is that the player follows
detailed steps, and literally plans the entire mission. In essence, people have
perfect set-ups available if they want to, say, rob a jewellery store. For the
record, Grand Theft Auto V is estimated to have sold approximately 75 million
copies worldwide.
We can see the positive side, as
well as the negative side, of gaming. Whether or not one side outweighs the
other is not relevant. What is relevant is that gaming can do so many things
for people. In a virtual world, anything is possible.
Reference List:
Oblinger, D. (2004). The Next Generation of Educational
Engagement. Retrieved 5 September 2017, from https://www-jime.open.ac.uk/articles/10.5334/2004-8-oblinger/
Comment from original Blog post:
Hey
Michael,
I really enjoyed your comedic style of writing in the piece “is there more to online games than fun”, it is very engaging! Providing anecdotes of your personal experience is very useful as it shows that you have some experience in the area of gaming to call upon in discussing the topic.
However I would like to have seen more reference to your research on this topic so that I know there is a solid basis for your arguments. Also, have you considered ethics in your post? Making reference to ‘murdering’ in games may seem funny, but is it appropriate with regards to the link to education in gaming?
A useful link to help you may be this article by Diana Oblinger found at:
https://www-jime.open.ac.uk/articles/10.5334/2004-8-oblinger/
I really enjoyed your comedic style of writing in the piece “is there more to online games than fun”, it is very engaging! Providing anecdotes of your personal experience is very useful as it shows that you have some experience in the area of gaming to call upon in discussing the topic.
However I would like to have seen more reference to your research on this topic so that I know there is a solid basis for your arguments. Also, have you considered ethics in your post? Making reference to ‘murdering’ in games may seem funny, but is it appropriate with regards to the link to education in gaming?
A useful link to help you may be this article by Diana Oblinger found at:
https://www-jime.open.ac.uk/articles/10.5334/2004-8-oblinger/
Original Blog post:
The whole purpose of
virtual realities is to entertain, from building complex structures in
Minecraft to murdering everyone in sight in Grand Theft Auto. These online
games deliver enjoyment expertly, but that isn’t all they do.
For one thing, we have
seen online gaming become a great way to socialise. Remember your mate Dan you
met in under 8’s basketball and played with until last year? I do. Little Dan
(he’s not so little anymore actually, the lad’s like 6” 5’) and I became great
mates because we played the same game. The same story is being told on online
virtual gaming. Millions of people are being connected and coming together
because they all enjoy taking someone’s limbs off with a double-barrelled
shotgun (in a fake world, don’t worry). Online gaming has the mystifying
potential to combine global communication with virtual entertainment, enabling
strong relationships to flourish.
On an educational level,
I would like to point you to Ubisoft’s Assassin’s
Creed series. While these games centre around the fictional, seemingly
unending battle between the Assassins and the Templars, they all take place
during intense historical eras. During my study of the French Revolution,
Assassin’s Creed: Unity (which is set in late 18th-century Paris)
was a tremendous help in remembering key dates and figures. I was quite
successful in this unit, and I definitely recognise a video game as one of the
main contributors to that successful mark.
Education and socialising
aren’t the only other benefits of gaming. Studies are concluding that playing
Super Mario 64 can increase grey matter in the brain (Kühn et al, 2013), gaming
can be excellent pain relievers (George, 2010), and so on. The potential is
limitless, so don’t just categorise gaming into fun. In a virtual world,
anything is possible.
Reference List:
George, R. (2010). Video Games Prove Helpful As Pain Relievers
In Children And Adults. Retrieved 12 September 2017, from http://www.medicalnewstoday.com/articles/188108.php
Kühn, S. Gleich, T. Lorenz, R.C. Lindenberger, U. Gallinat, J. (2013) Playing Super Mario induces structural brain
plasticity: gray matter changes resulting from training with a commercial video
game. Retrieved 12 September 2017 from http://www.kurzweilai.net/video-game-playing-found-beneficial-for-the-brain
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