Games have a lot of potential to influence us for good. Maybe the mechanics of gaming gets in the way a little bit. You're always doing something active and so gameplay is somewhat like a sport. How can you derive empathy from a sport? I'm not saying it can't be done. Certainly it can. Maybe it's just hard to get someone to kick a ball for truth.
Video Gaming in My Textbook
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![]() On 03/06/2017 at 07:08 PM by Super Step ![]() See More From This User » |
No, really. Page 183 of Media/Impact: An Introduction to Mass Media (12th Ed.) by Shirley Biagi actually mentions the Israel-Palestine game Snee was talking about in one of his blogs (PeaceMaker).
In the in-set on p. 183 titled "Can Video Games Be a Force for Good?" by Edward Helmore, Asi Burak talks changing the perception of games as "shallow, violent, and childish."
There's talk of the video game industry being worth $66 billion (when including mobile gaming; it's $58 billion without smart phones and tablets according to DFC Intelligence via Reuters) and the demographic expansions in the industry, including more women and the average gamer age being 30. MineCraft gets a shout-out as a creative and engaging experience for children.
But what interests me more than changing gamers' image in the mainstream; which I frankly care little about as someone who openly admits to liking Lady Gaga and a handful of Limp Bizkit songs; is the potential for video games to create empathy. Snee will have to tell me how PeaceMaker goes, but what about a first-person adventure game where you are mistreated the whole way through, having to fight harder than the NPCs around you for everything you have. At the end of the game, it's revealed the reason for this is because you're [insert minority here] and the game provides some stats a la the pre-credits information in a "based on a true story" movie to explain why this would be a likely real life experience.
Now my first thought is "it'll get picked up by political media before the game ships and huge swaths of the populace will boycott the game before it ever gets a chance to take off." But what if the secret really could be kept under wraps somehow? Could it change someone's mind? Maybe there doesn't need to be a plot twist. Maybe just make a point by including stats like "most likely to be pulled over" in the character selection menu. Again, going to get boycotted and flamed in the news, but hey, there's no big reveal. It'll just force people to recognize choosing a particular character comes with certain benefits.
I don't know if I can go as far as Bernard Suits, who argues in a perfect world, games would be the only reason to go on living ... or maybe I can. I guess you'd have to fill the void of your own purposelessness somehow. Obviously, I don't think he means only video games would count. But I do think there are some interesting possibilities with the medium.
"the purpose of civilization and growth is to be able to reach out and empathize a little bit with other people. And for me, the movies are like a machine that generates empathy. It lets you understand a little bit more about different hopes, aspirations, dreams and fears. It helps us to identify with the people who are sharing this journey with us." - Roger Ebert
What if we could replace the "movies" in that quote with "video games?" I know how Ebert felt about that when he was alive, but I think it's an interesting discussion.
Do you WANT games to make attempts at producing empathy? Have you played games that already produced empathy for you (I seem to remember Julian saying something about his experience as a virtual black man in L.A. in San Andreas)? Is there some other societal good you think video games could or do produce?
Let me know in the comments.
And yes, I'm reading for a class I'm teaching tomorrow. Calm down, I've already taught it twice. I just forgot this section was in the textbook.
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