By Peter Holmes
LAST year I attended a convention for recreational gamers.
The formula was the same as many other conventions I have attended on different subject matter.
Thousands of people flocked to the venue to look at artifacts from the history of gaming, working models of first-generation computers and interfaces, to play current-release games with thousands of others, to compete in online battles with magic, tanks, swords and more, and to see the latest in commercial and independent games development.
While I was primarily interested in the professional presentations on the inspiration, direction and, specifically, issues relating to gender in the gaming worlds, I came away reflecting on several moral issues that the new worlds of computer gaming raise for parents and for the ever increasing population of adult gamers. One of the most exciting aspects of computer gaming is that the sky is no limit. There are no physical limits in terms of the interior world of the game.
While there are some technical issues, in practice there are no limits on how many people might be involved in a particular world.
Graphics and computer-generated worlds are becoming more and more realistic, and the newest technology is able to deliver all this in high-definition 3D.
With the leading online game claiming more than 10 million monthly subscribers, financial limits seem a long way off. The potential for such technology is hard to describe in a brief column. It is, in a word, huge!
Most parents think the educational value of games are limited to puzzles within specific learning programs or, perhaps, stretching as far as MathsOnline. But the multi-million-dollar script-writing, voice-acting, computer-generated worlds, staggeringly real graphics, sound and atmosphere, and clever player-immersion techniques have the potential to grab a person’s attention, child or adult, and hold it over a much longer period.
A modern gamer expects 30-60 hours game time to complete an off-the-shelf game on the first time through.
Massively multi-player online games are even more time-consuming. It is possible to play most online games 24 hours a day, six-and-a-half days out of seven. Since the games are accessible worldwide, there will always be someone awake and online to play with!
The games are designed to provide the player with “micro rewards” each time he or she plays the game.
This encourages extended play and makes the game more addictive.
These problems notwithstanding, there are many fine examples of games that engage the player in heroic struggles of good versus evil, serious and genuine moral dilemmas, political problems that are just as complex as our national and international politics. There are games involving building cities, empires, family homes and even entire fantasy worlds.
Games allow players to quest with Aragorn in the world of the Lord of the Rings, don their Batman suit and wrestle with the evil Joker or load up modern high-tech combat gear and participate in a special-forces hostage rescue.
In a similar manner to movies and modern music, the educational and formative impact of all of these experiences depends a great deal on the quality of the artists involved (particularly the writers) and the extent to which they can communicate their vision and engage players in it.
I will leave those questions aside and concentrate on some moral matters surrounding the playing of computer games, especially for families.
The first consideration is that computer gaming, especially online gaming, changes our social environment. Sharing games and hobbies with people can be an affirming and enriching experience and may be a great way to meet new people.
Caution must be taken, as people sometimes behave differently when free of the usual social inhibitions.
People who might otherwise be gentle, polite or timid may feel more free to treat others poorly because there seem to be few consequences for bad behaviour.
In a similar way to real-life conversations, there are consequences for bad behaviour and rudeness, but these consequences are difficult for players to notice at first.
There have been cases where online nastiness has spilled into real-life consequences of a tragic nature. Just as we would choose our friends carefully, similar care must be taken for online social interaction.
One of the attractions of computer gaming is that it allows players to enter a fantasy world.
This can be a great deal of fun, and, similar to the way a good book or movie is a welcome break from the drudgery of life, a game can be a welcome window of fun within limits.
As with most pleasant distractions, however, a game can become an unhealthy obsession, where the fantasy world takes priority over the less exciting real world, creating all kinds of serious financial, relational and personal problems.
Gaming should be balanced as a small part of a life that includes exercise, friendship, family and service of others.
A major drawback of modern computer games is that they often simulate acts that could be illegal and immoral in real life.
From drag racing streetcars and avoiding police to operating a violent and heartless rule over a suburban gangland, some of these games involve the players in “first-person” perspective acts that would and should sicken any normal person. I dare not describe many of them here lest I breach the standard of decency of this publication.
As a boy I played cops and robbers, cowboys and Indians, I stormed Second World War trenches, played with Lego space men and aliens, cheered as Indiana Jones shot at natives in a jungle and even played “earthquakes” with our sisters’ dollhouses.
Activities that would be violent and illegal in real life have always been a part of childrens’ games. But when players are immersed in this violence in astonishing and accurate visual detail as they commit heinous crimes, it is bound to affect the people playing these games.
Even though studies have shown that “first person” games can improve reaction times, some aspects of hand-eye co-ordination and even enhanced surgeons’ abilities to operate effectively, some psychological studies have demonstrated an impact on those playing extremely violent games when compared with games involving acts such as racing a car or solving puzzles.
Some people became less patient, more prone to anger and violence. The majority, while not immediately violent themselves, were significantly desensitised to violence in the real world, and failed to react to offer help or comfort to victims of those crimes, and found these activities more acceptable.
The nature of the material in games is, therefore, a subject of consideration for children and adults alike. Possibly the most common complaint against computer games made by parents and spouses is that computer gaming takes time.
One of the most significant negative impacts of computer gaming is the amount of time invested in the games.
It is not unusual for MMO players to spend four to five hours a day, seven days a week, playing games.
This can have serious negative effect on families, friendship, finances, workplaces and on marriages.
Even without any other negative effects time lost in a young person’s life is time taken away from developing social skills and contacts, improving qualifications, efforts to find or improve at work, exercise, engage in organised sport and generally improve themselves.
The game itself may be good in small doses. It becomes a problem when it drains all our time and effort from more important things.
In short, the problem is that computer games are now so accessible and engaging that it is possible to lose a large part of our lives to them.
While this distraction is particularly attractive to young people, it is not limited to the young. A growing number of mature adults are spending more and more time in online games.
There are many positives to see and encourage, such as the increase in social interaction, particularly for people who feel isolated or frustrated in present social settings.
When used with moderation and discernment, games can also develop physical, mental and moral skills.
As with all good things available to us, it is a matter of prudence and moderation.
Most modern games have parental controls – time restrictions, profanity filters – built into the game itself, so parents are better equipped to engage with their children’s choices, and make prudent decisions of their own, in order to get the most from the exciting developments in this new frontier.
Peter Holmes is an Australian theologian.
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