The video game as we know it has evolved from a simple, quick amusement into a profitable, highly interactive, and versatile medium. Looking at the history of gaming from its humble origins in the 1960s to the high-definition gaming world of today, one might be able to gather that video games have been on quite the journey--a journey filled with many milestones and perspectives that have shaped the medium into one of the most relevant and beloved facets of the worldwide entertainment industry.
Not all journeys are happy strolls in the park, though. The journey of the video game is no exception.
The video game has almost never been a stranger to negative connotation. Throughout its existence, it has been characterized as a corruptive influence that compels players to adopt ill or even illegal behaviors. On some occasions, it is seen as a detriment to one’s social interaction abilities. Others still call it a waste of brainpower and time. There are perhaps other negative outlooks, but the bottom line is that such remarks paint the video game as something quite bleak: a brain-cell-killing bad influence that you apparently have to pay money for.
There are plenty of studies and surveys that support the negative perceptions I’ve described. The conclusions reached by this research are likely why people often think lowly of video games; once word gets out about this research, it spreads like wildfire, and it becomes the norm for games. Many people are so ready to accept them as the complete truth, but the thing is, they aren’t. You know that saying that violent video games teach people to kill? There is no study on Earth that says that. There are studies that say it could be tied to increases in aggression, or introversion, or any number of factors and conditions, but not tied to murders or the like.
Do you notice people never really talk about the findings related to the ways video games improve your motor control? Or how about the information regarding the educational, constructive factors of certain games? I even remember once seeing an article concerning the ability of video games to improve one’s problem solving skills.
To better explain where I’m going with this, let me put it into perspective.
I’ve been a gamer for practically all my life. Though sometimes I can be quiet, I’m not an introvert. I’ve never hurt anyone or myself because a game compelled me to, nor ever considered doing so. I’m not less active mentally or physically because of video games. Video games do not in any way control my life or my decisions.
I’m not using myself as an example to prove my point. That’s because the explanation above isn’t just about my life. It’s also about plenty of other gamers out there: real, down-to-earth, positive-minded, bright people who just so happen to enjoy themselves by taking up the controller or the keyboard to battle, explore, solve, and create in the virtual world.
Maybe some of the findings pertaining to the alleged negative effects of games have at least some truth. But it isn’t and never will be the whole picture when it comes to games. There’s a litany of sources on the internet about the more positive aspects of video games, but people don’t look for it because the norm is already there to “save them the trouble” and allegedly tell them all they need to know.
But let’s put aside all the fancy research and science talk to recognize something very, very simple: gaming is escapism. It is entertainment meant to take us out of reality--or take us into an analogue to reality--for the purposes of pure fun, much like reading a book, listening to music, or watching movies. It’s not a bad influence, it’s not a brain-cell-killer, it’s escapism.
If correlation doesn’t equal causation, how is it possible to assume all of those bad things about video games are all true? How can we blame a video game--a virtual, fictitious work removed from reality--for social issues that are tied to and related to people in the real world? If anything, I think we should instead look more closely at social issues than talking about video games being a negative influence, but I digress.
Video games are many things to many different consumers. On one front, it’s a hobby or a pastime to be enjoyed by oneself or with a group of friends. On another, it’s a creative medium with a trove of innovative ideas that push the boundaries of technology and interactivity. To some, it’s a competitive sport to be played at events such as Evolution or “League of Legends” tournaments. To every gamer, though, the video game is one thing: fun in the form of code and hardware.
And fun doesn’t need the baggage of nor the association with detriment.