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Wednesday, January 23, 2013

The Constructive Potential of Video Games

The Assignment:
Read McGonigal Ch. 7-10

In these chapters a very intriguing discussion is had. We as a general public have fallen into the assumption that video games are destructive in nature, perhaps because of the misuse of them and their tendency to be a commonly blamed "distraction" for kids. However in doing this we neglect to see their potential for enhancing our personal happinessacademic systems, and social lives.
This is the argument McGonigal makes in these chapters. She gives numerous examples of how video games, or more specifically alternate reality games (ARG's) can provide stimulation that operates on multiple platforms. I agree with her that technology like ARG's can be programmed as an instructional, or motivational aide.

1. Life improvements aided by alternate reality games
  • The first example McGonigal gives, which demonstrates the very clear conversion of digital based participation with real world participation, is "Chore Wars." This program is described by the creator to "...inspire everyone to do more housework, more cheerfully, than they would otherwise." 
  • The intent here was to re-contextualize house work as a means of "leveling up." Like the work usually done within a video game, e.g. dodging threats, solving mazes, etc., housework becomes another feat of the mind, only this time you can still see the results when you finish the game. 
  • By incorporating a task like housework into the game, the creator not only gives the player a reward, but makes an unpleasant task genuinely rewarding. 
2. Alternate reality games are based in reality
  • Far from what some people would think, ARG's aren't played by lonely soles in the basement of their mother's house. Rather, they're played in the real world. In some games, for example the one McGonigal used where players look out for "lovers" and "dancers," a players location can be tracked with a mobile or other electronic device. 
  • This dynamic environment gives the player an experience unmatched by any other game. Curiosity and  excitement become realized when participants know another player is in the area, perhaps close, very close! Too close! And then they either get demoted or brought up a level. 
3. Lasting results: "happiness hacking"
  • Video game psychology is much like that of medical psychology. It is intended to give you the skills, even if those skills are simple things like dancing more often, to be happy and get the most out of your life. 
  • While ARG's may "trick" the players into doing things intended to be beneficial for the player, it's almost a foolproof bet that the player can only benefit from the action/ task, and that the "trick" won't go awry. 
  • This type of "hacking" is not the computer hacking you might be thinking of. Instead it's a type of hacking that utilizes technology to work with the mind and improve happiness. In the words of McGonigal, "Finally, there's a self-help problem that isn't unique to the science of happiness: it's easier to change minds than to change behaviors." 
 


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