MMOs & Us - A Series on Gaming, Part III
Here we are in the third part of our series on MMOs and how they affect our lives. And what have we discovered so far? Well, let’s recap just a bit.
In Part I, we looked at a bit of the history of MMOs – the humble beginnings of gaming that eventually led to the push towards online games. The simple discovery of video tennis from an oscilloscope grew into gaming icons such as Pong, Pac-Man, and others. So, from the Cold War we achieve a new form of entertainment that grows into a multi-billion dollar industry from which our military gets trained and we get entertained.
In Part II, the focus touched on the economic aspect of MMOs and how that impacts our lives in seemingly small, but truly significant ways; such as our kids learning their math through the counting of their virtual gold. Or the building of good business sense – even if through ways frowned-upon by the industry – by capitalizing on an existing industry within the genre. These types of activities are shaping much of our entertainment and economic industry where they are tied together. When real-world companies take their business into virtual worlds to compete, that is a clear indication we are on the verge of a new generation of business management.
Now it’s time to take a look at how MMOs affect our lives in other ways, not just in the wallet. Our personal lives… where we are sensitive, emotional, and prone to dramatic outbursts of frustration, anger, love, hate, or just plain aggression.
The frustration we feel when we see a wrong is palpable to the people around us. For instance, if you’re in the grocery store and you see a parent violently punish or shake their child to obtain obedience, you may want to go shake that parent – or better yet, call Child Services. But you don’t. You sit back, cluck your tongue and shake your head, and say “That poor child.”
Yet everyone can experience the frustration of feeling like they can’t make a difference. So why bother? What good would it do except to stir up drama and drag you into some place you’d prefer not to go?
The same holds true in just about every aspect of our lives, including in MMOs. And in fact, with the wide variety of ages, cultures, backgrounds, and beliefs that come together in our online communities, you will see more expression of opinion about situations people feel strongly about. While it’s not as serious as child abuse – it is still very important to those involved.
If you think about it, the online world is the single most popular place for people around the globe to come together, thus providing the perfect climate for culture clashes. The beliefs, customs and laws of one country may be in direct contradiction to those of another. This can cause frustration for communities over lack of understanding, comprehension, or basic tolerance for differences in opinions or beliefs. Add to that equation the factor of age or social background, and you have an area rife with intense emotion.
Over the years, the debate about how gaming affects our minds and personalities has raged on. To the left, you have the position that while games have violence, gaming does not cause violence. And to the right, you have the position that violence in games creates a penchant for violence in life. Two completely different positions to choose from… do you have an opinion?
While I’m certainly no expert on the human psyche, I can attest to my own personal experiences with myself, my husband, and my children. Add to that what I see in my guild mates in my title of choice, what I read on gaming forums, and what I’ve learned over the years as a result.
Suffice it to say that I am in the middle… simply due to the fact that I’m no expert on the human psyche. Therefore, while I can see one side of the argument based on personal experience, I can see the other side of the argument based on knowledge of people and gaming in general. However, being a gamer... I honestly do not buy in to the belief that gaming, excessive or otherwise, causes extreme aggression in people to the point where they lash out in reality.
Over the years many studies have been done to prove specific sides of this ongoing argument, and to date none have been sufficiently conclusive to slow the industry down – or heat it up. Rather, the debate continues while the industry grows within our society, expanding towards new technologies, directions and possibilities for the future of communication, interaction, and education.
One company has created a console that is designed to create more interaction between the game and the player, and thus serve to nullify the claim that gaming causes obesity. That console is, of course, the Nintendo Wii. This console uses an infrared sensor that captures the player’s movements. Many of the games designed for this console require the player to physically interact… literally to get up off the sofa, and perform the physical actions required by the game. A particular owner of the Wii used this feature to prove that gaming can be beneficial, and started his own “Wii Weight Loss Program”. To date he’s been quite successful in his endeavor, thus proving that gaming itself has more to offer than some folks believed.
What does that do for online gaming, though? Nothing. Yet it is still an inspiration to see how the industry is changing, and how some people are taking advantage of those changes to better their own lives.
However, what about the emotions tied to video games? Some claim that gaming is a way to release aggression, and others say that gaming causes intense aggression.
Back in 2003, a study conducted by Steve Jones at Pew Internet & American Life Project found that the integration of online gaming into the lives of college students was abundant. In fact, according to his study, “70% of college students reported playing video, computer or online games at least once in awhile”. His study goes on to examine how gaming affects these students in their lives, and 65% of the respondents in the study (based on a pool of 1,162 surveys returned) said “gaming has little to no influence in taking away time they might spend with friends and family.” Also, according to the responses, “most college student gamers seem to associate positive feelings with gaming”. It is typically believed that this age range is more prone to expressing violent tendencies (males in the range of 15 – 25), yet this would point towards online gaming having little impact on aggressive tendencies. However, it is but one man’s research conducted on the issue.
In a study completed in 2005, it was discovered there were “no strong effects associated with aggression caused by this violent game” after playing Asheron’s Call 2 for a period of 56 hours over a month’s time. This is purported to be the first long-term study of the relationship between aggression and online gaming, and results reflect that their “exposure to a violent video game can result in short-term aggressive behavior as it affects the individual’s present internal state…” However, the study continues on to show that “participants after the experiment were not statistically different in their normative beliefs on aggression than they were before playing the game. Similarly, game play was also not a predictor of aggressive behaviors.”
Yet in another article published in 2006, by Lawrence Earlbaum Associates, Inc., 3 individuals conducted a study using an MRI to watch the brain waves of individuals while playing violent video games. In their report, they state that “meta-analytic reviews reveal a small but noticeable association between playing violent video games and aggressive reactions. However, evidence for casual associations is still rare.”
And in further support of the argument that gaming does in fact cause aggression, a study published in 2004 by the Journal of Adolescence in Volume 27 reflects that among a pool of 607 students in the 8th and 9th grades playing video games 9 hours per week, “students who play more violent video games are more likely to have been involved in physical fights and get into arguments with teachers more frequently. The relation between violent video game exposure and physical fights is stronger than that between violent game exposure and arguments with teachers.”
So where does that leave us? There are many more studies both for and against the argument at hand, but the bottom line is that there is no conclusive evidence one way or the other. Online gaming has its effect, certainly. But is it enough to cause the kinds of violence that is being blamed on actions such as school shootings? While there is no factual basis for the claim – in fact, several incidents have been focused on other types of media aggression such as movies and television – some parents and clinicians still believe that the connection is real.
Knowing what I see and hear from my friends and family, I can see the short-term aggressive tendencies. My husband pounds his fists and snarls at the monitor when he feels wronged in some fashion by the game or its players. I’ve had guild mates scream into their microphones during player-vs.-player action or during a raid. But on the flipside… I hear the laughter and the chuckling at the fun of it all. Of all who scream and rant and rave, there are just as many who laugh and giggle and shrug their shoulders at the hilarity surrounding them in a virtual world.
If you take these studies apart and put them back together, they really all say the same thing, just from different angles. Gaming can have and does have an effect on the lives of those who engage in them. But it's not as serious as was once thought. In fact, theatrical violence, on the big and small screens, has more impact than what is found in an MMORPG. In extreme cases where an individual is already predisposed to violent outbursts, it is possible that the graphics or actions within a virtual world may create a catalyst towards a reaction. But as the norm, I personally say poppycock to the myth. However... that's just my opinion.
So until next time, keep your friends close and your enemies closer. You might not be certain which one will strike out at you first!
References:
In Part I, we looked at a bit of the history of MMOs – the humble beginnings of gaming that eventually led to the push towards online games. The simple discovery of video tennis from an oscilloscope grew into gaming icons such as Pong, Pac-Man, and others. So, from the Cold War we achieve a new form of entertainment that grows into a multi-billion dollar industry from which our military gets trained and we get entertained.
In Part II, the focus touched on the economic aspect of MMOs and how that impacts our lives in seemingly small, but truly significant ways; such as our kids learning their math through the counting of their virtual gold. Or the building of good business sense – even if through ways frowned-upon by the industry – by capitalizing on an existing industry within the genre. These types of activities are shaping much of our entertainment and economic industry where they are tied together. When real-world companies take their business into virtual worlds to compete, that is a clear indication we are on the verge of a new generation of business management.
Now it’s time to take a look at how MMOs affect our lives in other ways, not just in the wallet. Our personal lives… where we are sensitive, emotional, and prone to dramatic outbursts of frustration, anger, love, hate, or just plain aggression.
Part Three: OMG! Does Anyone Know How to Play Fair Anymore?!?
"Did you see that?!? Talk about cheating… using an exploit like that!!! HaXX0rs!"The frustration we feel when we see a wrong is palpable to the people around us. For instance, if you’re in the grocery store and you see a parent violently punish or shake their child to obtain obedience, you may want to go shake that parent – or better yet, call Child Services. But you don’t. You sit back, cluck your tongue and shake your head, and say “That poor child.”
Yet everyone can experience the frustration of feeling like they can’t make a difference. So why bother? What good would it do except to stir up drama and drag you into some place you’d prefer not to go?
The same holds true in just about every aspect of our lives, including in MMOs. And in fact, with the wide variety of ages, cultures, backgrounds, and beliefs that come together in our online communities, you will see more expression of opinion about situations people feel strongly about. While it’s not as serious as child abuse – it is still very important to those involved.
If you think about it, the online world is the single most popular place for people around the globe to come together, thus providing the perfect climate for culture clashes. The beliefs, customs and laws of one country may be in direct contradiction to those of another. This can cause frustration for communities over lack of understanding, comprehension, or basic tolerance for differences in opinions or beliefs. Add to that equation the factor of age or social background, and you have an area rife with intense emotion.
Over the years, the debate about how gaming affects our minds and personalities has raged on. To the left, you have the position that while games have violence, gaming does not cause violence. And to the right, you have the position that violence in games creates a penchant for violence in life. Two completely different positions to choose from… do you have an opinion?
While I’m certainly no expert on the human psyche, I can attest to my own personal experiences with myself, my husband, and my children. Add to that what I see in my guild mates in my title of choice, what I read on gaming forums, and what I’ve learned over the years as a result.
Suffice it to say that I am in the middle… simply due to the fact that I’m no expert on the human psyche. Therefore, while I can see one side of the argument based on personal experience, I can see the other side of the argument based on knowledge of people and gaming in general. However, being a gamer... I honestly do not buy in to the belief that gaming, excessive or otherwise, causes extreme aggression in people to the point where they lash out in reality.
Over the years many studies have been done to prove specific sides of this ongoing argument, and to date none have been sufficiently conclusive to slow the industry down – or heat it up. Rather, the debate continues while the industry grows within our society, expanding towards new technologies, directions and possibilities for the future of communication, interaction, and education.
One company has created a console that is designed to create more interaction between the game and the player, and thus serve to nullify the claim that gaming causes obesity. That console is, of course, the Nintendo Wii. This console uses an infrared sensor that captures the player’s movements. Many of the games designed for this console require the player to physically interact… literally to get up off the sofa, and perform the physical actions required by the game. A particular owner of the Wii used this feature to prove that gaming can be beneficial, and started his own “Wii Weight Loss Program”. To date he’s been quite successful in his endeavor, thus proving that gaming itself has more to offer than some folks believed.
What does that do for online gaming, though? Nothing. Yet it is still an inspiration to see how the industry is changing, and how some people are taking advantage of those changes to better their own lives.
However, what about the emotions tied to video games? Some claim that gaming is a way to release aggression, and others say that gaming causes intense aggression.
Back in 2003, a study conducted by Steve Jones at Pew Internet & American Life Project found that the integration of online gaming into the lives of college students was abundant. In fact, according to his study, “70% of college students reported playing video, computer or online games at least once in awhile”. His study goes on to examine how gaming affects these students in their lives, and 65% of the respondents in the study (based on a pool of 1,162 surveys returned) said “gaming has little to no influence in taking away time they might spend with friends and family.” Also, according to the responses, “most college student gamers seem to associate positive feelings with gaming”. It is typically believed that this age range is more prone to expressing violent tendencies (males in the range of 15 – 25), yet this would point towards online gaming having little impact on aggressive tendencies. However, it is but one man’s research conducted on the issue.
In a study completed in 2005, it was discovered there were “no strong effects associated with aggression caused by this violent game” after playing Asheron’s Call 2 for a period of 56 hours over a month’s time. This is purported to be the first long-term study of the relationship between aggression and online gaming, and results reflect that their “exposure to a violent video game can result in short-term aggressive behavior as it affects the individual’s present internal state…” However, the study continues on to show that “participants after the experiment were not statistically different in their normative beliefs on aggression than they were before playing the game. Similarly, game play was also not a predictor of aggressive behaviors.”
Yet in another article published in 2006, by Lawrence Earlbaum Associates, Inc., 3 individuals conducted a study using an MRI to watch the brain waves of individuals while playing violent video games. In their report, they state that “meta-analytic reviews reveal a small but noticeable association between playing violent video games and aggressive reactions. However, evidence for casual associations is still rare.”
And in further support of the argument that gaming does in fact cause aggression, a study published in 2004 by the Journal of Adolescence in Volume 27 reflects that among a pool of 607 students in the 8th and 9th grades playing video games 9 hours per week, “students who play more violent video games are more likely to have been involved in physical fights and get into arguments with teachers more frequently. The relation between violent video game exposure and physical fights is stronger than that between violent game exposure and arguments with teachers.”
So where does that leave us? There are many more studies both for and against the argument at hand, but the bottom line is that there is no conclusive evidence one way or the other. Online gaming has its effect, certainly. But is it enough to cause the kinds of violence that is being blamed on actions such as school shootings? While there is no factual basis for the claim – in fact, several incidents have been focused on other types of media aggression such as movies and television – some parents and clinicians still believe that the connection is real.
Knowing what I see and hear from my friends and family, I can see the short-term aggressive tendencies. My husband pounds his fists and snarls at the monitor when he feels wronged in some fashion by the game or its players. I’ve had guild mates scream into their microphones during player-vs.-player action or during a raid. But on the flipside… I hear the laughter and the chuckling at the fun of it all. Of all who scream and rant and rave, there are just as many who laugh and giggle and shrug their shoulders at the hilarity surrounding them in a virtual world.
If you take these studies apart and put them back together, they really all say the same thing, just from different angles. Gaming can have and does have an effect on the lives of those who engage in them. But it's not as serious as was once thought. In fact, theatrical violence, on the big and small screens, has more impact than what is found in an MMORPG. In extreme cases where an individual is already predisposed to violent outbursts, it is possible that the graphics or actions within a virtual world may create a catalyst towards a reaction. But as the norm, I personally say poppycock to the myth. However... that's just my opinion.
So until next time, keep your friends close and your enemies closer. You might not be certain which one will strike out at you first!
References:
Internet Fantasy Violence: A Test of Aggression in an Online Game, Dmitri Williams and Marko Skoric
Let the Games Begin, Gaming Technology and Entertainment Among College Students, Steve Jones
Does Playing Violent Video Games Induce Aggression? Empirical Evidence of a Functional Magnetic Resonance Imaging Study, Rene Weber, Ute Ritterfeld, Klaus Mathiak
The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance, Douglas A. Gentile, Paul J. Lynch, Jennifer Ruh Linder, David A. Walsh
Tags: Editorial, GeneralNews