Going hand in hand with my last post, different media are making serious efforts to positively affect society and lose the stigma of perpetuating and encouraging destructive behaviors.
Video games have been a major target for criticism when it comes to negatively impacting media, especially with the young, shapeable minds of children. However, not all video games are centered around violence.
I learned about a new movement in the video game world in 2006 when I was babysitting. The parents of this nine-year-old boy had a new rule that for every hour of gaming that he did, he had to play 30 minutes of a new game, called “Darfur is Dying.” This game wasn’t about killing enemies or battling creatures, but about survival. The character was either in a refugee camp or out looking for food, water and shelter. It was actually pretty intense; it was quite an eye-opener to what was happening in Darfur during that time, especially to a nine year old. This game opened the door to many games of this sort for this family, and they still enforce this rule today.
“Darfur is Dying” is one of many games created by the “Games for Change” movement. Today, they feature games such as “Inside the Haiti Earthquake” and “Fate of the World.” Although some argue that it is a stretch to use video games to educate people, namely young people, on the current issues that our nation and globe face, I think it is an extremely positive force. And as of June, Games for Change went “global,” blowing up around the world.
I think these games not only provide an educational opportunity for users, but they also allow them to experience and consider situations that they may not have ever before, like putting them in the position to try and solve global problems. They allow users to simulate reality in ways that (arguably) elicit a positive impact. And they also make young people aware of serious issues, like environmentalism and the importance and effects of laws.
check it out! http://www.gamesforchange.org/
Games for Change also shows how this medium can be used for good, despite its reputation. In its ruling on protecting games, The Supreme Court said "Like the protected books, plays, and movies that preceeded them, video games communicate ideas- and even social messages- through many familiar literary devices (such as characters, dialogue, plot, and music) and through features distinctive to the medium (such as the player's interaction with the virtual world)." Games may not be the most effective way to teach young people about the social problems facing our world, but it is definitely a medium that they can understand and connect with. They aren't boring, they provide a challenge, they allow for practice and improvement, and they can even be fun...what a great way to learn!
With the help of parents, mentors, etc, this game could seriously change the youth of our nation, and help them to grow into a more politically active and responsible generation. There is no doubt in my mind that some of the games on the market today have a horrible influence on users. However, I do not believe that the gaming industry as a whole is to blame, nor the medium itself. Games for Change is not the only movement toward positive, more serious gaming. Others like “Food Force” and “Persuasive Games” are part of this trend that could be revolutionary for video games.
(http://www.persuasivegames.com/)
In fact, a study recently published by the Journal of Adolescent Health showed that girls who play appropriate video games with their parents are “generally better behaved and showed lower rates of depression.” To me, and this study supports my opinion, I think the biggest factor in the influence of video games on kids is what games they are exposed to. The level of parental interaction is always going to be the main force of influence, but when it comes to games, there are definitely plenty of positive options out there.
Oh, and the little boy I used to babysit is now very serious about "going green" and saving the environment. :)
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