Gaming: Evolution of a Whole Generation of Addiction & Passion
Thank You Mario! But our princess is in another castle. Does this ring a bell? If yes, then you are a child of the 80s who has at some point in your lifetime played a video game called Mario. Video games first made their way into the mainstream way of life in the 80s. Most children during that time got a taste of the concept of gaming in the form of hand-held video games, or video games with a console that can be connected to the TV and played. Those were the days when the best and the most admired gift one could get on their birthdays were video-games. Children blackmailed parents and parents blackmailed children all with the purpose of getting a video game. We agreed to study hard and behave well if our parents promised us video games as gifts. I think that’s also probably when the concept of time-out began, parents sensed a shift in their child’s behavior, because most children had abandoned the good old hide and seek, building sand castles, and various other outdoor activities to spend maximum time playing video games. Studies and reading also took a backseat for some. I don’t know if this change was for the good or for the bad? It’s debatable.
Most parents called this bad influence, at least the parents in the 80s generation scorned the influence video games had on their kids. But did these parents do something to curb this problem? That could be another story altogether. Let’s rewind to where it all started. The video game industry is a rapid-growing market that went from having a market volume of $100 million in 1985 to $4 billion in 1990 (Gartner, 2013). How did this industry gain so much ground? Where did it start? Prior to the 1980’s, there were what we may consider rudimentary computer games, commercially sold coin-operated games, and home consoles. Shortly after the North-American Video Game Crash of 1983 –a massive recession that hit the industry– the Nintendo Entertainment System induced resurgence in popularity that has only continued to grow (Cesarone, 2014). In the years since, the gaming world has expanded and subdivided into numerous categories. There are casual, serious and educational games in mediums ranging from console games to online RPG’s (role playing games) to the most recent and flourishing market of mobile games. In 2013, the worldwide market volume totaled $93 billion (Metrics 2.0, 2007).
There is no denying that this industry is here to stay. What about those few thousand employees of companies like Nintendo, Sony, X-Box, Treyarch and the like who make a living out of designing games. These companies have tapped the immense potential of the gaming industry to become multi-billion dollar businesses. This is also an indication that there are some very passionate people who not only play these games but also put 40 precious hours of the week into designing these games. And trust me, designing and programming games is not an easy feat. Especially in this world of 3-D, 4-D, and VFX technology it calls for extreme attention to detail, to die-for design sense, fool proof programming skills and a lot more.
But that is the technical aspect of video games, what about the social, aspect of video games? Are we as a generation over doing it? Youngsters and adults, both have a hard time getting off the addiction. Gaming is another type of addiction, and has the same side effects as any other addiction. In this age of convenience, easy money and quick solutions, parents are equally responsible in fueling this addiction. Too much video gaming gives rise to social isolation. Some video games teach kids the wrong values. Violent behavior, vengeance and aggression are rewarded. Negotiating and other nonviolent solutions are often not options. Women are often portrayed as weaker characters that are helpless or sexually provocative. Games can confuse reality and fantasy. Video games may also have bad effects on some children’s health.
Like everything in this world, there is a positive aspect to gaming. According to University of Wisconsin Psychologist C. Shawn Green, “Video games change your brain.” Playing video games change the brain’s physical structure the same way as do learning to read, playing the piano, or navigating using a map. Much like exercise can build muscle, the powerful combination of concentration and rewarding surges of neurotransmitters like dopamine strengthen neural circuits that can build the brain.
Personally speaking, as someone who has spent very little time gaming, I feel that outdoors offer a bigger advantage over gaming because every positive that comes from gaming is also found in outdoor activities. If not more an equal number of skills can be acquired by pursuing outdoor activities. According to me the only time video games probably give us an edge over outdoor activities is when the weather gods have been expressing their fury. But the majority love gaming and it is formally considered a legitimate hobby these days, so the gaming companies and enthusiasts can rejoice.