By Jamaal Ryan
At last week’s DICE Summit, Gilman Louie spoke about the “culture
battle around gaming” and how the game’s industry is misunderstood as a vice of
America society. In the wake of 2012’s Sandy Hook school shooting, video games
was unjustifiably thrusted to the top as one of the primary contributors of
mass killings above an arguably unaddressed gun regulations system.
And while ESA president Mike Gallagher claims that the
industry as a whole has made efforts to blossom a positive image, including the
ESA’s contributions in scholarships, sponsorships, and career exploration, the
fact of the matter is, as Louie alluded to when speaking to Polygon, games’
positive stance is being snuffed out by negative reception by the general
public.
But as naïve the perception is on video games, the medium
has produced and continues to produce positive contributions to society.
Last week I wrote a piece on If You Can’s “IF…” an iOS RPG set to coach young
children on the basic dynamics of emotional intelligence. This is hardly games’
first effort to educate youngsters as edutainment has, just as effective yet
mis-fitting as the term itself, clashed together academic curriculum with
simple game mechanics. Math Blaster
is the easiest recall that comes to many a mind.
Nintendo has had few but successful breakthroughs with
quality of life software with Brain Age and Wii Fit. Though each has had a
limited presence thanks to minimal iterations, fitness titles and brain
training games are not short in supply from other publishers. But with Nintendo’s
new initiative on quality of life with “un-wearable” implementations, Nintendo
can have just as big if not bigger impact health and cognitive betterment.
Harder to see, but equally important, are interactive
experiences geared towards adults. Over the weekend, I had the privilege of
watching Playing Columbine, a
documentary by film maker Danny Ledonne who’s responsible for the highly
controversial game Super Columbine
Massacre RPG! It contains fascinating discussions on the potential of the
medium outside the traditional game image.
Games such as 911
Survivor allow players to imagine the emotional agony that workers
experienced having to jump out of the burning twin towers to their inevitable
deaths. September 12th ,
related in topic to 911 Survivor,
gave players a different perspective on the war on terror as the player can
bomb a Middle Eastern village, hearing the sobbing of its denizens as
terrorists numbers increase.
Ledonne’s very own SCMRPG!
put players in the shoes of the killers at Columbine High as they kill
students and teachers in their wake. The purpose of the game, as difficult as
it is to experience, was to make players think about the motivations of the
shooting rather than be a power fantasy in it.
Video games has proven to be an unparalleled art form
creating story telling experiences, health and wellness coaching, social
interaction experiments, and provocative topics for discussion. People may not
see it, but video games are well armed to win this “culture battle”.
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