Think piece: Video Games

Video games have undeniably become a cultural and economic juggernaut. The gaming industry raked in over $184 billion globally in 2023, with blockbuster franchises like Call of Duty and Grand Theft Auto selling millions of copies. Gaming has moved from a niche hobby to a mainstream obsession captivating audiences of all ages. However, to view games solely through the lens of commercial entertainment is to grossly underestimate their creative potential. Video games possess unique qualities that can be purposefully utilised to educate, raise awareness, advance scientific understanding, and ultimately create positive changes in todays’ society.

While the mainstream dominates headlines with each new big-budget release, a parallel movement has been starting to rise up – one focused on utilizing video games’ immersive and interactive nature as powerful tools to inform, empower, and inspire coordinated action. From studying human cognition to building cross-cultural empathy, games offer innovative means to engage audiences in ways traditional media cannot match. The commonly held perception of games as mere idle entertainment or trivial time-wasters is rapidy becoming outdated because there are many games for change that demonstrate the true transformative potential of this maturing art form; their full potential has yet to be fully realized though.

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At their core, video games are effective teaching tools due to their innate ability for playerimmersion in interactive storytelling. By assuming roles and making choices that shape narrative outcomes, games can build empathy and emotional investment in ways passive mediums like books or films cannot. The 2017 release Bury Me, My Love provides a powerful example. Through realistic real-time texting between players depicting a Syrian refugee and their spouse, the game personalizes the catastrophic refugee crisis in a very intimate way. Players must make the same harrowing decisions faced by those fleeing war and oppression – when to run, who to trust, how to secure safety. This individual connection breeds deeper understanding and compassion than statistics or headlines could ever achieve alone.

In addition to fostering empathy, gaming’s interactive nature makes it an ideal vehicle for self-directed learning. Rather than lectures or memorization, educational games place participants in immersive simulations where they organically acquire knowledge through applied practice and experience. Ayiti: The Cost of Life exemplifies this approach – players collectively guide a Haitian family’s struggle to access healthcare, education and economic opportunity over generations. Its cooperative multiplayer purposefully illustrates how factors like poverty, infrastructure, and policy choices shape societal progress; Lessons about civic engagement and resource management organically emerge. Games’ inherent elements of exploration, problem-solving and skill-mastery provide constant feedback loops that reinforce contextual learning. Essentially, players are motivated to actively learn through the lure of fun challenges and relatable storylines. This autonomy and emotional resonance forges deeper cognition than traditional didactic instruction.

While many games offer educational value, titles like the ones mentioned earlier go further by attempting to inspire real-world action and positive social change. This is the driving mission behind the annual Games for Change (G4C) festival. Founded in 2004, G4C brings together game developers, nonprofits, educators and other stakeholders united by the belief that games can be powerful catalysts to raise awareness and momentum around global issues like human rights, public health, climate change and more. The festival showcases titles designed not just as entertainment, but as interactive experiences that enlighten players about complex challenges while empowering them to make a tangible impact. Panels, workshops and an awards ceremony celebrate the most exceptional “games for change.”

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Both games, Bury Me, My Love and Ayiti: The Cost of Life, where part of the festivals line-up, amony many other notable titles that shed their light on our world. However, G4C games go beyond just raising awareness – they provide direct pathways for involved players to take real-world actions. The 2013 Facebook game Half the Sky Movement had players complete quests and sign petitions addressing women’s rights and gender equality issues after each level. By making advocacy seamless and participatory rather than preachy, these games foster honest emotional motivation to contribute to the causes they depict and the immersive nature of the experiences makes abstract issues tangible, converting empathy into activism.

Another important point, speaking in favor of removing the video games are for kids stigma, is the scientfic value of this medium as a whole. The key idea is to embed research tasks within engaging game mechanics, turning the process of data gathering into an entertaining experience for players, generally referred to as gamification. A prime example is the game Sea Hero Quest, created by scientists in partnership with game developers. This virtual reality navigation game was designed specifically to study geographical navigation abilities as a potential early indicator of risk for Alzheimer’s disease. As players pilot a boat through various immersive environments, their navigational performance data is anonymously recorded. Here the gamification approach accomplishes two critical goals: It Incentivizes participation by making the research activity fun and rewarding through game elements like points, levels, and engaging storylines; participants are intrinsically motivated to play and provide useful data. The second point is the unprecedented scale and diversity of this project. Traditional lab studies are limited by small sample sizes and often lack variance. Games like Sea Hero Quest can be downloaded by anyone worldwide, enabling researchers to crowdsource extensive datasets from millions of players across different demographics, ages, cultures, and backgrounds.

This scale and contrast of data are invaluable for extracting insights that may be difficult to observe in smaller, more homogeneous study groups. While games like Sea Hero Quest provide an entertaining experience for players, the real innovation lies in using gamification to unlock new frontiers of science and crowdsourced big data for research purposes across many scientific domains beyond just Alzheimer’s and neuroscience. The potential applications span psychology, medical research, environmental studies, and any field that can creatively embed research tasks into engaging gameplay.

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The creative potential of video games surley is an incredibly exciting frontier that we’ve only begun to explore. However, it is important to note that, while gaming can be more than just that ─ playing a video game ─ it never has to. Playing a casual round of V-Rising with friends or losing oneself in an epic fantasy world provides immense value as pure fun and stress relief and hanging out virtually remains a valid way to nurture ourselves and our relationships. The innovative work highlighted simply reveals the tremendous added potential of interactive experiences as powerful tools to educate, spark curiosity, advance research, and ultimately drive positive real-world impact across numerous sectors. Well-designed games uniquely immerse players, foster emotional investment, and motivate tangible actions in ways other media cannot.

Think about how games can make crucial topics like public health, climate change, or human rights abuses feel deeply resonant through narrative role-playing. Or how they can turn tedious data collection protocols into engaging tasks that crowdsource unprecedented scientific insights. At its core, gaming’s magic blends fun with purpose – making enriching experiences irresistible through skillful reward loops, personal motivation, and user agency over outcomes. Video games have come a long way, transitioning from their simplicity in arcade halls to becoming a complex, robust, and multifaceted art form.

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