By generating more than $800 million
in the first day of sales, the recently released video game Grand Theft Auto V
(GTA V) is highly successful commercially. This comes as no surprise as the game
series’ predecessors also generated high revenues and GTA V was extensively
marketed through media campaigns.
People playing GTA V have to fulfill
different missions in the fictional City of Los Santos. Thereby, these missions
are most often only accomplishable through violent actions like stealing cars,
shooting police officers or getting information by torturing other people. The
overwhelming graphics and the huge open and interactive world of Los Santos add
to the video game’s realistic environment.
Since a couple of years, I fulfill my
duty as a military psychologist assisting military personnel (mainly recruits)
in need of psychological counseling. In this context, it occurs to me that
video games play an increasing part in the life of twenty-year old males and
are co-occurring with social or psychological problems. During conversations,
the recruits frequently tell me of spending three or more hours a day on video
gaming. A small proportion also shows addictive behavior and the corresponding
withdrawal symptoms related to excessive video gaming. At the same time, most of these recruits
report reduced participation in real world social activities (e.g., being
members of a clubs, political participation). Taking into account the very selective
population my observations are based on, and the risk of over-interpretation, I
would like to reflect shortly on the consequences of video gaming for society.
Starting with the consequences for
real world contact due to an extensive consumption of video games, people may have
reduced social experiences. Research related to social psychology consistently showed
that social contact is a powerful mechanism to reduce stereotypes, prejudice
and discrimination among different individuals, groups and organizations in society.
Therefore, diminished social contact and a societal tendency for individualism
and self-realization may are related to video games confronting people with
increasingly realistic open world scenarios. Additionally, there still exists an
unsolved debate about the causes and effects of violent contents in video
games.
However, there are also positive
aspects of video games. People who experience difficulties in real world
interactions can be offered a less stressful and demanding online alternative.
Many video games are designed exactly to address these integrative aspects of
online interactions, as the game’s challenges can only be solved cooperatively.
Further, realistic video games combined with integrative online features are the
result of an interconnected and globalized society. Hence, video gaming may develop
skills and capabilities required for being successful in such an environment.
I
am surprised by how silent research in various
disciplines is when it comes to the analysis of societal consequences related
to video gaming. In this context, a public discourse among the various
stakeholders (e.g., families, clubs, organizations, game developers, employers,
researchers) and their responsibilities related to video games is needed.
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