A wonderful article on The Economist and intellectually empowering computer games, and their critics:
First, an interesting divide between the Generations of Virtual Warriors and strangers to such mental dexterity
Start with the demographics. Attitudes towards gaming depend to a great extent on age. In America, for example, half of the population plays computer or video games. However most players are under 40â€”according to Nielsen, a market-research firm, 76% of themâ€”while most critics of gaming are over 40. An entire generation that began gaming as children has kept playing. The average age of American gamers is 30. Most are â€œdigital nativesâ€ who grew up surrounded by technology, argues Marc Prensky of games2train, a firm that promotes the educational use of games. He describes older people as â€œdigital immigrantsâ€ who, like newcomers anywhere, have had to adapt in various ways to their new digital surroundings.
Then, statistical evidence that computer games physically pacify the population, as generations are raised up used to fighting with their minds, not hands
Game players, it turned out, were no more aggressive than the control group. Whether the participants had played games before, the number of hours spent gaming, and whether they liked violent movies or not, made no difference. The researchers noted, however, that more research is still needed to assess the impact of other genres, such as shoot-’em-ups or the urban violence of â€œGrand Theft Autoâ€. All games are different, and only when more detailed studies have been carried out will it be possible to generalise about the impact of gaming.
But as Steven Johnson, a cultural critic, points out in a recent book, â€œEverything Bad Is Good for Youâ€ gaming is now so widespread that if it did make people more violent, it ought to be obvious. Instead, he notes, in America violent crime actually fell sharply in the 1990s, just as the use of video and computer games was taking off. Of course, it’s possible that crime would have fallen by even more over the period had America not taken up video games; still, video gaming has clearly not turned America into a more violent place than it was.
And some concrete examples of the benefits of being a Virtual Warrior
Another area where games are becoming more popular is in corporate training. In â€œGot Gameâ€, a book published last year by Harvard Business School Press, John Beck and Mitchell Wade, two management consultants, argue that gaming provides excellent training for a career in business. Gamers, they write, are skilled at multi-tasking, good at making decisions and evaluating risks, flexible in the face of change and inclined to treat setbacks as chances to try again. Firms that understand and exploit this, they argue, can gain a competitive advantage.
Not that facts will stop the Puritan Left from attacking
This summer there has been a huge fuss about the inclusion of hidden sex scenes in â€œGrand Theft Auto: San Andreasâ€, a highly popular, but controversial, game in which the player assumes the role of a street gangster. The sex scenes are not a normal part of the game (see above for a typical image). But the offending scenes can be activated using a patch downloaded from the internet. Senator Hillary Clinton and a chorus of other American politicians have called for federal prosecutors to investigate the game and examine whether the industry’s system of self-regulation, which applies age ratings to games, is working properly. Mrs Clinton accused video games of â€œstealing the innocence of our childrenâ€ and â€œmaking the difficult job of being a parent even harderâ€.
In June, Senator Charles Schumer held a press conference to draw attention to the M-rated game â€œ25 to Lifeâ€, in which players take the role of a policeman or a gangster. â€œLittle Johnny should be learning how to read, not how to kill cops,â€ he declared. True, but little Johnny should not be smoking, drinking alcohol or watching Quentin Tarantino movies either. Just as there are rules to try to keep these things out of little Johnny’s hands, there are rules for video games too. Political opportunism is part of the explanation for this double standard: many of gaming’s critics in America are Democrats playing to the centre.
Happily, in this fight time is on the side of the right
Like rock and roll in the 1950s, games have been accepted by the young and largely rejected by the old. Once the young are old, and the old are dead, games will be regarded as just another medium and the debate will have moved on. Critics of gaming do not just have the facts against them; they have history against them, too. â€œThirty years from now, we’ll be arguing about holograms, or something,â€ says Mr Williams.