Monthly Archives: March 2018

Week 13: Retrospective

The last four months have taken me on a journey that I didn’t really expect to embark on. Back in the Middle East, the place I call home, video games are getting increasingly popular amongst teenagers and people in their twenties – both men and women. Last summer, I started playing League of Legends and FIFA with my friends when I’d go over to their houses. We’d all bring out our laptops and start playing while in the same room. Interestingly, I found that those experiences did not really bring out much aggression in me and I did everything as I would have in real life. That got me to thinking, was that because I was surrounded by the people I was playing with, in real life?

Fast forward to the second semester: I enrolled in Gender, Race Sexuality and Justice 307. I was expecting to be analyzing news articles and looking at gender roles in popular culture, such as movies and social media. When we were told that we would actually be analyzing a video game instead, I was quite surprised. I decided to stick with the class though and learn more; I’ve never been asked to analyze a video game in this context, or rather, any context really. I was very enthusiastic.

Over the last four months, I learned the process in which game violence impacts psychological aggression levels in players first hand. What was interesting about that is that I learned this process while being aware that this occurs through previous psychological studies conducted that I’ve studied in a class taken during the first semester. This raises the question, is it a placebo effect?

Aside from aggression, I also learned that online gaming is very different than offline gaming. Back home, I played more games on the X-box and Playstation 3 than I did on the computer. I’m used to playing alone virtually without running into other characters that are controlled by other players. That was a new concept to grasp. I have to say though, I really do enjoy online gaming more than I enjoy offline gaming. It brings the games to life and it creates elements of competition and motivation in players.

An event that I found thought-provoking was the World Health Organization’s decision to declare gaming disorder to its International Classification of Diseases. Video games are designed partially to creative addictive responses. The more addictive the video game is, the more successful and popular it becomes. This adds monetary benefits for companies. While it is true that video games may be addictive, I also feel that other addictions are not depicted with negative denotations in the same way. An example of this would be food addiction, which may impact an individual’s physical and emotional health, does not carry negative connotations in the same way. I find that very interesting. Personally, I believe that too much of anything is not healthy, however, I think that this should be applied to other addictions of the same scope as well.

Ultimately, my gaming experience with Guild Wars 2 has shaped me into becoming a great deal more attentive, aware and considerate of my actions – both in the games and in real life. It also encouraged me to try new things and leave my comfort zone; I was not really big on gaming previously, but I’m happy that I experienced Guild Wars 2. It also allowed me to broaden my horizons by allowing me to learn through a new literary lens: archetypal criticism. Guild Wars 2 reflects archetypes that are known within society, but also gives them more life by demonstrating that they are not one-dimensional. There is so much more to a person than meets the eye and than their ‘archetype’. That’s my favorite lesson that I walked away with from this experience.

-B

Week 11: Ambivalence, Conflict, Violence

In the last decade, gaming has become massively popular, as has the controversial topic of its psychological effects of video game violence on players’ aggression levels. In a Psychology class that I took last semester, the material was heavily focused on the psychological effects of game violence on players’ aggression levels in real life. Therefore, this topic has been present in the back of my mind for quite some time; most of my friends are gamers and tend to get aggressive when playing games such as World of Warcraft and League of Legends. However, not all of them display this aggression in real life. It is important to note that many factors play a role in aggression levels, such as the age you started playing, your cultural background, your upbringing, social trends; the list goes on and on.  I found that really interesting.

While interacting in the Guild Wars 2 gaming world with my avatar, I found that I was more likely to have an ‘offense’ and ‘defense’ mentality because I wanted to win and continue to level up. In my lived reality, while I am very ambitious, I do not think about competing with others, but rather with myself; I always want to one up myself. I found that in Guild Wars 2, that was very different. I was acting very differently in the game than how I normally am in real life. For example, when I would see someone in dire need or in pain, either physically or mentally, I would always rush to help in real life. However, in Guild Wars 2, at times I found myself ignoring them and focusing on my own mission. Personally, I find myself to be a very empathetic and caring person in real life; I also am not really violent. Apart from a heated political discussion here and there, I never really get heated. As soon as I started playing, I realized how easy it is to fall into the trap of aggression. This was dangerous. I realized that violence is indeed, more detached than I had ever experienced before. Examples of this include me using more powerful weapons that were not needed to win a battle, or getting excited when I kill a player. In real life, while I am not afraid of conflict anymore, I’d still rather avoid it unless I feel that it is absolutely necessary. When I say conflict in that instance, I refer to standing up for yourself or confronting someone about something that they may have done to upset you. Physical violence has never really been my forte.

It is also valid to say that Guild Wars 2 displays minimal violence, in comparison to other games such as League of Legends. While the debate about short and long-term psychological effects of video game violence on players’ aggression levels is no closer to a resolution than when it began, a possible improvement would be educating game players on the latter. Once people become aware of the psychological effects of game violence on their own aggression levels, perhaps the knowledge of that would make an impact. After all, knowledge is power.

-B