Jane McGonigal attempts to portray video games as far more
complex and beneficial as they have previously been recognised. Traits such as
teamwork, satisfaction, dedication and a sense of our own ability allow us to
associate a higher level of value with video games.
One point McGonigal alerts us to is that thousands of
members of society have stemmed away from traditional pastimes, and dedicate
hundreds of hours to the world of digital gaming. Previously, an infamous
association of gaming has existed, with people assuming that it is a simple
time wasting exercise. However, because masses now consume videogames, they
possess a growing influence on our social life, giving them more significance
than previously they held.
When McGonigal states “gameplay is the direct emotional
opposite of depression.” We note the dangers of escaping to a digital world.
(McGonigal, 2011: 23) While video games provide the player “with a sense of
purpose”, (McGonigal, 2011: 21) we must also be aware of the dangers of this
addictive pastime.
“A game is an opportunity to focus our energy, with
relentless optimism, at something we’re good at.” (McGonigal, 2011: 22) Here,
McGonigal brings our attention to the fact that there is a sense of achievement
granted to the gamer, while the physical act completed has been at the
interface of a a keyboard or controller, satisfaction is granted when the gamer
beats a challenge, or another player.
Bibliography
McGonigal, J., (2011). Reality Is Broken: Why Games Make Us
Better and How They Can Change the World, Penguin Press HC, (P. )
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This is a class blog for students enrolled on the History and Analysis of New Media Module at The University of Ulster. Please keep comments constructive to help students progress with the given text