[Note: Cover, table of contents, and acknowledgements excluded for the purposes of this post. This post may continue to be edited for clarity/neatness of references.]
Executive Summary
Video games are a definite fixture in the recreational lives of many today. But while they bring many of us delight, video games have been blasted as detrimental to health and promoting teenage violence. So are video games and related technologies a boon or a bane? And looking at the development of gaming technology, what does this entail for our entertainment options, both past and present? Beginning with a historical overview of play, this paper will attempt to show and discuss the current situation of leisure activities and also consider the future of the gaming industry.
Background/Introduction
“All work and no play makes Jack a dull boy.” This oft-quoted adage highlights the importance of play in our lives. Both children and adults require some sort of leisure in their lives against school and work respectively, and our leisure options have been broadened significantly and transformed with time thanks to technology.
How do we define play in the first place? In general, play refers to how we prefer to enjoy our free time when we are not performing daily, necessary activities such as working, sleeping, and attending classes. It may be interpreted broadly, including how young children explore their surroundings, pursuing hobbies, and any form of recreational activity/ies.
An increasingly popular form of play in modern societies is the video game. Its introduction has made an undeniable impact on our choices of recreation, with it being hard to challenge the prevalence of video games in the lives of many Generation Y[1] youths. The main reason for this appears to be increasing global affluence, which puts more and more computers and game consoles into the homes of many in the developed world. The booming gaming industry of today is merely one sign of how they remain popular among consumers.
In addition, compared to lifestyles from as recent as a few decades ago, where children contended themselves with simple toys like balls, their counterparts in the present day have an incredible smorgasbord of options when it comes to play. And with the speed at which technology is advancing and gaming giants vying for a greater share of the market, consumers continue to be spoilt for choice with the availability of handhelds like Sony’s PlayStation Portable (PSP) and gaming consoles such as the Nintendo Wii and Microsoft’s Xbox360. As is obvious, video games have become a prominent form of entertainment to many in developed societies.
Yet these games come with both positive and negative implications for users as well. While video games enhance our virtual experiences and offer an escape from work and stress, many argue that health and social problems can arise from playing too much. As they are widely available, and likely to remain so, society must be able to manage the impacts of playing video games such that they remain enjoyable without causing any problems.
Looking ahead, at the speed at which technology improves and continues to do so, the future looks as though gamers can look forward to many more fascinating developments coming their way, leaving many spoilt for choice. All of these will be covered later in the paper.
Historical Perspective
Before video games were introduced, the world had very different avenues of leisure. Books, and later television, were popular choices for both the young and old. Children contented themselves with dolls, balls, and whatever they could find around them. Plenty in poorer countries made do with their surroundings, including mud outdoors, or opted for games that did not even require anything, such as tag. Such toys and games had one thing in common – simplicity. They did not require any complex props or machines for participants to enjoy them.
However, in the mid-nineteenth century, there were several technological breakthroughs that contributed to the birth of the earliest video games. Around 1947, Thomas T. Goldsmith Jr. and Estle Ray Mann came up with a “cathode-ray amusement device”[2] that simulates the user shooting at targets referred to as airplanes in the patent they filed for. This cathode ray tube (CRT) technology was also utilised by Alexander S. Douglas in his 1952 computer programme, OXO. Also known as tic-tac-toe or Noughts and Crosses, Douglas used a CRT for a visual display, and his programme allowed players to pit themselves against the computer. Six years later, William Higinbotham made use of an analog computer to imitate an actual tennis game in his game, Tennis for Two, incorporating physics to create a more realistic experience. These innovations are only a few of the earliest games that laid the foundation for their more sophisticated successors. They showed the world a glimpse of how technology could be used to create virtual, interactive simulations that could be continually improved for realism, and were a mere hint of what was to come.
Alongside this, technology as a whole was developing rapidly as well especially, information technology (IT). The 1970s witnessed the release of the earliest arcade games and video game consoles, while personal computers (PCs) were also becoming available commercially towards the 1980s. It was a mere matter of time before video games also became more available as well, despite a crash in 1977, and their success was evident by the total revenue of both the arcade and household game markets in 1982. The figure of US$11.8 billion, which is the equivalent of US$27.3 billion today, far exceeded the annual gross revenues of Hollywood films and popular music (US$3 billion and US$4 billion respectively). In addition, in 1983, Nintendo’s Family Computer, also known as the Nintendo Entertainment System in the US and released not long before the now iconic Super Mario Bros. was as well, sold a whopping 62 million units. Later console releases such as the Game Boy in 1989 and Sony’s PlayStation in 1994 were also positively received, with sales figures for both exceeding 100 million.
Video games also continued to offer more to consumers, with new options such as online gaming, touch screen capabilities and motion sensors opening up up to the present day. It is not difficult to see why traditional toys have mostly been abandoned in favour of joysticks and computers. The former group often requires a degree of imagination or make-believe, especially in the case of dolls and toy figurines, whereas the latter offers a wealth of choices for gamers to immerse themselves in alternate worlds and unique situations. One of their main draws is that they allow players to enter a fictional universe and discover these environments, while virtual abilities are often superior to our real physical capabilities. Digital avatars leap easily across valleys, slash at monsters with weapons and fire at enemies with heavy machine guns, all tasks that we, as ordinary human beings, are unable to do. Who wouldn’t want to believe they could conjure fireballs and lightning bolts by simply inputting commands?
Additionally, many older forms of leisure, including the more physical ones such as tag and sports, are group activities that require the physical presence of companions. Given the increasing pace of modern lives, with a high degree of competitiveness that draws our attention to school and work, it can be difficult to organise group gatherings as we get older. Gaming comes in, letting consumers relax as long as they have a game console, with this accessibility heightened by owning a handheld. The social aspect of play is not neglected as well as gamers have the option of online gaming, while more and more games also feature multiplayer modes. The Nintendo Wii, for example, promotes multiplayer gatherings with the release of a plethora of “party games”, usually collections of minigames with easy-to-learn controls[3]. Thus, it appears that video games are phasing out their non-digital counterparts, causing a failing interest in the latter.
Current Situation
A sizeable 65% of American households play video games[4], and this is a statistic that continues to grow as the industry continues its steady climb. Companies have come up with new products that surpass that of the previous generation of consoles, with the current generation of consoles being especially noteworthy. As of 2011, we are currently at the seventh/eighth generation of video game consoles, a particularly exciting time for consumers with the release of the Wii in 2006 and Microsoft’s Kinect for the Xbox360. The Wii changed the gaming experience by introducing motion control in the form of the Wiimote, a remote controller, while Kinect took it one step further by completely eliminating the need for any sort of controller at all.
The introduction of these two gaming consoles is a key factor in why games are gaining popularity among females as well – 2 in 5 gamers are girls. That translates to a significant 40% of consumers. There has been a slight shift in focus away from action games targeted purely at male gamers to more casual games that cater to consumers from both sexes. Such games also target a wider demographic, and statistics also show that gamers under the age of eighteen only make up one quarter of total gamers, whereas the average age of a gamer stands at 32. Clearly, video games are not enjoyed only by the young, as demographics do not appear to significantly affect the popularity of games. The wide variety of choices for consumers given expanding genres will also only keep increasing, making video games an appealing choice for leisure. They already offer a visually and aurally immersive experience for gamers with the opportunity to step into alternate worlds as far as the creativity of designers and programmers permit. This is in stark contrast to traditional toys and books, which frequently require a fair amount of imagination from users.
Nevertheless, what do all of these numbers mean? They imply that video games today are becoming more and more pervasive. With their current reach, they affect us more than they did one or two decades ago. For instance, gaming is becoming more and more accessible with the availability of certain games. Games are becoming more and more common on social networks such as Facebook, with games such as FarmVille and Sims Social attracting more and more users. These applications are free to play as well, allowing Facebook users access with the click of a button. A feature about these social network games is that they often encourage existing users to invite their friends to play by withholding advancement within the game before friend-related requirements are fulfilled. Modern technology has caused the overlapping of video games and social media, the former reaching even into the way we connect with and share information with our friends.
Online gaming is another wildly popular option, with games like World of Warcraft (WoW), MapleStory and Defence of the Ancients (DotA) having millions of subscribers and players. MapleStory, for one, is also free-to-play and easily downloadable off the Internet. Players need only pay real world money should they wish to purchase in-game items that enhance the gaming experience, and such items are optional. This approach allows more casual gamers to continue playing the game free of charge, but also enables the developers to receive earnings from gamers who are willing to spend to power up their virtual avatars. Such is an example of how gaming has evolved economically where some companies adopt a “freemium” approach, giving consumers the choice of how much they want to pay for. However, there is a flip side to this, in that the lack of an actual “limit” on spending can cause problems in the case of addicted gamers.
This brings us to the implications of the gaming industries’ wide reach. Video games are often criticised as causing a myriad of health and social problems, with gaming addictions being among the most prevalent. Such addictions are frequently linked to extreme cases of teenage violence, with themes of violence in games claimed to exert negative influences on young, impressionable minds. A study by Gentile, Lynch, Linder & Walsh in 2004 stated that teenagers who were exposed to gaming violence for extended periods of time were prone to greater aggression, which manifested in the form of confrontations with teachers and fights with classmates[5]. However, separate studies conducted by the Indiana University School of Medicine and Kansas State University suggested a more inconclusive stance on gaming violence having a definitive role in elevated aggression[6]. Rather, there was little difference when comparing brain activity and emotional arousal between children exposed to violent images on television and on video games. Perhaps, then, video games are not solely to blame for any perceived hostility; it is more of a combination of various media with objectionable content that may cause hostility in the young.
Bright, flashing graphics in video games have also attracted complaints as they can cause epileptic fits, especially in young children. However, as it is likely difficult for companies to completely abolish such visual effects in games given that some rely on aesthetics as a main selling point, most if not all companies do put health warnings on the packaging of their games, at the very least. The onus would then fall on the parents or guardians of children at risk to take care of them and monitor them carefully should they be allowed to proceed with video games.
Yet video games are not all bad. The expansion of video games into new genres includes a foray into educational games that are alleged to be beneficial for players. An example of this is Brain Age, one of the earliest Nintendo DS games. The game involved short “brain exercises” that players were encouraged to do once a day in order to keep their mind sharp, and these exercises included memory work and solving simple mathematical equations quickly. Secondly, the introduction of new video game systems may also have positive impacts on the health of users instead. The Nintendo Wii has a few “active” video games such as Wii Fit and Wii Sports that simulate sports and other physical activities. Through the games, players also experience a mini-workout of sorts, having to perform actions such as mimicking the swing of a tennis racket. And a recent study by the American Heart Association gives the organization reason to believe that such games are effective in promoting a more active lifestyle for sedentary individuals via the provision of a “gateway to other forms of physical activity”[7]. 58% of individuals surveyed had actually started doing exercise in real life, be it walking or jogging, signaling a significant improvement after exposure to these fitness video games. In a way, video games connect consumers to another mode of play in a more convenient way, as they need not step out of their house to engage in physical activity. Thus, video games can be an effective avenue through which positive messages can be transmitted as well.
The video game scene today tells us a few things: 1. They are extremely prevalent, presenting themselves in aspects of our lives even if we do not personally own any sort of console or game; 2. There are both good and bad implications of playing video games. As they are unlikely to experience any sort of slump soon, with the current success of the industry, society must learn to deal with the negative effects of video games. A closer examination leads us to conclude that oftentimes, all that is required is more careful observation of children playing these games to manage the detriments. This would allow society to continue to enjoy the positives of video gaming, which has undeniably left its impact on not just play, but perhaps also other parts of our lifestyles.
Future Considerations
While economics may suggest that financial crises will spell disaster for video games, generally considered to be non-necessary luxuries, it remains relatively unlikely that the industry will suffer any crippling crashes in the years ahead. Since the crash of 1977, gaming technologies have continued to develop at an awesome pace as the industry’s giants remain locked in tough competition. As things stand now, the future of gaming actually looks very bright for fans as the industry is booming and continues to grow – worldwide revenue is expected to swell to a staggering US$91 billion by 2015[8].
The potential of such huge profits also serves as an effective incentive for the likes of Nintendo and Sony to constantly keep up with their competitors through research and development for even newer products. And this, once again, spells greater gaming options for consumers. As high-tech innovations, video games will continue to develop rapidly alongside technology as a whole, and perhaps at paces even faster than we can imagine. Game designers and developers have already proven that they are limited only by their own imagination and the technology available. Combine this with how technological boundaries are constantly being challenged, and the possibilities are endless.
Looking back at what the gadgets that we do have, Nintendo’s 3DS has successfully found a way to deliver a glasses-free 3D experience. Its predecessor, the Nintendo DS, has a microphone where games like Brain Age utilise voice recognition technology. Lastly, Kinect has made a breakthrough with controller-free gaming. Perhaps in the near future, developers will be able to come up with games that simulate a fully interactive virtual environment where players will feel as if they have been physically transported elsewhere. There may be no need for television displays or screens; users would interact with the virtual environment with their own senses. All they would need may be a helmet-like device that transmits these images and sounds to the user.
It is also likely that as gaming rises above the music and television industries, some features of the latter forms of entertainment may begin to crossover and meld with gaming content[9]. In an article on the future of video gaming, Michael Dolan suggests that advertising may follow consumers as they direct more time to games than television, and musical artistes may also turn to video games to showcase their works as well. With that, is it possible that the similarities between these three main forms of leisure will continue to increase?
Of course, these changes may bring about their own set of problems. Exposing oneself to such an immersive virtual environment may be harmful for the individual’s health the same way 3D images and visuals give some viewers headaches. Critics may also argue that such innovations would also blur the lines between virtual worlds and reality. At the same time, could there be a diminishing of the television and music industries as well, as companies flock to more profitable alternatives? There might then be a further reduction of our options for play, with the rise of video games contributing to the decline in other forms of entertainment?
Still, regardless of the specific changes video games may undergo in the future, it is probably safe to say that they will, as already mentioned, continue to cement their place as a key aspect of modern entertainment. The continued success and lucrativeness of video games will be a main driver for innovation, which in turn ensures the industry’s survival and prosperity. Video games are definitely here to stay.
Conclusion
While it is arguable that alternative forms of play have been phased out by the advent of video games, it remains that more traditional toys are no longer at the height of their popularity. Video games, along with new forms of entertainment like television, are a key contributor to this. With the help of technology, they offer new dimensions of recreation that many older toys and activities simply cannot.
Meanwhile, video gaming has its own pros and cons. Gamers will certainly welcome new developments and introductions, even though they may have to shell out more to pay for these, and the various genres of games ensure there is something for everybody. Of these, educational games suggest that there is more than just mindless indulgence in video games, while “active” games also promote healthy living through exercise, even if it is simulated and in front of a television screen. On the other hand, teenage violence has been associated with games as well, with fingers commonly pointed at video game addictions. Bright flashing images have also been cause for concern, triggering epileptic fits. However, it should still be noted that these cases are in the minority, and must also be managed carefully as video games clearly have the potential to benefit society as well.
It is easy to see that video games will only continue their success in the future as technology continually improves and designers continue to challenge the limits of their creativity. Their popularity ensures a constant demand where consumers await the newest titles that gaming giants have to offer. The video games of tomorrow may astound us today in ways we may not even have thought of at the speed at which technology develops, and developers work at delivering as complete a gaming experience as possible. Of course, new technologies may bring with it a new set of problems, but it is unlikely to be something that cannot be countered with improvements and prudent management.
Will we ever go back to the toys of yesterday? Perhaps not. However, to some, they have their own allure and remain relatively popular among young children, and are an essential part of development as they pick up fundamental interactions and boost their creativity. Sports and books are a little more timeless, each offering a slightly different experience from toys and video games. In closing, whilst video games have definitely transformed play, they have not taken over it to the extent that all other forms of recreation and leisure are rendered obsolete.
[1] Generally refers to individuals born from around 1982 to the 1990s or the year 2000.