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Are Video Games Evil?
by
Chris Suellentrop
Untitled Document
On a monday evening last fall, in the Crystal Gateway Marriott a few blocks from the
Pentagon, a group of academics, journalists, and software developers
gathered to play with the U.S. military’s newest toys. In one corner
of the hotel’s ballroom, two men climbed into something resembling a
jeep. One clutched a pistol and positioned himself behind the steering
wheel, while the other manned the vehicle’s turret. In front of them,
a huge, three-paneled television displayed moving images of an urban combat
zone. Nearby, another man shot invisible infrared beams from his rifle at a
video-screen target. In the middle of the room a player knelt, lifted a
large, bazooka-like device to his shoulder, and began launching imaginary
antitank missiles.
The reception was hosted by the Army Game Project,
best known for creating America’s Army, the official video game of the U.S. Army, and was intended
to demonstrate how the military’s use of video games has changed in
just a few years. America’s
Army was released in 2002 as a recruiting
tool, the video-game version of those “Be All You Can Be” (now
“An Army of One”) television ads. But the game has evolved
beyond mere propaganda for the PlayStation crowd into a training platform
for the modern soldier.
If you have absorbed the familiar critique of video
games as a mindless, dehumanizing pastime for a nihilistic Columbine
generation, the affinity between gaming and soldiering may seem
nightmarishly logical: Of course the military wants to condition its
recruits on these Skinner boxes, as foreshadowed by science fiction
produced when video games were little more than fuzzy blips on the American
screen. The film The Last Starfighter (1984) and the novel Ender’s Game (1985) depict futuristic militaries that use video games to
train and track the progress of unknowing children, with the objective of
creating a pools of recruits. (The code name for America’s Army when it was
in development was “Operation Star Fighter,” an homage to its
cinematic predecessor.)
Some members of today’s military do view video
games as a means of honing fighting skills. The director of the technology
division at Quantico Marine Base told The
Washington Post last year that today’s
young recruits, the majority of whom are experienced video-game players, “probably feel less
inhibited, down in their primal level, pointing their weapons at
somebody.” In the same article, a retired Marine colonel speculated
that the gaming generation has been conditioned to be militaristic:
“Remember the days of the old Sparta, when everything they did was
towards war?” The experiences of some soldiers seem to bear out his
words. A combat engineer interviewed by the Post
compared his tour in Iraq to Halo, a popular video game that
simulates the point of view of a futuristic soldier battling an alien army.
To view video games merely as mock battlegrounds,
however, is to ignore the many pacific uses to which they are being put.
The U.S. military itself is developing games that “train soldiers, in effect, how
not to shoot,” according to a New York
Times Magazine article of a few years ago.
Rather than use
video games to turn out mindless killers, the armed forces are fashioning
games that impart specific skills, such as parachuting and critical
thinking. Even games such as those displayed at the Marriott that teach
weapons handling don’t reward indiscriminate slaughter, the
shoot-first-ask-questions-later bluster that hardcore gamers deride as
“button mashing.” Players of America’s
Army participate in small units with other
players connected via the Internet to foster teamwork and leadership.
Nor is the U.S. military alone in recognizing the training potential of video
games. The Army’s display was only one exhibit at the Serious Games
Summit, “serious” being the industry’s label for those
games that are created to do more than entertain. Games have been devised
to train emergency first-responders, to recreate ancient civilizations, to
promote world peace. The Swedish Defense College has developed a game to
teach UN peacekeepers how to interact with and pacify civilian populations
without killing them. Food Force, an America’s Army imitator, educates players about how the United Nations World
Food Program fights global hunger. A group of Carnegie Mellon University
students, among them a former Israeli intelligence officer, is developing PeaceMaker, a game in which
players take the role of either the Israeli prime minister or the
Palestinian president and work within political constraints toward a
two-state solution to the Israeli-Palestinian conflict.
The very phrase “serious games,” however,
suggests that unserious games may well be the societal blight that many
believe them to be. It’s easier to vilify games such as those in the Grand Theft Auto series, in
which the player’s goal is to rise to power in various criminal
organizations by carjacking vehicles and killing their owners with a
variety of weapons—a baseball bat, a Molotov cocktail, an AK-47. But Grand Theft Auto and its sequels
are popular not just because of their transgressive content, but also
because they are designed to allow players to roam freely across a gigantic
three-dimensional cityscape. (With their combination of technical
accomplishment and controversial subject matter, the Grand Theft Auto titles might be the
video-game analogues of movies such as Bonnie
and Clyde or, more recently, Pulp Fiction.)
As far back as 1982, when video games consisted of
simple fare like Space Invaders—a two-dimensional arcade game—a rabbi warned on
The MacNeil/Lehrer NewsHour about their dehumanizing effects: “When children spend
hours in front of a screen playing some of these games that are inherently
violent, they will tend to look at people as they look at these little
blips on the screen that must be zapped—that must be killed before
they are killed. And it is my concern that 10, 20 years down the line
we’re going to see a group of children who then become adults who
don’t view people as human beings, but rather view them as other
blips to be destroyed—as things.”
The rabbi articulated an objection that has been heard
repeatedly as video games have grown from a pastime for awkward,
outdoors-fearing children into a form of mass entertainment enjoyed mostly
by adults. Last year, Americans spent a total of $7 billion on almost 230
million computer and video games, according to the Entertainment Software
Association, an industry group. Both of those numbers—sales revenues and units
sold—have roughly tripled over the past 10 years. Defining who is a
“gamer” can be tricky, as the definition can include everyone
who has played Minesweeper on a personal computer or who kills time at the office with
computer mahjong, but studies conducted by the ESA and others estimate that
roughly half of all Americans play computer and video games. According to a study released
in May by the ESA, the average American gamer is 33 years old. A full
quarter of gamers are over 50, while only 31 percent are younger than 18.
Playing video games is still a predominantly male pastime, but almost 40
percent of gamers are women; more adult women play video games than do boys
17 and under.
Those who assume that
video-game players are a bloodthirsty lot might be surprised to learn that
of last year’s 10 best-selling games for the PlayStation and Xbox
consoles, not one was a shoot-’em-up. Six of the most popular games
were sports titles—including Madden NFL, a cultural juggernaut among athletes and young
men—and the other four were Star Wars games. The bestselling PC game last year was World of Warcraft, a multiplayer
swords-and-sorcery game that millions of subscribers pay a monthly fee to
play. World of Warcraft is the latest and most popular in the genre of massively
multiplayer online role-playing games, commonly called “virtual
worlds.” In these games, thousands of players can interact with each
other by connecting simultaneously over the Internet. (There’s a
debate among specialists whether some of these worlds, such as Second Life, which offers its
“residents” no competitions or quests, even qualify as games.)
Despite their popularity, video games remain, in the
opinion of many (particularly those who don’t play them), brainless
or, worse, brain-destroying candy. But for as long as critics have decried
video games as the latest permutation in a long line of nefarious,
dehumanizing technologies, others have offered a competing, more optimistic
vision of their role in shaping American society. Opposite the rabbi on
that MacNeil/Lehrer
broadcast a quarter-century ago was Paul Trachtman, an editor for Smithsonian magazine, who argued
that video games provide a form of mental exercise. Ignore the dubious
content, the “surface or the imagery or the story line,” he
suggested, and you will see that games teach not merely how best to go
about “zapping a ship or a monster.” Underneath the juvenilia
is “a test of your facility for understanding the logic design that
the programmer wrote into the game.” Games, in short, are teachers.
And electronic games are uniquely suited to training individuals how to
navigate our modern information society.
As the gaming generation has matured, it has advanced
this idea with increasing vigor. Last year, Steven Johnson published Everything Bad Is Good for You: How Today’s Popular
Culture Is Actually Making Us Smarter, which
included a brief
for an idea that has been gaining currency among academics and game
developers: All video games, even the ones that allow you to kill prostitutes, are a
form of education, or at least edutainment. Games can do more than make you
a better soldier, or improve your hand-eye coordination or your spatial
orientation skills. They can make you more intelligent.
On one level, this argument isn’t very
surprising. Games of all kinds are a part of almost every human society,
and they have long been used to inculcate the next generation with
desirable virtues and skills. We enroll our kids in Little League not only
so they will have a good time, but also to teach them about sportsmanship,
teamwork, and the importance of practice and hard work. The Dutch historian
Johan Huizenga argued in Homo Ludens, his 1938 ur-text of game studies, that the concept of
“play” should be considered a “third function” for
humanity, one that is “just as important as reasoning and
making.”
In the case of video games, even their critics
acknowledge that they are instructing our children. The critics just
don’t like the form and the sometimes violent and sexually explicit
content of the instruction, which they believe teaches children aggressive
behaviors. Yet if such games are nothing more than “murder
simulators,” as one critic has called them, why is it—as gaming
enthusiasts never tire of pointing out—that the murder rate has
declined in recent years, when there are more video games, and more violent
ones, than ever? Why do IQ scores continue their slight but perceptible
rise if an entire generation of children, the oldest of whom are now in
their thirties—a cohort to which I belong—stunted its
development with electronic pap? The important thing to find out about
video games isn’t whether they are teachers. “The question
is,” as game designer Raph Koster writes in A Theory of Fun for Game Design (2004),
“what do they teach?”
The generally uncredited
father of video games was William A. Higinbotham, who, while working as a
government physicist, invented a game of electronic Ping-Pong and displayed
it during a visitors’ day for the Brookhaven National Laboratory on
Long Island in October 1958. By the next year, the game had been dismantled
because its computer and oscilloscope components were needed for other
jobs. Higinbotham’s game might have been forgotten—except by
readers of the Brookhaven Bulletin, which published a 1981 story speculating that he had
invented the first video game—were it not for the fact that one of
the lab’s visitors that day was high school student David Ahl, who
would write the 1978 book Basic Computer Games and become the editor of Creative
Computing. From the pages of this magazine for
computer hobbyists, Ahl proclaimed Higinbotham the grandfather of the
phenomenon in 1982.
The more influential and more commonly acknowledged
grandfather was Steve Russell. As a Massachusetts Institute of Technology
student in 1961, Russell created a rocket-ship duel called Spacewar! that could be played
on one of MIT’s handful of computers, the PDP-1. Then, in the
same way that Microsoft packages its Windows operating system with
solitaire and other games, Digital Equipment Corporation, the manufacturer of the PDP-1, began
shipping it with the game preloaded in memory, influencing computer science
students around the country.
In 1972, Magnavox introduced Odyssey, which, like
Higinbotham’s game, was an adaptation of Ping-Pong (for whatever reason, table tennis
was the game of choice for early video-game creators) that was the first
home console for video gaming. The next 30 years saw the introduction of
Atari, Nintendo, Sony’s PlayStation, and Microsoft’s Xbox, not
to mention the many games designed for the growing numbers of personal
computers. Higinbotham’s black-and-white blips have, over the past
half-century, morphed into sophisticated displays of computer animation
that increasingly resemble films, with original scripts, music, and
often-breathtaking visual beauty. The King Kong video game released last year to coincide with Peter
Jackson’s film remake featured an arresting parade of apatosauruses
marching through a valley on Kong’s home of Skull Island. The
sequence was so gorgeous that I set down my controller and just marveled at
it for a while.
As was true of games before the digital age,
there’s a remarkable array of video games. Chess and bowling
aren’t very similar, but we intuitively understand that both are
games, if different species of the genus. Likewise, video games encompass
everything from simple online puzzles to simulated football games and
professional wrestling matches to the “God game,” in which the
player adopts an omniscient view to influence the development of entire
societies. In The Sims, the best-selling PC game of all time, players control the lives
of individual humans as they go about their mundane lives. (It may sound
unappealing, but The Sims comes from a long tradition. It is, in effect, another way to
play house.) New genres frequently emerge. A “music” genre has
arisen in response to the popularity of Dance
Dance Revolution, a game in which players must
move their feet in time to music on different areas of a dance pad.
It’s basically a fast-moving, musical, single-player version of
Twister.
Exactly what is new about video games, other than
their electronic nature, can be difficult to pin down. In the 21st century,
almost all children’s toys have an electronic component, but that
doesn’t make them all video games. In The
Ultimate History of Video Games (2001), game
journalist Steven Kent cites pinball as a mechanical ancestor of
today’s digital games. Pinball created a panic in some
quarters—no pun intended—as a new and dangerous influence on
society. Foreshadowing the antics of today’s antigaming politicians
was New York mayor Fiorello La Guardia, who smashed pinball machines with a
sledgehammer and banned them from his city in the 1930s, a prohibition that
was not lifted until the 1970s. (To be fair to La Guardia, governments have
long perceived societal threats from new games. In the 1400s Scotland
banned golf, now its proud national pastime, because too many young men
were neglecting archery to practice their swings.)
Nowadays you can play pinball on your PC, as every
Windows XP machine comes packaged with a video-game version. The difference
between this digital pinball and its mechanical predecessor is, at root,
aesthetic. The rules of the game are the same, just as the rules and
gameplay of computer solitaire and chess are identical to those of their
analog forebears. (Beyond the translation of playing cards and chess pieces
into pixels, there are some key differences, of course. For one thing, the
computer doesn’t let you cheat—or, in pinball,
“tilt.”) Jesper Juul, a Danish video-game theorist, defines
games such as pinball, solitaire, and chess as “emergence”
games, by which he means that the gameplay emerges from a relatively simple
set of rules. Football and basketball—whether played online or
off—are also emergence games, as are chess, backgammon, Othello, and
board games such as Risk and Monopoly. All those games can now be played
using computers, but that doesn’t make them new, exactly.
The first game that diverged from this 5,000-year-old
emergence model was a 1976 computer game called Adventure that combined the elements of narrative with gameplay. Adventure was essentially an
interactive text, somewhat similar to the books in the Choose
Your Own Adventure series. While reading the
story, the player typed in commands to tell the character what to do and to
learn what happened next. Juul calls Adventure the first “progression” game, a new model that
inspired most of today’s video games, from Grand Theft Auto to Halo.
Nongamers who watch their
slack-jawed, twitchy-thumbed children and conclude that they are brain dead
are making the mistake of observing the spectator rather than the game
itself. Research has shown that playing video games can help people improve
their ability to manipulate spatial information, and that as little as 10
hours of play can improve a person’s ability to process visual
information. (These studies were approvingly cited by the deputy director
of the Army Game Project last fall.) But focusing on how video games
improve coordination and memory misses the point. In a recent issue of Wired, well-known game designer
Will Wright compares this mistake to studying film by watching the audience
rather than what’s on the screen: “You would conclude that
movies induce lethargy and junk food binges. That may be true, but
you’re missing the big picture.”
Wright proposes that video games teach “the
essence of the scientific method,” that “through trial and
error, players build a model of the underlying game.” To succeed, a
player must establish a hypothesis about some aspect of the game, test it,
and evaluate the results of the experiment. The organizer of a playground
game explains the rules in advance, but a video game often hides its rules,
revealing them only as the player figures out how to unlock the
game’s secrets. And when that happens, a game player can experience
an ecstatic Archimedes moment.
Perhaps most important of all, the game adapts itself
to the player’s ability. “The secret of a video game as a
teaching machine isn’t its immersive 3-D graphics, but its underlying
architecture,” writes James Paul Gee, an education professor at the
University of Wisconsin, Madison, and author of What Video Games Have to Teach Us About Learning and Literacy (2004). “Each level dances around the outer limits of
the player’s abilities, seeking at every point to be hard enough to
be just doable. In cognitive science, this is referred to as the regime of
competence principle, which results in a feeling of simultaneous pleasure
and frustration—a sensation as familiar to gamers as sore
thumbs.” It is in that spirit that Atari founder Nolan Bushnell has
said, in a statement that probably best distills the gamer ethos,
“The way to have an interesting life is to stay on the steep part of
the learning curve.”
Despite the omnipresence of video games—on our
computers, our televisions, our phones, and now the back seats of our cars
in handheld units—most people who don’t play them still
fundamentally misunderstand them. Nongamers often assume that video games, like so many
electronic media, are designed to deliver instant, electronic
gratification. The opposite is the case, Johnson insists in Everything Bad Is Good for You.
The best video games are brilliantly designed puzzles. The Grand Theft Auto titles can take
as long as 60 hours to complete. Finishing them requires discipline,
problem solving, decision making, and repeated trial and error.
In a recent New York Times column, David Brooks suggested that delayed gratification
is the key to success in school, work, and life, and that it is a learned
trait. If that’s true, and if the mental gymnasium of video games
teaches delayed gratification, then gamers should be, on average, more
successful than nongamers. No researcher has proffered that comprehensive a
thesis yet, but the authors of Got Game: How
the Gamer Generation Is Reshaping Business Forever suggest that gamers do come out ahead in the world of
business. John C. Beck and Mitchell Wade surveyed 2,500 Americans, mostly
business professionals, and came to the provocative conclusion that having
played video games as a teenager explains the entire generation gap between
those under 34 years of age and those older (the book was published in
2004, so presumably the benchmark is now 36).
Beck and Wade argue that the gamers somehow
intuitively acquired traits that many more-senior managers took years to
develop and that their nongaming contemporaries still lack. According to
their survey, video game players are more likely than nongamers to consider
themselves knowledgeable, even expert, in their fields. They are more
likely to want pay for performance in the workplace rather than a flat
scale. They are more likely to describe themselves as sociable.
They’re mildly bossy. Among these traits, perhaps the most important
is that gamers, who are well acquainted with the reset button, understand
that repeated failure is the road to success.
The very purpose of every game is to become boring, as
the player develops successful strategies to defeat it, the game designer
Raph Koster observes. The best video games are designed to assist players in figuring out those
strategies. The video games that are the most like the real world are often
the least fun to play, because they don’t do a good job of
communicating to the player what is important and what
isn’t—which paths should be taken and which can be safely
ignored, which items need to be collected and which can be safely left
behind. But the real world doesn’t come with big blue arrows pointing
toward the next door you need to open. The real world doesn’t always
let you hit the reset button and start over. In the real world, there
isn’t always a way to win.
As games become better at adapting to the talent and
skill levels of their players, more video games will be decoding the
players as much as players are decoding the games. “Soon games will
start to build simple models of us, the players,” Wright predicts.
“They will learn what we like to do, what we’re good at, what
interests and challenges us. They will observe us. They will record the
decisions we make, consider how we solve problems, and evaluate how skilled
we are in various circumstances. Over time, these games will become able to
modify themselves to better ‘fit’ each individual. They will
adjust their difficulty on the fly, bring in new content, and create story
lines. Much of this original material will be created by other players, and
the system will move it to those it determines will enjoy it
most.”
It feels preposterous and yet believable to suggest
that the adaptive nature of video games might be one reason for the rise of
the Organization Kid, a term coined by David Brooks when he visited with
Princeton students for a 2001 story in The
Atlantic Monthly. “They’re not
trying to buck the system; they’re trying to climb it,” Brooks
wrote of the respectful, deferential students he met. A Princeton sociology
professor Brooks interviewed could have been describing ideal soldiers when
he said of his students, “They’re eager to please, eager to
jump through whatever hoops the faculty puts in front of them, eager to
conform.” Brooks summarized the love-the-power worldview of the
Organization Kid like this: “There is a fundamental order to the
universe, and it works. If you play by its rules and defer to its
requirements, you will lead a pretty fantastic life.” That’s a
winner’s ideology: Follow orders, and you’ll be just fine.
Whether you find the content of video games
inoffensive or grotesque, their structure teaches players that the best
course of action is always to accept the system and work to succeed within
it. “Games do not permit innovation,” Koster writes.
“They present a pattern. Innovating out of a pattern is by definition
outside the magic circle. You don’t get to change the physics of a
game.” Nor, when a computer is the referee, do you get to challenge
the rules or to argue about their merits. That isn’t to say that
there aren’t ways to innovate from within the system. Gamers are
famous for coming up with creative approaches to the problems a game
presents. But devising a new, unexpected strategy to succeed under the
existing rules isn’t the same thing as proposing new rules, new
systems, new patterns.
Our video-game brains, trained on success machines,
may be undergoing a Mr. Universe workout, one that leaves us stronger but
less flexible. So don’t worry that video games are teaching us to be
killers. Worry instead that they’re teaching us to salute.

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Chris
Suellentrop writes The Opinionator, an online column for The New York Times, and has written about video games for Wired and the online magazine Slate.
Reprinted from Summer
2006 Wilson Quarterly
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