For my research a read a book called 'Persuasive Games: The Expressive Power of Video Games by Ian Bogost(2007)'. One certain chapter related well to my chosen topic of how future gaming technology will encourage players to utilize learned skills from the virtual to real world. Chapter 10 interestingly named 'Exergaming(Bogost 2007, p.294)'
Within this chapter Bogost(2007) talks about how video games are commonly looked upon as entertainment hazards that cause obesity amongst gamers, as playing is usually a stationary activity, as watching television. However, he mentioned that back in the 1970's during the days of arcade cabinets, gamers had to physically stand up to play the game and often reacted to the game play with significant body language, whether winning or losing. Another reference was added to people playing on pinball machines during World War 2 often engaged with the device on a more physical level. Crouching over the machine, frantically tapping buttons, tilting and bouncing with the suspense of losing the ball. The immersion of the game encouraged the player to move out of his own accord.
However, as soon as gaming consoles were produced and controls were put into the physical hands of players, it was no longer need to stand up and move around. You had complete control of the game by a small device in your hands, whether it a pad or a joystick. Like previous arcade venues in the early 80's, players went out to these places to social with friends and compete in competitions, but since the release of home consoles, it gradually lost that social community and began generating quite the reverse affect, away from people confined to a room with our homes. Although in our current generation, video games are quite social form of entertainment with the inclusion of online multiplayer attributes. Players can get involved with people all over the world to compete or cooperated in team based goals. However, although it has created a new form of social interaction, in reality the player is still confined to a room in their homes. This is where gaming technology has focused on getting people playing together again, making it a social activity for all audiences no matter what age or gender. Making games more accessible for everyone to be involved in meant that social community can be rebuilt. With new consoles such as the Nintendo Wii(2006) and Xbox 360's Kinect(2010), people from all walks of life can partake in social and exciting physical games that can appeal to everyone. Within this chapter Bogost(2007) said and I quote "Whether not such activity could be deemed exercise is questionable, but it does suggest an intimate relation between physical movement, especially rhythmic and repetitive movement and the video game itself(p.295)" although some games are specific to fitness, most interactive, motion controlled games include those qualities in which players need to be a part of in order to play the game successfully. With the game being immersive and exciting, it isn't even thought of that the game is being primarily controlled through physical exercising motions.
It was interesting to see how Bogost(2007) devised certain elements that are utilized within 'Exergaming(Bogost 2007, p.294)' activities.
These are:
. Running
. Agility
. Reflex
. Training
(Bogost 2007, p.296, p.298, p.303, p.305)
(Bogost 2007, p.296, p.298, p.303, p.305)
These 4 elements are represented in most physical based games whether old or new. It was interesting to see how Bogost(2007) referenced how older games have influenced new gaming technology, to get players to be social and physical again. He explained how old carnival games required a lot of focus, stamina and reflex in order to successfully win. He states "Instead, they demand carefully timed physical response to external stimuli, usually visual stimuli" this structure of game play is ironically used in our modern day games that use physical based activities. All 4 elements Bogost(2007) states are incorporated with present gaming technology, enhancing player's physical stamina in order to succeed. Not all Wii games primary focus is that of obvious fitness, ALL games require a significant amount of physical activity in order to successfully complete the game.
This is when I became fascinated how Jane McGongal's(2010) speech began linking itself to Bogost's(2007) 4 physical gaming elements. Although he looks more so at prehistory 'Exergaming(Bogost 2007, p.294)', the inclusion of Jane's speech brings those ideas to our present gaming technological advancements. Here are Jane's(2010) 4 elements again:
. Urgent Optimism
- Extreme self motivation, where the player is encouraged to reach a
goal in hopes they will become successful and earn a reward.
. Social Fabric
- The social connection between players built on trust. Devoting time
to one another and aiding each other in their own objectives. Creating a
huge social network where players can depend on one another for
success.
. Blissful Productivity
- Gamers are determined as human beings to work hard, have been given
the right work for them. It is why so many players spend hours a week
playing online games, to work hard and achieve.
. Epic Meaning
- Giving the online game deeper context, explanation of events and the
virtual world makes the experience richer for the player. Games with a
definitive, deeply structured world are able to fully immerse the
player. Games such as World of War Craft(1994), Maplestory(2003) and many others.
Every mission, activity, event, character and environment all contribute
critically to the game world.
With both Jane(2010) and Bogost's(2007) elements, this is the makeup of our current gaming technology. Old school physical activities are implemented with assets that engage the player and keep them immersed. Nearly all modern video games today use a recording system that tracks the statistical skill of the player, presenting them with their goals and how to hit targets, constantly encouraging them to do better for greater rewards. This information combined, to me clearly shows how important the technology within video games is for our future. It now combines skills in which are learned, improved and utilized from the virtual to real world. Whether it's improving mental or physical abilities, video games are finding ways to not only bring people together, but improve their way of living.
Bibliography:
. Bogost, I.(2007) Exercise. In : Bogost , I. (2007) Persuasive Games The Expressive Power of Video Games. Massachusetts: Ian Bogost.
. TED (2010) Gaming can make a better world [Internet] available at < http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html>. Accessed May 2012
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