Mariela Gunn
Office: PAR 102
Hours: M 4-5 & Th 10-12
+ individual appointments
Can A Game Make You Cry?
http://www.wired.com/news/games/0,2101,69475,00.html?tw=rss.GAM
Throughout this article, Clive Thompson discusses the emotional impact of video games on their players. He poses the question “Can a game make you cry?” then continues to give a research study which surveys the impact of video games on emotion. In this study, 535 gamers were told to describe the feelings that arose while playing their favorite video games.
Throughout my personal gaming experiences, I have encountered a wealth of emotions caused by the situations I experience while engaging in a video game. My video game of choice is a role playing game in which I create my perfect family. Throughout my entire experience inside this video game, I have experienced virtually every emotion, though not as deeply, that comes along with being a husband and a father. From the nervous near-regret during the marriage ceremony to the drunken celebration after the birth of a new child, I’ve felt it all. Because in real life I am both of these things, I know these
emotions and recognized them throughout the course of my play.
Basically, what I am getting at is that I agree wholeheartedly with Thompson’s article. Games can and, in fact, do make people cry. These games engage their
participants in much the same way a real life situation could through appealing to our inherent desires for ourselves and our lives (even if these lives are
virtual). The events that happen in these virtual lives create emotional responses much like similar events would create in real life. But remember, this also has
boundaries.
I am not saying that every experience in a video game causes the exact emotions created by real life situations of the same caliber. For example, when you die
in a video game, you are able to come back to life if so desired. There is no fear of death or the afterlife in a video game (unless of course, the programmer incorporates an after life that is something worth fearing into the
game). Hence, the feelings experienced are not the same.
Video games create feelings and trigger emotions in most everyone who plays with them, even if this emotion is hate of the game. The world must be careful in recognizing when a game is just a game and not worth the stress and worry warranted by real life experiences. Also, some care must be taken in the availability of games to impressionable minds.
Play is play. Real life is real life. For some people, sadly enough, this is not an easy distinction to make. The impressionable minds I speak of are embodied by the world’s youth. While not every child is going to believe that because he is allowed to steal cars, run over people, and shoot police officers in a video game he is also allowed to do this in real life, some actually may get this impression. This is where I feel the rating system for the videogames (see ESRB’s rating’s guide at http://www.esrb.org/esrbratings_guide.asp) has provided an extremely useful tool for parents in choosing appropriate games for their children. Through this system, the freedom of choice still exists for those parents who feel their children are not as impressionable as the neighbor’s kids and gives a solid basis for the level of maturity needed for games of every genre.
