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Behavior and Video Games

By Francisco Hurtado - Minsait
Head of Digital Technologies and Managed Services Business Units

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Francisco Hurtado By Francisco Hurtado | Director of Industry and Consumer at Minsait Mexico - Fri, 12/29/2023 - 11:00

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I recently wrote about how video games have gone from being a form of entertainment and pastime to becoming cognitive and motor development tools that make it easier for players to participate in new work areas. This is because complexity, graphics, and narrative have evolved. 

A study conducted at the Chinese University of Electronic Science and Technology in collaboration with Australia’s Macquarie University undertook experimental work involving 27 expert video gamers and 30 casual players over several months. The focus of the study was on a region of the brain known as the insula, which is associated with linguistic processes, as well as emotions and feelings. It also relates to senses such as taste, smell, and even appetite and thirst.

Through the use of photographs and 3D scanners, it was determined that professional gamers exhibit stronger and enhanced neural connectivity, along with more gray matter. When contemplating a generational process, we can speculate that our children will be smarter than us due to increased access to these games. Although we are intertwined with social networks, that is a topic for another article.

All of the above points to generations with abilities that, if not better, are at least different, and more oriented toward creativity, cognitive processes, and teamwork, without necessarily implying on-site work.

Video Games

While video games have become more sophisticated, debate has also increased about their influence on people's behavior, especially games such as Grand Theft Auto, Mortal Kombat, Resident Evil, Call of Duty, or Doom, which have a high amount of explicit and violent content.

I have always thought that this is still untouched ground for psychiatry, as video games can have a high (and irreversible) impact on people's behavior. In fact, it has been suggested that prolonged exposure to this type of content may be related to an increase in aggression in the real world.

On the other hand, and trying not to fall into a simplistic analysis, many specialists emphasize that video games are not the only cause of violent behavior and that other factors, such as the family environment and mental health, must continue to be considered as the underlying reason. 

Apology for Violence

“Griefing” is a term used in video games to describe the behavior of players who intentionally annoy, sabotage, or provoke other players. While griefing could not be identified as an apology for violence, it can create a negative environment in the game and, in some cases, lead to hostility outside the game. Game developers assure that they always seek to implement measures to prevent these practices and to punish players who carry out griefing. Although, until now I haven't seen how.

Many players don't get involved in griefing and are looking for a positive and collaborative gaming experience, such as organizing challenges not included in the logic of a game. Therefore, the responsibility lies with players and developers to promote a healthy gaming environment.

But let's not think that everything is negative. Games like Minecraft encourage creativity, problem-solving and collaboration, which can have a positive effect on the development of social and cognitive skills. I mentioned this aspect in a previous article, because in addition to creating fatalistic scenarios, it promotes the understanding of video games as a new tool for developing new skills for a generation whose work environment is surrounded by technological systems with which they are very familiar.

Bad Company?

It's becoming increasingly clear that video games influence several aspects of behavior, but they can also provide opportunities for positive change. Some of those aspects include patience, decision-making, resilience, empathy, and creativity. For example, games that require strategy and planning can help players improve their decision-making skills, while cooperative games can encourage empathy and collaboration.

Although, to be honest, educational games are not exactly the most popular, as they are designed to teach academic concepts and skills in an interactive and engaging way. These games can be valuable tools for learning and skill development, but they are not as attractive. This makes me think that it is the games that adapt to our behavior and not the other way around ... but even I don't feel comfortable making this statement, nor do I have the right technical studies at hand. Perhaps it could be a subject of a coffee table book or the  subject of deep dialectics?

So, to factors such as education, parenting, and experience in shaping personality and behavior, let's now add the space and time dedicated to video games. As younger generations grow up playing video games and using other digital tools, their models of behavior and ways of interacting with the world also evolve, making them increasingly different from those of their successors. For now, the dilemma will remain whether video games are bad or good company.
 

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