Virtual Reality: Enhancing Reality

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    Tunaidi Ansari

    October 28, 2005

    Virtual Reality: Enhancing Reality

    How many digits of Pi do you know? I know 63 which isnt really that much,

    claimed a hardcore Zelda strategist, who is deemed a genius by his fellow gaming

    comrades and partners in battle (Pi?). The current generation of children and teens

    adamantly justify their consumption of consoles, such as Sonys Playstation 2 (PS2) and

    Nintendos Game Cube (GC), as studies are constantly releasing new evidence regarding

    the positive affects of gaming. One by one, the commonplace myths parents use to

    control their children are being defeated. As video game developers and intelligence

    researchers create a more diversified gaming world in hopes of stimulating the interests

    of this generations players and consequently increasing consumption rates, traditional

    genres are being superseded by their more constructive counterparts that meet even the

    approvals of the general public. The expansion of one of the nations most widely

    commercialized industries, virtual entertainment, and the rapid consumption of its

    products indirectly constitutes to an advance in society and ultimately the betterment of

    the self and individual.

    While many parents have once had the tendency to overuse the humdrum belief

    that video games produce lazy and unhealthy children, it is now not entirely true. First

    and foremost, video games can at times be a source of exercise. With technology

    improving at such rampant rates, recent game designers are creating more interactive

    games, which require physical activity. Take for example, the new and popular Sony

    Playstation 2 (PS2) dancing game, Dance Dance Revolution (DDR) Extreme 2. Far more

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    intense and involved than its predecessors, this enhanced version contains workout modes

    that measure the amount of calories burned when dancing to each song. DDR is proven to

    be so effective that at Patrick Henry Middle School near Los Angeles, they have adopted

    it into their Physical Education curriculum. Those who were once indifferent to chasing a

    ball or running side to side in gym class now squeal with excitement in anticipation for

    dancing. The game is certainly fun, but also an extremely good source of exercise as one

    student claimed, My waistline has gone down by one inch, and yet another, In, like,

    two weeks, Ive lost 15 pounds (Video Game Thats Good For You). Even gamers

    value a nice workout and DDR is just a pleasant method for hitting two birds with one

    stone. Another PS2 new release, YourselfFitness, as its name implies, is a personal

    fitness trainer, which has functions such as setting fitness goals and planning meals

    (Snider 2). The innovative Eye Toy is an extension to PS2, which is a camera that senses

    the users motions. Of course, this device demands physical activity and motion input;

    therefore, any game that utilizes the Eye Toy is bound to force the player to move some

    part of his body. In the case of Kinetic, 12-week fitness programs are designed for the

    gamer, including aerobic workouts, yoga sessions, and meditation (2). Video games

    include not only those that necessitate thumb movement, but also those that involve the

    entire body. As substantiated by Sonys ever-increasing span of interactive virtual

    entertainment, children are able enjoy their favorite pastimes while simultaneously

    exercising.

    In addition, the video game industry has engendered a revolution and produced

    games capable of inducing rehabilitation and mental treatment. Psychologists and

    researchers, in an attempt to provide children a workable yet pleasurable therapeutic

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    option for attention deficit disorder (ADD), have collaborated in developing the SMART

    BrainGames system, which is compatible with most other high production consoles. This

    protocol, prepared with special equipment and advanced technology, enables one to

    constantly focus on playing a console game. When the players mind wonders, the system

    detects aberrations and abnormalities within his brainwaves and sends signals to the

    controller, thereby inhibiting a game characters movement or preventing an action to be

    executed. As of now, the SMART BrainGames system is utilized in over fifty clinics to

    help adults and children alike with ADD (1). According to Professor Mark Griffiths, a

    researcher at Nottingham Trent University, video games can also be used as a very

    powerful form of distraction for children undergoing painful treatments. For those

    enduring chemotherapy and treatment for sickle cell anemia, they needed less pain relief

    and had less nausea and lower blood pressure than those who were simply told to rest

    after their treatments, he found. In another specific case, where an eight-year-old boy

    was plagued by an illness, which caused him to pick his lip and resulted in scarring, a

    handheld game kept him occupied and allowed his lip to heal without constant irritation

    (Computer Games Do Have Benefits). In fact, video games have proven to be so

    effective that there exists even a Virtual Reality Medical Center, which utilizes, as its

    name implies, virtual reality and games as a means to help its patients. The institutions

    project investigator, Mark Wiederhold, verifies the positive effects video games hold for

    patients such as soldiers injured in Iraq and Afghanistan (Snider 1). Use of the Eye Toy

    and the game Dance Dance Revolution has successfully restored soldiers back to their

    previous states.

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    Possessing the same mindset, intelligence researcher Domenic Greco, in wake of

    the epiphany that virtual reality now harbors a new frontier, states with assurance, the

    next thrust is creating attention in the gaming world to recognize that people are looking

    for something more in video games, not just fun and games (2). Marking this turn in

    video game history, new releases such as the Interactive Trauma Trainer, which simulates

    combat situations to help prepare battlefield surgeons for quick decision-making and

    patient treatment, convert virtual reality into intense practice and real-like training. The

    long-established and popular role playing games (RPGs), such as the Final Fantasy and

    more notably the Zelda series, have now been tweaked for these purposes as well. New

    Dawn Estates is one particular game, which purposely aims to help certified nursing

    assistants learn nursing-home treatment protocols. Evidently, the gaming world has even

    embraced education and has consequently adopted it into its community, thereby coining

    the term edutainment (Kappes, Bruno M., and Dan L. Thompson 699). With the recent

    release of the 3-D Immune Attack, which aids students in learning immune system

    functions and scrutinizing the details, this form of gaming is becoming more and more

    noticeable. As a result, virtual entertainment is now capable of catalyzing the learning

    process.

    However, in specification to the body, Steven Johnson, author ofEverything Bad

    Is Good for You, claims that video games cause visual- and brain-boosting effects. They

    are a source for self-improvement. In an interview with Johnson, he optimistically

    asserts, as technology advances, more of it becomes participatory; video games force

    you to look at the variables, assess the information and make a decision. Thats a huge

    part of what it means to be smart (Everything Bad Is Good for You). For example, he

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    introduces the idea that shooting computerized objects and dodging digitalized bullets not

    only increase reaction times, but also sharpens the ability to solve complicated problems

    (Katsnelson 21). Additionally, from the United States Governments National Institute of

    Health, Shawn Green and Daphne Bavelier conducted research validating the fact that

    gamers were particularly good at spotting details in busy, confusing scenes and could

    cope with more distractions than the average individuals (Video Games Good for

    You). In support of these points, psychologists Alan D. Castel, Jay Pratt, and Emily

    Drummond of Washington University in St. Louis proudly present a portion of their

    research:

    Both groups were equally good at inhibiting the return of attention to

    previously cued locations, although VGPs [Video Game Players]

    displayed overall faster reaction times to detect targets. VGPs also

    showed overall faster response time for easy and difficult visual search

    tasks compared to NVGPs [Non-Video Game Players], largely

    attributed to faster stimulus-response mapping. The findings suggest

    that relative to NVGPs, VGPs rely on similar types of visual

    processing strategies but possess faster stimulus-response mappings in

    visual attention tasks. (Castel, Alan D., Jay Pratt, and Emily

    Drummond 217)

    Similarly, recent studies conducted by the University of Rochester reveal that video

    games substantially improve the players visual attention skills (Kfoury 20). In fact,

    studies reveal that video games require a higher degree of hand-eye coordination than

    many other sports and activities (Video Games). Additionally, to couple the honing of

    visual superiority, video games also are known to present intellectual challenges to the

    player. Such is the case when the gamer must think of the most efficient and logical

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    method in beating or passing a level and advancing onto the next, in planning a strategic

    offensive against an enemy, or in efficiently gathering and utilizing limited resources.

    Nowadays, observations determine that virtual entertainment contains more sophisticated

    and difficult vocabulary, which in turn demands more from players and thereby

    stimulates their minds (Katsnelson 21). Playing video games or computer games is not

    quite as simple as most believe it to be; rather, it takes focus and concentration, thinking

    and planning. And as a result, by forcing players to simultaneously juggle a number of

    varied tasks, action video game playing pushes the limits of several rather different

    aspects of visual attention, Green and Bavelier noted. They came to the insightful

    conclusion that although video game playing may seem to be rather mindless, it is

    capable of radically altering visual attentional processing (Video Games Good for

    You).

    With an extensive insight, James Paul Gee in his Good Video Games and Good

    Learning, maps the general positive effects of gaming. Unconscious of these attributes,

    players learn to take on a new identity, interact with the game itself, creatively write the

    games script and story, explore by taking risks and challenges, customize the game to fit

    their learning and playing styles, and to take control. With all these gaming aspects, a

    player can truly benefit, become a better person, and advance in society. In addition, most

    video games also present its gamers with well-ordered problems to solve, challenges to

    overcome, hints and information to gather, vocabulary to learn proactively, and detective

    work to be handled. These facets of gaming ultimately aid players intellectually as they

    become more accustomed to certain methods of thinking. Two other very important

    elements include teamwork and cooperation in multiplayer games and the concept of

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    performance before competence since they may impact and increase, believe it or not,

    social skills and self esteem (Gee 34-37). Who would have thought the general belief and

    most universally accepted myth that video games and its kind are absolute garbage and

    harmfully destructive is so untrue? Delving even deeper into analysis regarding the

    positive effects of gaming, author David Sheff appends upon Gees points and sums up

    its basic advantages and benefits in his short guide book, Video Games: A Guide for

    Savvy Parents, which include sharpening problem-solving abilities, perseverance,

    pattern recognition, hypothesis testing, estimating skills, inductive skills, resource

    management, logistics, mapping, memory, quick thinking, and reasoned judgments

    (Video Games).

    In another yet positive outlook regarding the consumption of video games, John

    Beck and Mitchell Wade, authors of Got Game: How the Gamer Generation is

    Reshaping Business Forever, present their view that video games have created a new

    generation of managers and employees, perhaps even larger than the population of the

    baby boom (DeKanter 28). Researchers, psychologists, managers, graphics designers,

    engineers, computer experts, script writers, game play analysts, animators, and musicians

    are all an integral part of the virtual entertainment industry and significantly contribute to

    the success of each game produced. As competition between other flourishing game

    companies get heated, more positions open as obviously more help is needed. An

    increase in job opportunities occurs as a result of the demand video game industries

    receive from the general gaming public. High expectations in conjunction with the ever-

    increasing quick-paced society clash to express the need of more specialists and

    occupations. Specifically, many take for the granted the crisp graphics and special effects

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    virtual entertainment now incorporates within its products. It appears visual images and

    their enhancements are presently more valued than any other features within a video

    game. However, in order to produce such masterpieces, innovative peoples were

    collected in attempt to meet the satisfaction of consumers. Essentially and quite

    inevitably, the gaming culture has become a gateway for bettering the future working

    culture.

    In fact, social analysts have found that video games can successfully act as an

    alternative social hierarchal structure, including leadership, established based on skill and

    ability. Those who indulge themselves in the gaming community learn to work their way

    up the ladder, fend for themselves and their allies, and resourcefully gather and share

    knowledge and experience. In fact, Matt Kiefaber sincerely believes that video games

    are one of the few settings in which children can be teachers if grown-ups take the time to

    participate, and if they allow the children to lead the way (Video Games). Children that

    view themselves as failures also gain and benefit from virtual reality games since these

    modes of entertainment are able provide the gamer with a sense of involvement and

    control in emulated life-like circumstances. Video games therefore empower certain

    children who struggle through difficult social situations. They feel a sense of security at

    wielding such abilities and possessing a respective status in the gaming world. One

    who may be deemed a loser at school might just as well be crowned a king or champion

    in a massive multiplayer online role playing game, or more commonly known as an

    MMORPG, which, as its name implies, is the most opportunistic setting with an

    infinitely large audience and millions of admiring spectators for one to demonstrate his

    or her abilities and gaming skills. In essence, they are able to accomplish so much more

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    in the imaginary world known as virtual reality than in reality itself. For example,

    Kiefaber asserts, a child who is an outcast may gain social standing because he is a

    video game aficionado (Video Games). Basically, a child confronting problems such as

    acceptance, attention, self-esteem, and other boundaries are easily rescued and liberated

    by the rapid clicking of a mouse or similarly the quick button pressing of a hand held

    controller pad.

    In another controversial perspective and possibly another advantage, video games

    also provide a means to allow gamers to vent their frustration and anger. After

    conducting a computer game workshop, Dr. Judy Robertson of Edinburgh University

    reports that children say that playing violent games is a way for them to get rid of their

    frustrations, they get rid of their anger and take things out on the characters in the

    computer games rather than people in the playground (Video Games Good for

    Children). Many children, especially those who possess low self-esteem or encounter

    conflicts they cannot deal with, ultimately escape their seemingly hopeless situations by

    diving into the realm of virtual reality, similar to those who depend on alcohol or certain

    food items in an attempt forget their woes. In an interview conducted by Nazli Kfoury, a

    twelve-year-old boy and his peer claimed likewise that if you get picked on at school,

    when you play violent video games, it makes you feel good to beat up somebody else

    (Kfoury 20). A child, who is constantly bullied in school or is a failure in a certain area of

    life, may be isolated as a social outcast or struggle feeling dejected and angry at his own

    incapability. However, with the advent of video games, kids have found yet another

    outlet to vent their frustration. They take it out on the game characters or on the game

    itself, which offer even more than what stress balls or boxing bags can handle. In a sense,

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    society benefits. Quite farfetched, yet nevertheless, parents may dine at the dinner table

    one night and assert with relief, Thank goodness my son is mighty fine. He is safe and

    sound. Seriously, now what would the world be without video games? Crime would be

    rampant and violence would be steadily on the rise. My son would certainly not be safe in

    this environment.

    More and more studies and recent research findings have been found to praise the

    production and consumption of video games rather than to place a condemning label

    upon their kind. As a result, Chris Van Der Kuyl of VIS Entertainment boldly asserts,

    video gaming is the biggest entertainment industry in the 21st century (Video Games

    Good for Children). Concurrently, the virtual entertainment industry has begun to

    expand their horizons in terms of game genre and variation and has even boldly ventured

    into the plane of education, exercise, training, and intelligence and visual stimuli. In

    addition Gee believes video games incorporate good learning principles, principles

    supported by current research in cognitive science (Gee 37). With backing from even

    psychologists and intelligence researchers, virtual entertainment continues on its quest for

    growth and development, successfully overcoming mounds of obstacles in its way and

    disproving what were once unpleasant facts. The consequence, then, is an increase in

    consumption, and the derived equation offers a resultant or product, entailing a single

    conclusion: the betterment of society, which collectively stems from the betterment of

    societys communities and their individual members. Indeed a simple concept, but not

    fully accepted just yet.

    Works Cited

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    Castel, Alan D., Jay Pratt, and Emily Drummond. The Effects of Action VideoGame

    Experience on the Time Course of Inhibition of Return and the Efficiency of

    Visual Search. Acta Psychologica. June 2005: 217-230.

    Computer Games Do Have Benefits. BBC News 15 July 2005. 7 Nov. 2005

    DeKanter, Nick. Gaming Redefines Interactivity for Learning. TechTrends. May 2005:

    26-31.

    Everything Bad Is Good for You. People. 6 June 2005: 51.

    Gee, James Paul. Good Video Games and Good Learning. Phi Kappa Phi Forum. June

    2005: 33-37.

    Jacoby, Russell. Game Theory. Nation. 27 June, 2005: 41-43.

    Kappes, Bruno M., and Dan L. Thompson. Biofeedback Vs. Video Games: Effects on

    Impulsivity, Locus of Control and Self-Concept with Incarcerated Juveniles.

    Journal of Clinical Psychology. Sept. 1985: 698-706.

    Katsnelson, Alla. Does High Tech Equal High IQ? Science & Spirit. Sept. 2005: 21.

    Kfoury, Nazli. Kids Call Video Games a Stress Reliever. New York Amsterdam News.

    5 June 2003: 20.

    Pi? Online Posting. 20 Oct. 2005. Game Forum. 7 Nov. 2005

    Video Game Thats Good For You. CBS News 14 June 2002. 7 Nov. 2005

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    Video Games. Ed. Matt Kiefaber. 17 Apr. 2002. Miami University. 8 Nov. 2005

    Video Games Good for Children. BBC News 11 Aug. 2004. 8 Nov. 2005

    Video Games Good for You. BBC News 28 May 2003. 3 Nov. 2005

    Snider, Mike. Video Games Can Actually Be Good for You. USA Today. 27 Sept.

    2005: 7-8.

    Sreenivasan, Aparna. Your Brain on TiVo. Science & Spirit. Sept. 2005: 72-73.

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