In commenting that he 'resisted the addictive allure of games which had afflicted my children,' Yves stated a common prejudice against video games. Yes, it can be addictive, but I would like to argue that 'addiction' is not always a bad thing.
Human beings need structure, discipline and ritual and many 'addictions' are nothing more than acts that fulfil these needs. 'Addiction' often is perceived as a force that prompts uncontrollable, immoderate acts but that is not always the case. The morning ritual that mandates a cup of tea or coffee while reading a book or newspaper could be seen as an addiction, and indeed, many people find themselves rather put out or feeling that they have not really started the day properly if they have not been able to enjoy that brief ritual.
One can argue that there are differences between physical addictions and spiritual or emotional addictions, but personally I believe that all addictions are rooted in the soul. They become part of our personae, for better or worse.
There is nothing wrong with ritual or addictions per se. One can foster positive addictions instead of negative ones. One can be addicted to a 'morning constitutional' in the form of a pleasant ramble through the countryside or a brisk run, or one can be addicted to a 'morning rant', screaming at one's spouse. One is positive, and the other is negative.
As human nature craves routine, it is important to create positive rituals and addictions in order to prevent negative ones from slipping in to occupy that position in our lives. I believe that the definition of a habit as either positive or negative often is nothing more than subjective opinion.
People often say, 'There's nothing wrong with a drink before dinner.' Any one who follows a religion that forbids alcohol might categorise this instantly as a negative addition, without even scrutinising the situation in objective terms. In physiological terms, there probably is nothing harmful in an alcoholic drink before dinner, unless one has a medical condition that would be aversely affected by that. The ritual probably can be extremely beneficial for some, representing a point of transit between the frantic work day and a period of rest and relaxation. Often people will come home from work and tell their families, 'Just let me sit down and have a drink (before you talk to me/ bother me/call upon me.)' Many people need a ritual of transit, and appear to be incapable of combining their 'work personae' with their 'home personae'. A person who wields a great deal of authority at work may need to divest himself/herself of that dictatorial persona before interacting with his/her family. This may be a little schizophrenic, but sometimes it is the only way a person can balance the two roles he/she plays.
Interestingly enough, people who have been 'addicted' to drugs or alcohol often have been able to substitute a placebo for the drug/drink and by performing the ritual connected with the substance, have been able to avoid 'withdrawal symptoms' to some extent. I do believe that the ritual often is more important than the actual substance involved in any addiction. There is a self-fulfilling prophecy at work here. If a person believes that 'a drink before dinner' will help him/her relax, then it will be so. Even when a non-alcoholic drink is substituted for the alcoholic beverage, the ritual continues to exert its beneficial influence.
Another ritual that could be categorised as an 'addiction' but one that most people would consider positive is the ritual of prayer. Many people pray in the morning or at night before they go to bed. Often people perform a ritual of prayer or blessing before they eat. In Islam, Salat or ritual prayer is mandated at specific times of the day. Some people might criticise it as a 'mindless ritual' but that criticism is invalid for many reasons.
Ritual prayer provides punctuation to a person's daily activities. To pray upon rising in the morning is to give definition to the 'waking' world, as well as providing a positive mood with which to begin the day. A prayer of blessing and thanksgiving is an opportunity to reflect upon everything that is good in one's life. If one makes a prayer of supplication, on the other hand, that is a way in which to organise one's thoughts and energies, recognising the problems that one will be obliged to confront and trying to find a way to solve them.
Prayer before a meal usually is an opportunity, once again, to 'count one's blessings'. Prayer before sleep is a way in which to divest oneself of the actions and influences of the day, and to prepare to enter the world of slumber and repose.
Salat is more than that as it occurs throughout the day. It forces an individual to 'take a break', to create and enter a 'sacred space' by means of the prayer rug and to compose one's spirit by attempting to achieve nearness to God. Even if it is a 'mindless activity', and the formal prayers are recited without thought or meditation, one still can achieve nearness to God. Sometimes, it is the 'mindless' rituals that allow one most easily to achieve a higher consciousness.
I recall a discussion with a Roman Catholic priest as to the comparative merits of Islam and Catholicism. I mentioned Salat as one of the truly great aspects of Islam. He reminded me that set prayers were a part of the Roman Catholic ritual, once upon a time and that the Breviary included the Offices of the Day.
In the Roman Catholic liturgy, the day was divided into hours that corresponded to the ancient Roman divisions of time. Each section comprised three hours and were named Prime (6.00 a.m.), Terce (9.00 a.m.) Sext (midday), None (3.00 p.m.) Vespers (6.00 p.m.) and finally the night Vigils. The night vigils consisted of Matins and Lauds. Matins was subdivided into three nocturns to correspond with the three watches of the night (9.00 p.m., midnight and 3.00 a.m.). The office of Lauds was recited at dawn. Other Offices such as Compline were devised later, but the point here is that Christianity once practiced prayers much like Salat.
Like Islamic Salat, however, the actual time of each Office changed according to the season, being based on the movement of the Sun.
For most individuals who cultivate a habit of regular set prayer, in any religious tradition, non-fulfillment of this ritual brings with it a sense almost of anxiety, or at least a feeling that the day is incomplete. Some people actually attach negative effects to non-performance of religious rituals. In my opinion, however, this is simply counter-productive, but it does demonstrate the natural human instinct to regulate and discipline.
This does not make a case for the positive value of video games per se, however. I would submit that some games do have intrinsic positive value, while others are nothing more than shallow entertainment. Although entertainment is an important part of our lives, games can be teaching aids for young and old alike. A game like 'Grand Theft Auto' teaches wholly negative social behaviour and values. A game like 'Animal Crossing' or 'Harvest Moon' teaches positive social behaviour and offers an admirable philosophy of life.
It probably is no accident that some of the best games in terms of social philosophy are Japanese. The Japanese are very aggressive in teaching a positive social philosophy to children as well as adults. Harvest Moon is a farming simulation game. One begins the game in a small derelict farm. One must try to rebuild the farm, not only for oneself, but in order to improve the life of every one in the village.
The philosophy of Harvest Moon is a philosophy of community, of the links between all life forms, animal, plant, human and 'magical'. If one litters by throwing rubbish back into the sea, it will harm not only the fish in the water but also relationships with the other inhabitants of the village.
Remembering birthdays and attending festivals is one of the goals in Harvest Moon and a failure to interact with other individuals in the village will decrease ones chances of material success ultimately. Speaking to a specific person in a role-playing game often is the only way to acquire an important item or tool but it goes far beyond that in Harvest Moon games. In Harvest Moon, one must achieve a specific level of friendship with a person in order to obtain the item/tool/secret.
Although the guides I have written for a number of Harvest Moon games are as comprehensive as possible, players often email me for help with a specific problem. (Most of the time, the answer can be found in the guide, but that is neither here nor there.) One of the most common problems that players have is the inability to unlock an item or to experience a specific event. Although I make it as clear as possible that friendship is one of the PRIMARY goals in the introduction in each Harvest Moon game guide, players' problems usually are the result of ignoring that aspect of the game in favour of a 'get rich quick' strategy. They then find themselves in a situation where they have a fortune in gold but no way to spend it.
I submit that Harvest Moon games teach many important virtues to a player. For a start, these games require a certain amount of patience and determination. Unlike action games, where the end to the game can be experienced in a few hours, Harvest Moon games can last 255 years! One cannot win the friendship or heart of any individual immediately. Gifts must be given on a regular basis. Friendship or affection once won must be sustained. Ignore a friend or spouse and his/her heart level will decrease. Even when one manages to marry, if one does not continue to interact positively with husband or wife, one will not be able to have a child.
The idea that all life is connected is another valuable principle that is emphasised in Harvest Moon. In one Harvest Moon game, Magical Melody, one actually is encouraged to interact with wild creatures as well as livestock, pets and poultry. One can feed the wild creatures in order to establish basic relationships with them and this indeed is one of the subsidiary goals of the game.
All Harvest Moon games feature the Harvest Goddess. In many ways, she is
a traditional Fertility goddess, but she is an individual in her own right as well, and one can court and marry her, provided one can fulfil the rather arduous requirements.
In games where the Harvest Goddess must be rescued from transformation to stone, her rescue is a pre-requisite of any marriage. The Kappa, a traditional Japanese water spirit, can be found in some Harvest Moon games. Although his character is not an entirely positive one, befriending him can bring rewards. In other words, one of the primary tenets of Harvest Moon is that every creature has a purpose and it is important not to ignore any of them. Moreover, interacting with individuals or animals is a delicate business. Every individual has different likes and dislikes. One has to be conscious of these in giving gifts. Giving an item that the person or creature hates will not advance the relationship and in fact can harm it.
Another interesting aspect of Harvest Moon is the acknowledgement of Death as a natural phase of life. Although there are magical creatures in the games, the life one lives is fairly realistic. Hard labour results in fatigue and loss of energy. One must rest, eat or otherwise recover that energy. Severe storms can result in loss of crops and even buildings. Animals inside buildings that are destroyed by a storm will die. Even if livestock and poultry are protected from the elements and illness, time takes its toll and each animal has a natural life expectancy. When one names an animal, feeds it each day and interacts with it over the years, one becomes very attached to it. The death of livestock and poultry always is painful, even if these creatures only exist on a video screen. I believe that the way Harvest Moon games force players to experience the natural cycle of life and death is very positive. Moreover, animals will die but they will give birth as well. Harvest Moon allows players to experience the joy of a new birth as well as the sorrow of loss.
Can total immersion in another life be negative? I suppose one can argue that it could become more important than one's 'real' life, but I do not think that is a real danger. As I wrote in a previous post, it does allow a person to experience activities or a life that may not be possible in reality. Any one who has ridden a horse along the beach or up a mountain path in Harvest Moon will have experienced the thrill and joy of that. For some one who lives in a congested urban area or who is too poor to afford a holiday at the beach or mountains, Harvest Moon offers a brief 'virtual' chance to experience a brief but vivid holiday. For the physically disabled, a game like Harvest Moon can be a godsend.
If one cannot hope to have a farm in reality, one still can experience the satisfaction of planting, cultivating and watering crops and flowers. If one cannot hope to explore caves and mines in reality, one nonetheless can discover rare ores, gems and archaeological 'finds' in Harvest Moon. If one cannot fish in reality, one can catch over 50 varieties of fish in Harvest Moon and even 'catch' Pirate Treasure or a Fossil.
Harvest Moon is not solely a game that extols the virtues of honest toil, however. Some games include bi-annual horse races in which one can enter a horse or bet on the results. One game actually has a casino. For those who like an occasional 'flutter' but who haven't the means to take risks in real life, Harvest Moon does offer some opportunities to gamble (and win). There is humour as well in these games. Characters have their own idiosyncrasies and eccentricities. Accepting and actually befriending all sorts of people is another pre-requisite to success in these games.
Finally, one of the great joys of playing Harvest Moon or Animal Crossing is the change in seasons. In the coldest month of Winter in the real world, one may be able to experience a hot and glorious summer in Harvest Moon or Animal Crossing. In the parched dry heat of summer, one can experience a magical snowfall in the game.
Moreover, this aspect of the game is very realistic. Crops and flowers are seasonal and will die when the season ends. Every season has its own crops and wild plants. The entire landscape is transformed as trees blossom or bear fruit or are covered with snow.
For players who live in climates where seasonal changes may be minimal, these games offer a wonderful opportunity to experience the incredible rhythm of the traditional four seasons. Even those of us who do live in places where Winter and Summer are clearly defined can experience something new in the 'realities' of what each season signifies to a farmer. One really learns to become 'attuned with Nature' in every Harvest Moon game. It can be a magical and rather profound experience.
Showing posts with label Video Games. Show all posts
Showing posts with label Video Games. Show all posts
Friday, January 19, 2007
Friday, January 12, 2007
Video Games as Therapy
Today I am posting an article I wrote last year. It is copyrighted material, but as I originally wrote it to try to help other individuals who live with chronic pain, it would be worth publishing here even if it reachs only one person who might benefit from it.
Video games are considered a 'niche' interest and often it is only through chance that adults' lives intersect with this media when a child asks for help with a game. It was only when I began to write game guides myself that I began to realise how many adults had begun to use video games as a form of therapy, sometimes without even being aware of the fact.
Here is my article:
Effects of Revolution in Technology
As human life expectancy is extended and as more treatments are found for diseases and conditions that formerly would have been fatal, the population increases and the number of individuals with disabilities and chronic conditions increases. The so-called 'baby boomers' now are in their sixth decade and although many may find themselves physically impaired, their minds and enthusiasm for life remain powerful.
The 'Age of Technology' is at its zenith. In terms of the entertainment industry, it has reached a stage where computers and game consoles no longer are prohibitively expensive and no longer require extensive expertise to operate. Computers and games are accessible to any one, from toddlers to individuals in their '90s.
Video games have existed for decades now, but in the past few years, a revolution has taken place in technological terms, providing graphics that are extremely realistic, detailed games that represent the results of decades of creativity and labour and a new approach and philosophy where the entire medium is concerned. No longer are games limited to the 'slash and hack' genre. Entire universes populated by three-dimensional characters with detailed personalities and histories have been created and exploited by new technology that builds on old stories and popular games from the past. The fact that computers now are the rule rather than the exception in every household, coupled with fairly inexpensive sophisticated hand-held devices means that video games no longer are restricted to arcades and now are accessible to every one.
The fact that video games can be played from the comfort of one's own home is only one element that makes them more attractive to individuals in every age bracket. 'Games' now can define anything from a traditional platform combat game to realistic sports games as diverse as football and fishing to new multi-dimensional activity games like Nintendo's 'Brain Game' and 'Brain Academy.' Beyond that, there are educational games that teach languages and the ability to play musical instruments. Games now basically embrace almost every aspect of human (and animal) life.
If you are a child or adult who suffers from a long-term disability or condition restricting your physical freedom or decreasing the general quality of your life, you may be interested in a form of therapy that works for people with conditions as diverse as chronic pain, cancer, kidney failure, obesity, anxiety and insomnia. I call it 'game therapy'.
Diversity in Games
Some games may be more therapeutic than others but much will depend upon the individual's own personality, hobbies and taste. Whatever game the player chooses, the very act of taking an 'intermission' from life in order to play a game probably is a positive one.
In the same way that ritual or the preparation of a 'sacred space' creates a distance between an individual and ordinary anxieties and concerns, switching on a video game has the same effect. It gives an individual a 'breathing space' and forces him/her to focus on issues and concerns that are completely different from daily ordinary concerns. The universe that is created and managed in a game basically is self-sufficient. The individual need not bring anything to it nor take anything away from it afterwards. Being able to save a game allows the player to resume ordinary life without being forced to take game issues with him/her and to keep the two realities separate.
For some individuals, traditional action/adventure platform games may be out of the question, as they require a fair amount of physical energy. A physical condition such as arthritis or carpal tunnel may affect the ability of a player to operate game controls at the speed required to succeed in a game of this sort.
Games that create a state of excitement that increases the heart rate radically (such as war simulation games) may not be advisable for any one with high blood pressure or a heart condition. It may surprise some individuals, however, to discover that this sort of game represents only one small segment of the gaming universe.
Simulation games for sports and other physical activities may appeal to many people and will not involve the same physical 'risks' that a thriller game may present to those with a physical condition that limits an 'adrenaline rush'. An ardent fisherman may enjoy a fishing simulation game. People who love football or baseball can play simulation games wherein they actually are able to take charge of professional teams. In some cases, the characters in the game are actual players. People who love cars and racing can choose from a multitude of racing games. There are skateboarding games like the Tony Hawk series for those who may not be able to balance on a skateboard in reality for whatever reason but who would love to experience the sport.
The appeal of these games is vicarious enjoyment of an activity that the player may or may not be able to experience in real life. They do require energy and the physical ability to manipulate game controllers. They tend to be very exciting, so would be recommended simply for 'escape' rather than relaxation. Usually these games do not involve the player in any long-term project. For some one with a physical disability or chronic condition who is searching for long-term therapeutic value, there is a genre that is far better suited to individuals of all ages.
This is the 'Role-Playing Simulation Game'. A Role-Playing Simulation Game usually creates a detailed and complete universe in which the player must assume a role and then proceed to live a fairly realistic life on a daily basis. 'Realistic' in this respect is defined by the specific nature of the universe in which the player finds himself/herself. This adds another dimension to one's enjoyment of the game, as a player who always has dreamed of a landscape populated by mythological creatures like unicorns may be able to find a world where unicorns are more common than horses. The player who always dreamed of becoming a knight can do so by undergoing the training and trials required in a world where knighthood is a viable career. In like manner, a fisherman who always fancied the idea of catching the rare 'prehistoric' coelacanth will have an opportunity to do that.
How to Improve 'Real' Life using RPS Games
For people who never played a role-playing simulation game or any other console or computer game, any mention of video games may conjure up a vision of frenetic action and violence. In actuality, games like 'Harvest Moon', 'Animal Crossing' and 'The Sims' are as different from highly publicised action/adventure games made infamous by media coverage as is night from day.
These role-playing games, known in the gaming world as RPGs are a fairly common genre. They usually involve a primary quest and once that quest is fulfilled, the game ends. Some RPGs can be longer and more complex than others. Some include a number of side quests and 'secrets' that prolong the game. Nonetheless, most RPGs have a definite beginning and end.
The Role-Playing Simulation game is a little different from the classic RPG in that often these games are open-ended. They may or may not involve primary 'quests' but even when a primary quest is fulfilled, the game will continue as long as the player enjoys playing it. Usually the goals are real 'life' goals involving career, marriage and family. The game is set in a detailed universe that operates according to well-defined laws. Certain requirements must be fulfilled in order for a career promotion to occur or a marriage proposal to be accepted. There is no violence in these games apart from the occasional random violence of Nature. (In Harvest Moon in certain seasons, there can be the risk of a typhoon or snowstorm that will destroy some crops.) Some games have time limits for fulfillment of specific goals but in most cases, it is the player's choice as to how he/she wishes to live in this alternate universe.
In any type of RPG, one of the goals is to improve skills and collect items that will advance life goals. In RPS games, interaction and friendship with other characters is essential, as high friendship levels unlock special items or events that advance the player's success in this alternate universe. Although these characters exist only in the realm of fantasy, the basic virtues of compassion, empathy, honesty, loyalty and steadfastness are emphasised. If a player concentrates exclusively on material gains, he/she ultimately will suffer, as friendship almost always is as important as money in these games.
There are three games that can be considered the finest examples of Role-Playing Simulation games: Animal Crossing, Harvest Moon and Sims. A brief description of each is given at the end of this article.
Interactive Classics
For any one who loves classical literature or film, gaming offers a new dimension. Through technology, classics such as Tolkien's Lord of the Rings' have become truly interactive. A player actually can participate in Peter Jackson's vision of Tolkien's Middle Earth and the struggle against Sauron through EA Games' 'Lord of the Rings' games. Other classics, including 'Chronicles of Narnia' come to life on PC, console and handheld systems. These games do have definitive endings, however, mirroring the endings found in the original books. There is a type of RPS without a definitive ending and it is the value of this sort of game as therapy that will be explored at length.
RPS Games as Therapy
What is characteristic of all these RPS games is the need to invest time in them. To succeed in any game of this sort takes time and requires patience. There are few time constraints, however, and one can play for a quarter of an hour or an entire day. Unlike other games that offer few opportunities to pause and save one's progress, RPS games typically can be saved at almost any point.
Role-playing Simulation games tend to be multi-dimensional in nature. A player is able to focus on the aspects of the game that interest him/her the most rather than being forced to pursue all goals with equal determination. Thus, they have a quite universal appeal. For example, many players are most interested in the relationships with other characters in terms of friendship, romance and marriage. Then, there are players who enjoy farming, and others who enjoy animal husbandry. Some love fishing while others love to explore the mines. The fact of the matter is that, provided one performs the basic minimum requirements of the game, one can customise gameplay to focus on the activities one enjoys most. This is where Role-Playing Simulation games differ fundamentally from other games.
Without a guide, a game can be frustrating but when a player can refer to a guide, the game becomes a haven from anxiety, a world in which, provided one performs all actions correctly, one can be certain of reaping the rewards. It is a world where cause and effect can be predicted for any action, but beyond that, it provides a very satisfying and fulfilling life for a player. Neglect will be punished but virtue will be rewarded. If one does make a mistake, one usually has an opportunity to correct it. It may take time, but one has as much time as one needs in the ultimate 'alternate reality' game.
If a player experiences physical limitations in the 'real world', the world of Harvest Moon or Animal Crossing liberates that player from his/her disabilities. In Harvest Moon games, one actually is able to ride a horse as well as walk and run. It is a very liberating feeling to be able to canter along the seashore or up a beautiful mountain trail. On another level, it is very satisfying to raise animals and then use the eggs that one has gathered from one's own chickens, butter made from the milk of one's own cow and vegetables that one has grown in one's own fields in a recipe. Success in Harvest Moon is gauged by the quality of the items that one's farm produces and one's level of friendship with other people.
The Sims games offer freedom of a very different kind. In 'The Sims', one can dress and behave outrageously in a manner that never would be tolerated in 'real life'. One can furnish one's house in the most garish fashion and take a job that one never would consider in reality. In fact, bizarre job opportunities that actually would make little sense in any society are commonplace in the Sims games. One can make a career of 'bagging ferrets', for example. 'The Sims' games involve some cooking and cleaning but there is no 'simple country life' of farming, hunting and fishing. Every Sims game is different, and all include bizarre social situations. Like any other Role-Playing Simulation game, however, one of the goals is improving the ultimate quality of life and often one is encouraged to raise a family.
The great appeal of 'The Sims' is in the freedom it provides to behave outrageously and to pursue bizarre lifestyles without fear of any negative repercussion in real life. Every one would like to 'behave badly' once in awhile or at least 'thumb one's nose' at society. 'The Sims' allows one to do that but in such a way that it never escalates into serious criminal behaviour. Some people believe that games like 'Grand Theft Auto', by glorifying immorality and vice, teach negative values to players. 'The Sims' is not that sort of game at all.
One cannot exist solely in an alternate reality, nor should one wish to do so. Solving problems and making advances in an alternate reality can provide fulfillment, restore confidence and refresh one's energy to allow one to return to the real world with renewed enthusiasm.
Obviously, one does not need a technological aid in order to create a 'meditation focus' allowing one relief from pain or anxiety. Game therapy is not proposed as an alternative to the innate power of the mind and spirit. On the other hand, it does offer a rich and varied resource that can be exploited by any one seeking relief from chronic pain or any other chronic condition. It is a great pity if any one were to be deprived of such an incredible aid through simple ignorance of its existence or potential. Technology may be a two-edged sword, but it is a shame not to experience all the blessings it has to offer.
(I am not going to copy the sections dealing with specific games here.)
Video games are considered a 'niche' interest and often it is only through chance that adults' lives intersect with this media when a child asks for help with a game. It was only when I began to write game guides myself that I began to realise how many adults had begun to use video games as a form of therapy, sometimes without even being aware of the fact.
Here is my article:
Effects of Revolution in Technology
As human life expectancy is extended and as more treatments are found for diseases and conditions that formerly would have been fatal, the population increases and the number of individuals with disabilities and chronic conditions increases. The so-called 'baby boomers' now are in their sixth decade and although many may find themselves physically impaired, their minds and enthusiasm for life remain powerful.
The 'Age of Technology' is at its zenith. In terms of the entertainment industry, it has reached a stage where computers and game consoles no longer are prohibitively expensive and no longer require extensive expertise to operate. Computers and games are accessible to any one, from toddlers to individuals in their '90s.
Video games have existed for decades now, but in the past few years, a revolution has taken place in technological terms, providing graphics that are extremely realistic, detailed games that represent the results of decades of creativity and labour and a new approach and philosophy where the entire medium is concerned. No longer are games limited to the 'slash and hack' genre. Entire universes populated by three-dimensional characters with detailed personalities and histories have been created and exploited by new technology that builds on old stories and popular games from the past. The fact that computers now are the rule rather than the exception in every household, coupled with fairly inexpensive sophisticated hand-held devices means that video games no longer are restricted to arcades and now are accessible to every one.
The fact that video games can be played from the comfort of one's own home is only one element that makes them more attractive to individuals in every age bracket. 'Games' now can define anything from a traditional platform combat game to realistic sports games as diverse as football and fishing to new multi-dimensional activity games like Nintendo's 'Brain Game' and 'Brain Academy.' Beyond that, there are educational games that teach languages and the ability to play musical instruments. Games now basically embrace almost every aspect of human (and animal) life.
If you are a child or adult who suffers from a long-term disability or condition restricting your physical freedom or decreasing the general quality of your life, you may be interested in a form of therapy that works for people with conditions as diverse as chronic pain, cancer, kidney failure, obesity, anxiety and insomnia. I call it 'game therapy'.
Diversity in Games
Some games may be more therapeutic than others but much will depend upon the individual's own personality, hobbies and taste. Whatever game the player chooses, the very act of taking an 'intermission' from life in order to play a game probably is a positive one.
In the same way that ritual or the preparation of a 'sacred space' creates a distance between an individual and ordinary anxieties and concerns, switching on a video game has the same effect. It gives an individual a 'breathing space' and forces him/her to focus on issues and concerns that are completely different from daily ordinary concerns. The universe that is created and managed in a game basically is self-sufficient. The individual need not bring anything to it nor take anything away from it afterwards. Being able to save a game allows the player to resume ordinary life without being forced to take game issues with him/her and to keep the two realities separate.
For some individuals, traditional action/adventure platform games may be out of the question, as they require a fair amount of physical energy. A physical condition such as arthritis or carpal tunnel may affect the ability of a player to operate game controls at the speed required to succeed in a game of this sort.
Games that create a state of excitement that increases the heart rate radically (such as war simulation games) may not be advisable for any one with high blood pressure or a heart condition. It may surprise some individuals, however, to discover that this sort of game represents only one small segment of the gaming universe.
Simulation games for sports and other physical activities may appeal to many people and will not involve the same physical 'risks' that a thriller game may present to those with a physical condition that limits an 'adrenaline rush'. An ardent fisherman may enjoy a fishing simulation game. People who love football or baseball can play simulation games wherein they actually are able to take charge of professional teams. In some cases, the characters in the game are actual players. People who love cars and racing can choose from a multitude of racing games. There are skateboarding games like the Tony Hawk series for those who may not be able to balance on a skateboard in reality for whatever reason but who would love to experience the sport.
The appeal of these games is vicarious enjoyment of an activity that the player may or may not be able to experience in real life. They do require energy and the physical ability to manipulate game controllers. They tend to be very exciting, so would be recommended simply for 'escape' rather than relaxation. Usually these games do not involve the player in any long-term project. For some one with a physical disability or chronic condition who is searching for long-term therapeutic value, there is a genre that is far better suited to individuals of all ages.
This is the 'Role-Playing Simulation Game'. A Role-Playing Simulation Game usually creates a detailed and complete universe in which the player must assume a role and then proceed to live a fairly realistic life on a daily basis. 'Realistic' in this respect is defined by the specific nature of the universe in which the player finds himself/herself. This adds another dimension to one's enjoyment of the game, as a player who always has dreamed of a landscape populated by mythological creatures like unicorns may be able to find a world where unicorns are more common than horses. The player who always dreamed of becoming a knight can do so by undergoing the training and trials required in a world where knighthood is a viable career. In like manner, a fisherman who always fancied the idea of catching the rare 'prehistoric' coelacanth will have an opportunity to do that.
How to Improve 'Real' Life using RPS Games
For people who never played a role-playing simulation game or any other console or computer game, any mention of video games may conjure up a vision of frenetic action and violence. In actuality, games like 'Harvest Moon', 'Animal Crossing' and 'The Sims' are as different from highly publicised action/adventure games made infamous by media coverage as is night from day.
These role-playing games, known in the gaming world as RPGs are a fairly common genre. They usually involve a primary quest and once that quest is fulfilled, the game ends. Some RPGs can be longer and more complex than others. Some include a number of side quests and 'secrets' that prolong the game. Nonetheless, most RPGs have a definite beginning and end.
The Role-Playing Simulation game is a little different from the classic RPG in that often these games are open-ended. They may or may not involve primary 'quests' but even when a primary quest is fulfilled, the game will continue as long as the player enjoys playing it. Usually the goals are real 'life' goals involving career, marriage and family. The game is set in a detailed universe that operates according to well-defined laws. Certain requirements must be fulfilled in order for a career promotion to occur or a marriage proposal to be accepted. There is no violence in these games apart from the occasional random violence of Nature. (In Harvest Moon in certain seasons, there can be the risk of a typhoon or snowstorm that will destroy some crops.) Some games have time limits for fulfillment of specific goals but in most cases, it is the player's choice as to how he/she wishes to live in this alternate universe.
In any type of RPG, one of the goals is to improve skills and collect items that will advance life goals. In RPS games, interaction and friendship with other characters is essential, as high friendship levels unlock special items or events that advance the player's success in this alternate universe. Although these characters exist only in the realm of fantasy, the basic virtues of compassion, empathy, honesty, loyalty and steadfastness are emphasised. If a player concentrates exclusively on material gains, he/she ultimately will suffer, as friendship almost always is as important as money in these games.
There are three games that can be considered the finest examples of Role-Playing Simulation games: Animal Crossing, Harvest Moon and Sims. A brief description of each is given at the end of this article.
Interactive Classics
For any one who loves classical literature or film, gaming offers a new dimension. Through technology, classics such as Tolkien's Lord of the Rings' have become truly interactive. A player actually can participate in Peter Jackson's vision of Tolkien's Middle Earth and the struggle against Sauron through EA Games' 'Lord of the Rings' games. Other classics, including 'Chronicles of Narnia' come to life on PC, console and handheld systems. These games do have definitive endings, however, mirroring the endings found in the original books. There is a type of RPS without a definitive ending and it is the value of this sort of game as therapy that will be explored at length.
RPS Games as Therapy
What is characteristic of all these RPS games is the need to invest time in them. To succeed in any game of this sort takes time and requires patience. There are few time constraints, however, and one can play for a quarter of an hour or an entire day. Unlike other games that offer few opportunities to pause and save one's progress, RPS games typically can be saved at almost any point.
Role-playing Simulation games tend to be multi-dimensional in nature. A player is able to focus on the aspects of the game that interest him/her the most rather than being forced to pursue all goals with equal determination. Thus, they have a quite universal appeal. For example, many players are most interested in the relationships with other characters in terms of friendship, romance and marriage. Then, there are players who enjoy farming, and others who enjoy animal husbandry. Some love fishing while others love to explore the mines. The fact of the matter is that, provided one performs the basic minimum requirements of the game, one can customise gameplay to focus on the activities one enjoys most. This is where Role-Playing Simulation games differ fundamentally from other games.
Without a guide, a game can be frustrating but when a player can refer to a guide, the game becomes a haven from anxiety, a world in which, provided one performs all actions correctly, one can be certain of reaping the rewards. It is a world where cause and effect can be predicted for any action, but beyond that, it provides a very satisfying and fulfilling life for a player. Neglect will be punished but virtue will be rewarded. If one does make a mistake, one usually has an opportunity to correct it. It may take time, but one has as much time as one needs in the ultimate 'alternate reality' game.
If a player experiences physical limitations in the 'real world', the world of Harvest Moon or Animal Crossing liberates that player from his/her disabilities. In Harvest Moon games, one actually is able to ride a horse as well as walk and run. It is a very liberating feeling to be able to canter along the seashore or up a beautiful mountain trail. On another level, it is very satisfying to raise animals and then use the eggs that one has gathered from one's own chickens, butter made from the milk of one's own cow and vegetables that one has grown in one's own fields in a recipe. Success in Harvest Moon is gauged by the quality of the items that one's farm produces and one's level of friendship with other people.
The Sims games offer freedom of a very different kind. In 'The Sims', one can dress and behave outrageously in a manner that never would be tolerated in 'real life'. One can furnish one's house in the most garish fashion and take a job that one never would consider in reality. In fact, bizarre job opportunities that actually would make little sense in any society are commonplace in the Sims games. One can make a career of 'bagging ferrets', for example. 'The Sims' games involve some cooking and cleaning but there is no 'simple country life' of farming, hunting and fishing. Every Sims game is different, and all include bizarre social situations. Like any other Role-Playing Simulation game, however, one of the goals is improving the ultimate quality of life and often one is encouraged to raise a family.
The great appeal of 'The Sims' is in the freedom it provides to behave outrageously and to pursue bizarre lifestyles without fear of any negative repercussion in real life. Every one would like to 'behave badly' once in awhile or at least 'thumb one's nose' at society. 'The Sims' allows one to do that but in such a way that it never escalates into serious criminal behaviour. Some people believe that games like 'Grand Theft Auto', by glorifying immorality and vice, teach negative values to players. 'The Sims' is not that sort of game at all.
One cannot exist solely in an alternate reality, nor should one wish to do so. Solving problems and making advances in an alternate reality can provide fulfillment, restore confidence and refresh one's energy to allow one to return to the real world with renewed enthusiasm.
Obviously, one does not need a technological aid in order to create a 'meditation focus' allowing one relief from pain or anxiety. Game therapy is not proposed as an alternative to the innate power of the mind and spirit. On the other hand, it does offer a rich and varied resource that can be exploited by any one seeking relief from chronic pain or any other chronic condition. It is a great pity if any one were to be deprived of such an incredible aid through simple ignorance of its existence or potential. Technology may be a two-edged sword, but it is a shame not to experience all the blessings it has to offer.
(I am not going to copy the sections dealing with specific games here.)
Labels:
Animal Crossing,
Lord of the Rings,
Meditation,
The Sims,
Therapy,
Tolkien,
Video Games
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