Showing posts with label Self Image. Show all posts
Showing posts with label Self Image. Show all posts

Thursday, July 4, 2013

The Guide to Gaming Children


      The opportunity to play video games at a young age is a great step forward in educating children about technology and modern electronic interaction. Children of the technological age are growing up with skills that my parents are still taking time to learn. These skills will give gaming children a great boost towards understanding what will become their everyday world (not that I don’t support good old-fashioned stick fighting, tree climbing, and outdoor play).  Because video games can be so beneficial to these parts of a child’s life, as well as boosting imagination, motor skills and much more, it can be a great bonding activity for parents and their children.
      There are of course games that are made for children spanning all ages. There are games for infants, such as flash games that simulate peek-a-boo. There are those that follow popular children’s TV shows or movies, such as Disney’s many games.  Educational games, such as those that teach math or spelling, are made for classroom and at home use, but they are not the only manner in which video games can become educational.  There is a plethora of ways to make games not intentionally built for educational purposes educational.
Gaming Fun for All

A recent video by Extra Credits took on the topic of parents using games to the benefit of their children and the relationship they have with their children. Their examples prove that even games such as Grand Theft Auto or Call of Duty can open up a child’s mind to the greater issues that games discuss or are based around. It even brings up the ever-important idea of cross-media research and non-gaming interaction. One of the most beneficial things non-gaming parents can do to show interest in their child’s gaming hobby is to sit with them and attempt to assist them. Giving a child a game should not be a cop-out on parental interaction, especially if the child has a great interest in games.  It should be seen as an opportunity for bonding, an opportunity to become part of the child’s hobby.  It can be a great experience for both the parent and child.  A parent sitting down and fervently translating a cypher while their child breaks through an Assassin’s Creed II glyph can be just as engaging and supporting as attending a child’s soccer game.
      The example above also shows how a game can open up great avenues of conversation. Games like Assassin’s Creed II open up questions and conversations about geography, history, cryptography, realms of science fiction, and much more.  Almost every game can be broken down into ideas worth discussing. An educating game does not have to be an ‘educational game’. 
Gender: Sex: Trait: Role - Very little choice
      Cooperative games are also a great device in the family bonding tool-kit. For younger children, playing a game from the LEGO franchise with their parents will build teamwork skills and perhaps act as a trust building exercise. It is also important to think of the impact games have on a child’s idea of gender roles. Playing games like LittleBig Planet will not only let a child’s imagination run wild, but through creating there own little Sack-avatar they can play with what it means to make representation of themselves (or just a mustached cook with a purple afro), which is far less constricting than some older games (Harvest Moon 3’s, ‘Are you a boy or a girl?’).  It is important to sit down and discuss the gender stereotypes seen in most games, and then choose games with less constricting and more positive views on individual differences to counter the negative input.
      In some ways it is up to gaming parents to protect their children from some of the negative aspects of video games they are not yet prepared for, but it is also up to them to use video games as a positive, educational, and constructive tool.  The video game industry and these games’ influences are growing every year.  Rather than skip out on this opportunity due to the media through which it is presented, parents should look for ways to enhance their child’s gaming experience.


-K.


As an endnote, I should state that I am not a parent. But as a child who played video games I sometime had a great time playing with my parents and siblings. To this day my family still uses video games as entertainment and bonding during family visits. I am glad that my parents took the time to show interest, and that they continue to do so.

Friday, February 8, 2013

Viewing Yourself After A Gaming Life

Recently I finished reading a study by Downs and Smith for the third time. I read one line again which, for a scientific paper, hits me on a rather personal manner. Downs and Smith write that “[d]ifferences between female body sizes in the media and actual body sizes have been linked to eating disorders, low self-esteem, body dissatisfaction, feelings of objectification, and to the attitude that women’s bodies are projects that need to be worked on”. I knew this before I read over it, I see it spelled out plainly in documentaries or by pop culture critics online or I can easily deduce it by reading magazines or just turning on the TV.  Video games are a recently new, but quickly growing, form of popular media that is open to more and more people every year. I grew up in a generation of children vastly influenced by games. And while I had always been warned about TV and magazines, no one warned me from my computer, N64, or Sega Genesis, and during my adolescent no one warned me from my Xbox or PS2 (except that I spent too much time with them).

But when I look at what I do now, when I look at how I constantly work to better myself, when I try to look at myself, I see the influence I tried to avoid has seeped in through the cracks. I have wonderful childhood memories of playing videos games, alone or with friends and family, and I love so many games as they were and as they are, but while they have changed me for the better in many ways, I also recognized that they have manipulated me negatively as well.  I can say that I do hold a view of body dissatisfaction, and the feeling that my physical appearance is a project that needs to be worked on.  While body dissatisfaction is clearly a useless negative way of thinking, I recognize it.  I’ll never have the bodies of the women I played as, I’ll never be Lara, but that also doesn’t mean I can just stop trying. In contrast to some extent, the idea of being a project that I myself work on doesn't feel bad at all. It feels empowering at times. I read a story about Marcus Dickinson a while ago that made me feel great about the way games can inspire people. If I want to emulate the women in games I grew up viewing as heroines, I need to work at it.  I am a project that I won’t let fall by the wayside. Lara was intelligent, physically fit, and successful. None of those attributes seem like things I should not work towards.  So, I am taking the good with the bad because I know both exists and neither is fully exempt from the other.
Lara Croft: Tomb Raider

I know the case of Marcus Dickinson is different from what most women face. He had the capacity to become a fit and physically strong man through natural means. Women sometimes, if not most times, face physical impossibility, such as a waist too small to physically support all the space for human organs, or modifying chest size (without artificial means).  These common depictions of women in games lead to those popular aliments Downs and Smith described, and it will take some time for the video game industry to right these problems.

I hope to examine Lara more extensively later on, but I would like to make one note here first. While Lara is called a Sex Object by many, she doesn't have to be. The mods that show her nude, the increased attractiveness of the Lara model over time, and other actions taken to turn Lara in to the Tomb Raiding Babe were taken by people who wanted to see her like that. But I choose to see her the way I saw her first; as a little girl wanting to see a confident woman shoot a few baddies every once in a while. Can we really base a character off of a popular opinion shaped by just a portion of anonymous gamer males? Maybe she can be reclaimed, this time on our side, ladies.

-K.

PS: To take a look at the study for Downs and Smith:

Downs, Edward & Stacy L. Smith
2010    Keeping Abreast of Hypersexuality: A Video Game Character Content Analysis. Sex Roles. 62:721-33.