Thursday, 19 September 2013

Game, game, go away

The dominant effect that gaming has had on society in recent years is due largely to the speed at which technological advances have been made around the world. Men and women, and boys and girls, are now joining forces with fellow gamers in different time zones to compete with one another for lengthy periods of time. This, combined with the increase and proliferation of fast food chains across so many countries, has seen sports participation amongst teenagers decrease and weight levels reach all-time highs.
There are many positive aspects of globalisation, but clearly this is an area that is alarming given the associated health ramifications of such trends. Appadurai (2001, p.1) writes that globalisation is ‘certainly a source of anxiety in the U.S. academic world,’ and while he continues to discuss the impact it has on the economy, it cannot be disputed that these health issues would also concern academics.
Another troubling matter concerning gaming is the often undiscussed nature of marketing conducted by game producers. Given the large number of hours that players spend playing games right across the planet, one must surely wonder whether these tactics show any sign of being based around a foundation of strong ethics. While it is reasonable to suggest that players know the dangers of spending significant amounts of time in playing mode, their level of awareness surely also diminishes as each hour passes, decreasing their levels of judgment in the process.
Rushkoff (1999, p.3) observes that ‘it’s not always easy to determine when we have surrendered our judgment to someone else. The better and more sophisticated the manipulation, the less aware of it we are,’ perhaps providing an insight into why marketers’ methods are not questioned as rigorously as they otherwise ought to be.
While there is no doubt that games can have a positive impact on those who play them, their addictive nature, which has led to a considerable number of deaths as a direct result of people playing games for absurd amounts of time, points to the conclusion that gaming is not necessarily the healthiest pastime one can enjoy. And at a time when childhood obesity, in fact obesity in general, is more common place than ever, that is a point well worth consuming.


Reference List
Appadurai, A 2001, ‘Grassroots Globalization and the Research Imagination’, in A Appadurai, Globalization, Duke University Press, London, pp. 1 – 21
Rushkoff, D 1999, Coercion: Why we listen to what ‘they’ say, Riverhead Books, New York

1 comment:

  1. Hi Lachie,

    The title to this blog post is fantastic. Well done.
    I found this blog post really interesting, particularly the way in which you linked the health consequences of gaming to Appadurai's view points of impact that certain trends have on a growing economy and the academic world. You use a lot of hyperlinks, which strengthen your argument greatly and allow the viewer to understand the exact message behind this blog post.
    The image you included was great to allow readers to see the changes that can happen when consumed within a gaming world, whilst also adding to the seriousness of this topic.
    Just a thought, it may have been nice to include how some individuals live through life-like games such as the Sims, and how this often overrides their own lives (http://www.slate.com/articles/health_and_science/human_nature/2010/03/game_over.html), and not only physical health problems but mental. Also, remember to include all hyperlinks in your reference list.

    Overall, a really great look into the ramifications of the gaming world. Well done!

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