Parents and teachers think they’re the spawn of Satan, teenagers and kids are addicted to oblivion. But, say what you want about video games, it’s undeniable that they hold a strong presence in society.
James Paul Gee, a linguistics researcher, says that video games make for good learning tools. This completely contradicts the cases written about in the articles above, and the popular idea held by people. Perhaps more interestingly, Gee also says that video games are experiential, meaning that you experience the gameplay as if it’s real life, leading to an ‘embodied experience’.
The creation of an ‘embodied experience’ is obviously key for any video games’ success, creating an immersive and believable environment in-game ensures that players come back and not only play more but buy more. And, although I’m all for video games and personally don’t think the effects are as incredibly negative as society suggests, I can’t help but ask, is it all rainbows and sunshine?
Playing a game which mimics your experiences as if they’re real life is dangerous territory. Everything is seemingly easier when playing video games, language and communication skills, physical strength, agility…the list goes on. So, when a player returns to real-life, their skills may not transfer as successfully. If a player is highly immersed in a game’s storyline which they prefer to their real-life storyline, they’re going to prioritise the game over their own life. This relates to The Funnel of Commitment theory, suggesting that the deeper you go into an interaction, the harder it is to get back out. Once a player has committed to a character and the storyline, it is hard to then remove yourself from the situation and back to the real world.
This begs the question, do video games really help as learning tools, or are they only applicable in-game?












