All forms of technology provide benefits. With the Internet, it’s instant communication. The television brings in-home entertainment. Music can allow some to relax and focus. What about those pesky, addictive, and time-consuming video games? Can those possibly provide any skills or have any redeeming qualities? I mean, when one compares video games, it’s hard to tell which is worse: Grand Theft Auto or Modern Warfare. In fact, according to Christopher Ferguson, some feel that “playing violent video games may increase the risk of aggression in players” (2007, p. 309). Yes or no?
Honestly, I have never been a “video game junkie” and I rarely lock myself in my room until I beat the final level. Not to say never, but rarely. I don’t see the appeal of it. However, as a recent article by John Sutter points out, some game designs are implementing education into their games. Rather than battling mystical creatures or destroying galaxy cruisers, Adrien Tueuille has designed two games—“Foldit and EtrRNA—that put video games to work solving epic scientific puzzles” (2011). EteRNA, a game that allows players to “design complex new ribonucleic acid (RNA) molecules,” incorporates science into gaming (Markoff, 2011). In fact, each week, the winner’s design will be synthesized at Stanford University. That, right there, is living the gaming dream.
Obviously, this is only one example of how gaming is changing the world of technology (in a more concrete way), but other gamers have seen positive results after hours of gaming. Hand-eye coordination is often a go-to point for positives of gaming. While it may sound far-fetched, some merit does exist in this statement. Those who spend time playing video games are training their eyes to watch for certain targets. It works. Additionally, Robyn White points out that video gaming can make a person faster “processing and responding to perceptual information” (2007-2008, p. 1).
Many mothers say video games are corrupting and addictive. They may very well be right, but obviously some video games can introduce concepts to players they would probably not learn elsewhere. As demonstrated by EteRNA, video games carry some potential for scientific advancement. If students gain through interactive play, why is it condemned? Yes, I think some play too often and these players are the stereotypical “gamer,” but some just like to relax to a little GTA: San Andreas. I mean, that’s not the worst thing in the world, is it? Yay, I didn't think so either.