BYU Study: Gaming Will Make You A Loser
I was listening to the radio in the car on the way home and all of a sudden, John Tesh was talking about this study from Brigham Young University that links video games to poor relationships with friends and family. According to John Tesh, the study says that a group of 813 students from six different universities answered questions about their gaming habits and the qualities of their relationships with friends and family. The study goes on to say that--
What? Why was I listening to John Tesh? We're not talking about me, okay? We need to focus.
The study (if you want to read the whole thing, it's available online) makes the following connections, among others:
1.) Playing video games, especially violent ones, is "negatively related" to relationships with parents and friends.
2.) The more young women play video games, the lower their self-esteem gets.
3.) People who play games are more likely to be involved in "risky behaviors" like binge drinking, drug abuse, and sexual promiscuity.
If you read that article I linked to above, you'll see that the researchers themselves say that the connection is "modest."
So what's the big deal?
I think it's a bit more telling that they were surveying 20-year-old students; you could just as easily make a connection between preference in ice cream flavors and "risky behaviors" because at the end of the day, they are twenty-year-old college students.
Do you know what I think causes people to have low self-esteem, fights with their parents, and a need to drink vast quantities of alcohol? Being in college. According to the study, 90% of the students surveyed lived away from their parents, which means that it is a hell of a lot easier for them to go out drinking or bring somebody home or, heaven forbid, stay up all night playing video games.
Why do they do this? Because they can.
Laura Walker, the co-author of the study, concludes, "It may be that young adults remove themselves from important social settings to play video games, or that people who already struggle with relationships are trying to find other ways to spend their time...[m]y guess is that it’s some of both and becomes circular." This makes sense at first, maybe, but it completely ignores the element of responsibility.
Let's say, for example, that you stayed up all night playing video games, so you slept during the day and missed class. You do this a number of times throughout the semester. When you receive your grades, you find that you have not performed particularly well.
Congratulations, says the study. Your video game habit has affected your academic performance, just like I said it would.
Now let's say that you stay up all night watching MacGyver. You miss class, you come home, you spend the next night watching Star Trek, and so on. You get your grades and they're terrible. Why are the grades bad? Because of TV Land? Or because you failed to get your shit together?
I'm thinking it's the latter, and it should be no different for video games. The fact is that people who neglect one part of their lives to indulge another will see a decrease in quality in the neglected area. And a big part of what people learn in college is how to prioritize, how to set goals, and how to balance work and fun. In other words, college is where many people learn to be adults. But it is also where many people drink and have a lot of sex, because that's pretty much what young people will do, if given half a chance.
-Evan
*Bonus Strangeness: The article refers to "Project READY", and the study contains a link to www.projectready.net. But if you click on that link, it's an ad portal. I'm not shouting conspiracy or anything; that's just kind of weird. Oh, and there's only one mention of Project READY on the Internet, and its goal is not to examine the transition of young people to adulthood, but rather to help non-traditional Iowa students earn a high-school diploma. Make of this information what you will.
Alarming Findings
Thoughts on the 360 Summer Update
The Good
* Party Watch: My friend and I watched some Classic Doctor Who on what translates proportionally to an approximately 378-inch television. There is no universe in which that is not badass. And all the while we were chatting over our headsets, making jokes, and offering comments. The opportunities for MST3K-style antics are inspiring.
* It is incredibly easy and fast to add things to the Netflix Instant Queue from the Dashboard.
The Bad
* Avatar Marketplace: To be fair, I don't think I'm the target audience for this, as I'm either too old or too cheap. My avatar hasn't changed since I made it; it looks and dresses like me. I am that boring. Still, I can kind of see the appeal of giving him a lightsaber to further prove to the world what a giant fucking nerd I am. But I can't see the appeal of paying 5 bucks for it. These Geek Taxes gotta end.
* It is incredibly easy and fast to add things to the Netflix Instant Queue from the Dashboard. My Queue runneth over as it is, and I just added entire seasons of "Californication" and "Man vs. Food". Heaven help me when they add the ability to browse everything on Netflix.
The Ambivalent
* When a person is about to get booted from XBox Live while in a Party Watch session, their avatar will actually get up and leave the room. This is actually pretty cool, as far as visual representations of tech problems go, but it also led to me screaming, "No! Sit down! Please don't leave me!" at my television. It was like watching the last episode of "Cheers" all over again.
* I don't have a lot of friends on XBox Live, so I don't know how useful the extra sort options are. I can see the benefits of alphabetizing, though, if someone has a hundred people on that list; it's just never occurred to me that the Friends List view needed any updating.
* Still waiting to see how Avatar Awards works out, since I have yet to earn any. Of course, given my history with achievements, this could go into the "Bad" category real fast.
The "Whuh?"
* Richard Linklater's Slacker appears under the "Classics" heading of Netflix browsing, right between Hitchcock's Dial 'M' For Murder and Peter Medak's The Ruling Class. I have no comments here; that just struck me as odd.
Three Shortcuts Game Designers Should Stop Taking
Everyone who creates something wants to make it the best they can. But sometimes, whether due to limitations in time or resources or plain laziness, shortcuts must be taken. In the case of video games, most shortcuts go unnoticed, and sometimes they even work out for the best, as in the case of Silent Hill’s iconic, draw-distance-concealing fog. But for every over-wise teenager trying to get home before his parents, there is an unscrupulous electrical engineer creating a recipe for disaster.
Here are three shortcuts game designers take that they really shouldn’t, and what they might try instead.
1. Bosses So Nice You Fight ‘Em Twice
I haven’t actually seen this one in a while, but it still bears repeating, and anyone who went through the uncompromising gauntlet at the end of Viewtiful Joe knows what I mean. Not satisfied with your ability to defeat these bosses once, the creators of that game made you fight them all again. Right in a row. Without letting you save between them. It’s enough to make a person rage-quit. Which I did, after my seventeenth failure, and now that’s the only thing I remember about the game.
It’s not just Viewtiful Joe, of course. Hell, even The Wind Waker fell victim to the Siren Song of Do-It-Again. I suppose the point might be to build up some tension leading up to the final boss fight, but isn’t that kind of what the rest of the game is supposed to be about? Then again, it might also be about artificially adding length and difficulty to a game considered to be too short, but that’s like putting extra potatoes in a breakfast burrito: it is bland, tasteless filler that only causes one to get fed up more quickly.
What they might try instead: Make the final boss harder. Or add one more boss before the final boss. Or hey, just cut out the rehash. It’s simpler, cheaper, faster, and nobody will miss it.
2. George Lucas Morality
Obi-Wan Kenobi once said that “Only a Sith deals in absolutes.” Well, not really; one of the cornerstones of the Star Wars series is that the Jedi are totally good and the Sith are pure dag-nasty evil. Light Side, Dark Side. There is no Gray Side.
And so it is in games, as well. This has actually been discussed a lot lately, with the release of games like Infamous and the upcoming release of Mass Effect 2, and people seem to be in agreement: there are more nuanced ways to handle morality than making gamers choose between taking a box full of kittens to an orphanage for blind children, and eating the kittens, then burning down the orphanage and salting the earth so that nothing will grow there again.
What they might try instead: The consensus seems to be to make morality more fluid, and less stark. Give players choices with actual consequences, both good and bad, that may not be immediately apparent. But also, let’s not forget about the object that has single-handedly kept realistic moral choices at bay: the Morality Meter.
Every game that employs morality as a play mechanic, at least in recent years, has had some kind of Morality Meter that reduces player choices to numbers on a scale. Did you give some money to a homeless person? The Morality Meter goes up three points. Did you explode a busload of nuns? The Morality Meter goes down two points. Not only does a Morality Meter oversimplify complex actions, it also ensures that each choice a player makes occurs in a vacuum, in which one’s decision to stab an old lady can be “cancelled out” if followed immediately by a trip to the park to feed the ducks. At the park, nobody is saying, “Isn’t that the guy who just stabbed your grandma? What does he want with those ducks?” They’re saying, “Aww…he loves those ducks so much.” Kill a hundred innocent people in Fable 2, then give a million gold to a beggar and you’ll see what I mean.
So please…get rid of the Morality Meter. Give us something real.
3. Hobbit Game Design
Also known as "There-and-Back-Again" Design, in Hobbit games it is not enough to go from Point A to Point B to Point C and then done; instead, the game takes players from A to C, then back to B to pick up anything they might have missed, and then returns them to C to deal with the trouble there, and then, seemingly for the hell of it, sends them all the way back to A to open that Mysterious Door they walked by during the tutorial. But only after a quick stop at the hitherto unmentioned Point D to pick up the key.
This is not much of a problem in open-world games, which are all about exploring and becoming familiar with a persistent and well-trod environment, but some of the most beloved games in recent memory have succumbed to Running Out of Levels Syndrome.
Halo has a lot going for it, but there is no denying that at a certain point in the game, it forces players to turn around and go back from whence they came until they end up pretty much exactly where they started. Sure, there was some stuff on fire on the way back that was not on fire on the way out, but they were the same areas, leading to the same places. For all their innovation, the makers of Halo only made half a map.
Metroid Prime 3 almost get a pass here because it is a fairly open experience, but it is a bit much near the end when the proceedings grind to a halt while the player revisits every planet to collect hidden fuel cells. This is, in fact, not much different from having to fight all of the bosses again, except that it takes quite a bit longer and is, in several important ways, less fun.
What they might try instead: Trim the fat. There is nothing wrong with making a short, linear game if what is in there is worth playing. If the world is small, fill the space between Points A and B with fun things to do, but keep it moving forward. Likewise, if a game is more open, let it feel that way. Don’t make gamers return to places because they have to; let them return because they want to.
Thoughts? Additions? I’d love to hear them.