What do we actually know about computer games when looking it how it affects our behaviour, skills and maybe even personality? A lot of people love to play some games during their free time. However playing games too much can lead to becoming addicted to games and gamers developing signs of aggressiveness (when playing aggresive games, like shooters). While this might hold true, there are also positive things about games. In this post I will highlight a recent research about how we can learn from games and how it might affect the skills we use in daily life (especially at work).
A while ago I watched a TED-video in which game designer and researcher Jane McGonigal explains how playing games can make a better world (video below this post). She recognized that nowadays a lot of people (and especially kids and teens) are dedicating a lot of time on playing computer games. It seems that up till today gamers already have spent 5.93 million years playing the online game World of Warcraft! McGonigal mentions in her talk a statistic from a recent study at the Carnegie Mellon University, which indicated that the average young person in a country with a strong gaming culture spent 10,000 hours on gaming at the age of 21. She compares this statistic with the 10,000-hour rule which is described in the book Outliers by Malcolm Galdwell. I haven’t read the book myself yet, but what is interesting is that there seems to be evidence to state that if someone has spent 10,000 hours on doing ‘something’ at the age of 21, he or she will be an expert in it.
Knowing this, McGonigal asked herself the question: “If gamers are dedicating that much time in gaming, than what exactly are gamers getting good at?”. I know from myself that I’m also quite a dedicated gamer and even as an ‘expert’ I couldn’t directly give an answer to this question. It seems though that according to McGonigal’s findings there are four qualities that gamers are developing, these four are:
- Urgent optimism
- Social fabric
- Blissful productivity
- Epic meaning
All of these four qualities are developed while playing online games like World of Warcraft, Guild Wars and EVE-Online (also: MMORPG’s [1]). Furthermore in her video McGonigal explains why she thinks these qualities are being developed and how it can help make the world better. For example urgent optimism is developed as an extreme self-motivation to tackle an obstacle with the belief that there is a reasonable hope of success and that it’s always worth trying.
I’ve also been thinking about these qualities and came up with another one that might have some potential. It’s a quality that only gets developed when the gamer is in a position to do so. MMORPG’s are based on the principle of playing in a vast and percistent environment together with a lot of other players around the world. While playing an MMORPG it often happens that you need help from other players to achieve certain ‘quests’ or ‘missions’. This is also how McGonigal explains the development of a social fabric between gamers. What is interesting about this is that to group up for a quest (or create a party, as it’s also called) there is always a leader, someone who creates the party and is responsible for what will happen. He will guide the members through the quest and will outline the approach to achieve the quest goals. As McGonigal mentions, these ‘quests’ are often on the verge of what a gamer can achieve. It’s not impossible, but it’s difficult and any assistance you can get from other gamers is always welcome. Because these quests are on the verge of what gamers are capable of in the game, it can be very important to have an adequate leader who can lead the group to success. What I find interesting about this is that if a gamer has spent a reasonable amount of time being a leader in online games, will this also enhances his or her leadership skills in the real world? Leaders in games like World of Warcraft that need to organize certain ‘raids’ (comparable with very large quests) need to know what they’re doing before they even get assigned as a leader. Raid groups can take up to 40 people and it can last for 3 to 4 hours [2]. Coordinating these people through the dynamic events of the game requires some experience.
To make coordinating a bit easier most groups that go on a quest use some sort of voice-communication. The following video is from the online game EVE-Online and it recorded how people communicate with each other when they are about to accomplish something big.
Eve online tactics and the importance of leadership:
Besides just leading temporary groups, most MMORPG’s also give gamers the opportunity to create ‘clans’. A gamer can join a clan to become member of a much bigger and permanent group. In Guild Wars for example, clans can get up to 100 members. And again, to manage all these members, a leader who can keep the group together is important.
Research about games is still in its infancy and findings like that of McGonigal can be a real eye-opener to show what games can achieve besides just being for our entertainment, and I hope McGonigal will continue her research on this subject. I personally think that games can help people develop certain skills which they also use in their daily life and that we can definitely learn from playing games.
Another interesting fact highlighted by McGonigal:
For children of the United States, 10,080 hours is the exact amount of time you’ll spend from 5th grade to high school graduation, if you have perfect attendance. So we have an entire parallel track of education going on where young people are learning as much about what it takes to be a good gamer as they’re learning about everything else they learn in school.
People can be quite dedicated to games so I’m looking forward to see what influences this can have on our current and future society (also because I myself have spent a considerable amount of time playing games
).
I’ll end this post with some interesting facts about games:
- a Titan ship, which can be build in the game EVE-Online, takes approximately eight weeks to build (in real time), not including its primary components which are required for construction. [3]
- mmorpg.com has currently registered 573 MMORPG’s [4]
- Besides having a guild which can take up to 100 members, Guild Wars also facilitates alliances. An alliance can take up to 10 guilds. A full alliance with all guilds having 100 members will result in permanent group of 1000 players. [5]
- The game World of Warcraft has more than 12 million subscribers. [1]
- The Daedalus Project is a project in which over 35,000 MMORPG players have been surveyed about their behaviour in online games and why they play such games. Very interesting data has been gathered! [6]
Jane McGonigal: Gaming can make a better world:
[1] http://en.wikipedia.org/wiki/Mmorpg
[2] http://www.wowwiki.com/Raid
[3] http://eve.wikia.com/wiki/Titan
[4] http://www.mmorpg.com/gamelist.cfm/show/all/sCol/rankHype/sOrder/desc
[5] http://wiki.guildwars.com/wiki/Alliance
[6] http://www.nickyee.com/daedalus/gateway_motivations.html