Ever since the evolution of enormous room sized PCs conjured in the 1960s to the ultra slim ultrafast laptops we now use, the existence of video games have generated an an outlet excitement and learning for the user. Progressively, over time video games have became more complex for the users of the past as new operating systems are developed everyday and better quality hardware is mass produced. Due to this fast change in the digital gen, by the end of the 20th century games like Pacman have been left in the dust to new open world hd games such as Grand Theft Auto, which requires a substantially more amount of resources to run.
With the refinement and growth of digital games, people have generated more intricate and mixed reviews about them. Initially, entertainment purposes were the only upside to computer games, but now science tells us that controlling pixels on a screen can benefits one’s mind and well-being. In Ian Bogost book, How to Do Things with Video games, claimed that, “games are models of experience…we operate these models…our actions are constrained by their rules…we take on a role in a video game, putting ourselves in the shoes of someone else…” (Bogost 4) Simply implying, video games immerse the individual in a certain environment facing new experiences. Therefore, according to Bogost, video games can be seen as not only entertainment but a medium of learning and understanding.
Acknowledging that video games have always been leading the way in new learning techniques would not be accurate because many families were affected in the 80’s negatively from these unmoving screens. At the time video games caused dozens of families to be ruined from the children who were virtually addicted to video games and had little to no interest on the family. This issue is still alive and breathing in today’s era. “All-too-familiar questions arise about where games promote violent action or whether they make us fat through inactivity”, Bogost says because at the state where video games are right now much shade is (Bogost 5) In his best seller, however, Bogost describes how all people alike have certainly misjudged video games as either good or bad. I overall agree with Bogost’s idea. Games create mediums for people in their daily lives, improving communication and perception on the world.
In conclusion, I definitely believe that it is vital for people to understand and study more behind gaming behavior. Social-cognitive psychologists could research accurate brain pattern behavior to understand when people are playing games. Furthermore, researching possible perception changes of thought would be a great basis for developing our understanding of human behavior. The underlying idea is that, as games are integrated more into our daily lives, their necessity to study them greatens to comprehend the human psyche and psychological behavior to our society.