This is Tony Rudd’s web page, as a requirements for CSE 601. 

 

I am a student of Computer Science and Engineering at The Ohio State University.

 

I can be reached at rudd.31@osu.edu or rudda@cse.ohio-state.edu

 

 

 

“The Antisocial Effects of Computer Gaming”

            With the advent of new technology in the computer industry, computer gaming has become increasingly popular as this technology allows for greater realism in games.  The graphics are better, the sound quality is higher, and the artificial intelligence much better simulates the actions of a real person.  As a result, more and more people are turning to computer games as a leisure activity.  This could result in a large negative social impact if these trends continue.

            One area where these antisocial implications can be felt is through the recent surge of online gaming.  Games such as Everquest and World of Warcraft provide users with a large online community to interact with.  Players thus can fulfill all their “social needs” without having to leave their home, or, for that matter, their computer. 

Users of these games are given this false sense of having their needs met by going “hunting” with other “people,” or forming a group of people who become their “friends.”  However, none of this is real.  It all simply promotes solitude and antisocialism, causing the users of the game to become less socially adept in the real world, as well as possibly causing problems in other aspects of the users’ lives, including relationships, jobs, or school, due to the addictiveness of such games.  Thus, the detrimental effects of these “Massively Multiplayer Online Role-Playing Games, ” or MMORPGs, far outweigh the benefits gained by playing them.  In addition, the addictiveness of such games provides for the implementation of monthly fees, which the users is more than willing to pay as a result of their attachment to the game.

The stand-alone games provided by some of these same companies, in addition to a multitude of others, are nearly as socially harmful as their online companions.  In fact, they may be even more so.  While they do not require as much time as MMORPGs, they do not even provide the user with the sense of online community that MMORPGs provide. 

These games also have a tendency to be more realistic and centered in modern worlds, whereas few, if any, MMORPGs are.  The realism of these games is quite evident.  As violence and sexuality become increasingly present in these video games, these games continue to portray antisocial attitudes and convey such implications.  Studies have been done (Walsh) which show that video games increase both aggressive thoughts and emotions.  These thoughts and emotions are more likely to lead to violent behavior than if one is not subjected to these through video games.  In addition to this, it has also been shown through studies that violent games tend to decrease users’ tendencies toward positive behaviors.

These violent thoughts and emotions are most often produced by people playing violent video games, especially of the first-person-shooter (FPS) genre.  These games directly involve the “killing” of other people by the player of the video game.  This in particular tends to enhance the antisocial impacts of video games.

Other games promote other behaviors that tend to increase the antisocial nature of the game.  In particular, the Grand Theft Auto series is an excellent example of this category of game.  In addition to violence, this series promotes carjacking, stealing, selling drugs, and hiring prostitutes.  Hence the reason Rockstar Games, producers of the Grand Theft Auto series, considered entitling one of their games Sin City. 

Online gambling is another way companies have attempted to bring antisocial behavior directly into the home.  While gambling itself is not entirely wholesome, traveling to a casino and partaking in the experience is still somewhat of a social encounter when compared with sitting at one’s computer all day.  Online gambling has, along with the advent of computer gaming, become increasingly popular in the last several years.

One possible effect of video games not yet explored is the effect they can have on one’s health.  Firstly, a person who plays video games, especially time-consuming ones such as MMORPGs, can easily start to slip into obesity.  Time that could be spent exercising is instead spent in front of the computer screen, improving one’s character in order to become the best character in the community.  This activity also tends to promote laziness in other aspects of one’s life, in addition to just computer gaming. 

Secondly, the healthiness of food consumed by video game users is markedly lower than the rest of the public.  Users of these time-consuming games often tend to skip meals in their zeal to improve their character.  Instead, fatty snacks and soda are consumed in the place of healthy nutritious meals; when combined with a lack of activity, this can be a very dangerous combination for the health of the video game user in question.

While computer gaming is considered to be a wonderful activity by some, it can have its negative impacts.  It can lead to antisocial and aggressive behavior, as well as have effects on the health of users.  Over time, these problems could easily compound themselves, leading to less social interaction and declining health, especially among American youth.  Things like this should obviously be done in moderation.

 

Sources

 

Walsh, David.  “Video Game Violence and Public Policy.”  http://culturalpolicy.uchicago.edu/conf2001/papers/walsh.html