‘Video games can improve self-esteem’
Many TN readers probably take this claim to be fairly self evident, in same way that much of the popular media probably see the statement as at best dubious and at worse either (a) so self evidently wrong that its is pointless researching it, or (b) a lie cooked up by the games industry.
So it’s good news that the psychology department at McGill University _has_ taken the trouble to do some research.
The argument that underlies the research seems to be:
- Low self-esteem is associated with habitual thought patterns
- Repetitive behaviour can be used to change habitual thought patters
- Computer games are one way to get people to engage in repetitive behaviour
ergo - Computer games can be used to engender self esteem enhancing behaviour
Or to quote the research home page:
- Imagine you could play a computer game for five minutes each morning that would help you feel more secure and confident in yourself. Our research shows that people may be able to change the negative thought patterns that sometimes produce insecurity.
To prove this, doctoral students Jodene Baccus, Stéphane Dandeneau and Maya Sakellaropoulo together with associate professor of psychology Mark Baldwin have created the games: Wham!, EyeSpy: The Matrix and Grow Your Chi.
So far so good.
Where I begin to have issues is with what seems to be an underlying assumption behind the research. The title of the press release states: McGill scientists design world-first: computer games that enhance self-acceptance.
If this is true, then no other computer game ever created has enhanced anyone’s self-acceptance. Which seems far too strong a claim to be sustainable, moreover even a weaker claim seems hard to argue when we consider the type of anecdotal evidence seen the in TN thread What could I say ?.
Lastly, I wonder if any of this is something that the games industry should be concerned about. If the McGill folks have worked out a way that video games can enhance self esteem - is this something that game makers should have to take note of or even have to include as an element in their games? Whenever I consume / interact with other media I don’t do so to increase my self-esteem. In fact I’d cross the street to avoid a ‘feel good’ movie.
What I am glad about is that this adds another shade of grey to the often black and white arguments over whether video games are good for us or not.
Ren
PS Thanks to Ben Sawyer of Games for Health for posting a link to the press release to that list.
To be an example, I have an arcade game emulator on my laptop. As a college student, I face the standard allotment of stress and depression due to whatever's going on. So one of my most expedient forms of stress-release slash ego-boost slash active-restfulness is to play a particular game (Marvel v Capcom) a few times. The game is easy for me; it doesn't represent such a large challenge anymore. But I still play it for the sake of the above three Good Things. And it doesn't take long, so the procrastination is relatively minimal.
Oh, and it's an excellent diversion during lectures. =P
Posted by: Michael Chui | May 10, 2004 at 00:32