One of my favorite jobs, or rather my privilege, is being a teacher. Not so much in a classroom setting, but in teaching my son how to be a person. It's become a distinct pleasure that's aided in good part by his naturally easygoing character. Our talks, discussions and interactions cover a wide range of topics and can reach some surprising depths, and his perceptiveness outstrips a lot of adults I know.
And of course, since he's a 12-year-old boy with a geek for a dad, a portion of our time together consists of saving the universe in video games. One of our favorites is, not surprisingly, the Halo series.
There are some reactionary critics (as well as mainstream ones) that would disapprove, and to be honest, gaming with my boy didn't quite fit in with my culturally established preconception of fathering, so I understand the reactions. My own history with my father never had much in the way of play, and perhaps that's why I make an effort to ensure the time with my own son has a good measure of fun.
It has struck me, however, that there's a number of positive elements in gaming together beyond the simple pleasures of blowing up stuff as a team. They have caused moments of surprise, pride, and laughter, but no worries or concerns that playing video games is having a detrimental effect on his psyche.
For example, soon after we had viewed the questionably accurate but visually gorgeous film "300" in a nearby cineplex, we were playing a Halo level which occurs in some rather narrow passageways. At the start of an especially brutal attack wave from the game antagonists called The Flood, my son placed his game character on one side of the hallway, instructed me to place my own next to his, and said, "We'll hold them off just like the Spartans at the Hot Gates, Dad!" The tactic worked pretty effectively of course, and now we use it appropriately during certain levels, even adjusting our overall approach to apply it when needed. What pleased me was his not just recognizing the tactic as viable and effective, but using the movie reference to explain it to me.
We had discussed around that same period of time the difference between history and legend, and how modern storytellers utilize legends, our conversation moving beyond the parallels between the Halo super-soldiers called Spartans, and the ancient Greeks of the same name. He noted that much of the teen and juvenile fiction he reads has references to legend and mythology, some strictly adhering to accepted versions of various myths, but others adjusted for purposes of flow and the particular creative vision of the writer. He also explained that he truly enjoyed learning about history when it was crafted as a story, rather than as dry and dully-presented facts. History, philosophy, science, even topics a child may not be fully cognizant of (such as ethics and morality, ideas that run through the Halo series) can be incredibly compelling if presented in a way that stirs the imagination. These games may not have introduced him to these subjects, but they certainly provide illustration and a point for launching a dialogue.
There's something else, something subtler and yet more important in the broader picture of his development. He's learned that you can respect others despite sometimes gross differences in appearance or worldview, even if they could be considered the "enemy" by those less discriminating. Some of the characters opposed to the protagonist in the Halo series are alien in every sense of the word, yet he has - over the course of playing the game repeatedly as well as reading the tie-in novelizations of the story - come to regard them with respect and a great deal of affection. These antagonists have motivations that are familiar, and the storyline within the game has them experiencing anger, regret, sorrow, fear, any number of emotions that are known as "human," yet are clearly being expressed by non-humans. He regards them much as I did familiar characters from favorite novels when I was his age, existing only in the imagination but clearly with a significant impact, their lives meaningful despite their fictionality. And my son is much better prepared to deal with people radically different from him than I ever was at his age, and I admittedly still have some reservations about others on the far end of every conceivable spectrum from me.
There are many other ideas and moments engendered by the game that I could discuss endlessly - the concepts of honor, courage, and loyalty; the meaning of loss and grief; how humor can be found in even the darkest of moments. My son and I have spent hours laughing and goofing about in the game itself, ignoring the plot and game level demands to just be silly. Some of these ideas will be reserved for other posts. Others will be moments for my son and I alone.
He's a smart, funny, talented kid who plays the cello, is a straight A student, excels in the Boy Scouts, and is protective and nurturing of children smaller and younger than himself. And when he's hanging out with Dad, likes to spend time saving the universe in a video game. It may be bothersome to people who believe video games are detrimental to a child's psychological well-being that my boy is so well-balanced. That only shows that they're less interested in the child, and more in a personal or political agenda that has nothing to do with me or my son.
And you can bet we'll be at it again, sooner than later.
Thursday, June 7, 2007
The positive effects of video games on a child
Posted by
The Literate Geek
at
9:22 PM
Labels: children, gaming, geeks, Halo, Halo 2, history, psychology, science-fiction, video games, Xbox
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3 comments:
Geeeeeee-zus!
Gosh, where do I start? OK, first, great story, and lots of love for the kid (who happens to be my nephew) and the game itself.
The points you mention as positives are clear, true, and inarguable. It's always been relatively uncommon for fathers to spend quality time with their kids compared to mothers, so this is an unqualified benefit to gaming with spawn. However, allow me to be the shit-head academic who actually reads the literature on the possible negative effects of gaming on children's development. Plus, I can never resist a chance to poke you in the eye, figuratively if not literally.
First off, I think we can agree that you were never a physically "active" kid. Gaming, unless it utilizes that wii-wii stuff, threatens to create another generation of doughy, flaccid, and naked-mole rat albino-looking children who never see the light of day (unless it's projected from their video game screen). Don't deny this! I have gaming friends who look like Goths and Vampires without even using all that cake makeup shit. Now, your boy may actually get out and move his limbs and do some low/high impact exercise on those developing muscles and bones of his- but lots of boys don't- the doughy, flaccid, naked-mole rat-looking ones.
Secondly, how about the absence of free-style, imaginary play in gaming? These games create your characters, not only for your brain but for your senses as well. There's no active imagination needed; just a suspension of disbelief and passive acceptance of what's handed to them on the screen. It may be great training for a typical American non-voter who regularly suspends disbelief in our corrupt government and passively accepts the drivel their propaganda machines feed us, like dumb cattle. But it absolutely SUCKS for training adults to use their imagination to create their own stories and narratives from "dry facts". I am constantly dismayed at the demand that some of the college students I teach make of me and others in my profession, to make learning "fun" and "entertaining". "Can you put some lasers in your lecture, Missus?" Now, mind you, I ROCK as a prof- but other similarly egg-headed academics are not so blessed. Doesn't mean that the stuff in their heads isn't worth listening to and learning.
Again, I know your seed also reads voraciously, and his imagination probably surpasses my rapidly decaying one. However, not all kiddos are as lucky to have an adult who actively plays with, kneads and processes video games (and movies, and books) with them, to show them the numerous levels of cognition and meaning that one can have and make with them.
So, I guess my real point is a cautionary statement that I wish they'd put on all games, like the rating before each movie. "Games should not constitute a complete serving of child play and activity; but may be a part of a full and balanced diet of real-world interaction and physical activity. Gaming should be served with a generous side helping of adult guidance and active questioning of the phenomenon".
Wait a minute, did I just accidentally praise you as a present and active father?
Doh! Poked meself in me own eye....
I shall agree with you partially, madam, with the following caveats...
Blaming a lack of physical fitness on gaming moves the responsibility from the gamer and to the game itself. Every individual is responsible for their own health, and choosing to set down the controller to go work out or be active is an individual choice, either by the adult gamer or the parent of a child gamer. I'm sure (actually, I KNOW from experience with our own father) that voracious readers received the same admonitions, as well as scorn, from more active parents and peers. And in a tech and information-based society like ours, sports and physical activity is rarely seen as leading to being able to provide a living or way of life, except among urban kids dreaming of the NBA draft. Interesting, that the ones most active in our culture are the ones most likely to benefit from a lot of quiet time in contemplation, yet have the fewest resources to do so.
As far as the role of imagination in gaming, it's there, it's just different. The need for critical thinking, analysis, and problem solving skills to solve a level is paramount, and I think you'd agree that those faculties lie within the definition of "imagination." It's just a branching off from the same process.
And I'm in agreement about a lot of younger people having issues with attention spans and focus, but I also think it comes down to an issue of parenting. The blame that video games receive for damaging "our youth" is eerily similar to the blame early Rock 'n Roll had, or EC Comics, or television, or Beat Literature, or recreational drugs, on and on. This blame game is only an abdication on the part of parents for their particular responsibility in order ease their own conscience, as well as allowing politicians to address certain issues without pointing their finger at their constituency and saying, "It is, at the end of it, your fault." No one gets elected nowadays by telling the hard, cold truth.
Responsibility is a hard gig, and parenting is the hard-core version of responsibility. But there's always been shitty parents, and most people are average parents, prone to mistakes, impatience, and just old-fashioned exhaustion. And there's always kids who are disturbed or damaged through no fault of the parent, either from a genetic defect or screwed up karma.
I think any activity can be a negative experience, but just as easily turned around to be a positive one. My boy is a pretty active in the Boy Scouts, and while I don't like the homophobia or religious overtones, it's been an overall good experience for him.
It's all in the approach, and (as always), the context.
i agree that video games are actually benificial to the players. Thus, it can improve the player's vocabulary.
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