Thursday

"Video Games and Computer Holding Power" - Sherry Turkle

Posted by Kyle Stephens at 8:02:00 AM

Note about the author: Sherry Turkle is the current Director of the MIT Initiative on Technology and Self Program in Science, Technology, and Society, studying "the evolving connections between people and artifacts." [Source]

Summary:

Video games and Computer Holding Power is an excerpt from Sherry Turkle's book entitled The Second Self: Computers and the Human Spirit, published in 1984. In this excerpt, Turkle discusses the introduction of video games into mainstream culture, comparing the technologies involved to specific predecessors, as well as looking at individual examples through personal stories. She begins the excerpt discussing the wide-spread use of the computer in 1980s society. Turkle makes the claim early on in the excerpt that "the computer culture [is] a culture of rules and simulation," using video games as the primary example (501). Video games are often thought of as being a form of mindless entertainment; however, Turkle argues that the strategy and logic necessary to successfully play most video games goes beyond the stereotypical understanding of games as simple hand-eye coordination. She argues that the danger of video games "is not the danger of mindless play, but of the infatuation with the challenge of simulated worlds" (508). Video games are able to create identical, simulated experiences that cause certain individuals to strive for perfection within the "rule-governed" nature of the game itself.

The transition from pinball to video games is a thorough example Turkle uses to make the claim that video games have transcended the mechanical limitations of pinball, instead, creating a simulated situation where "a representation of a ball, unlike a real one, never need obey the laws of gravity unless the programmer wants it to" (502). It is clear that Turkle's excerpt is targeted toward an audience skeptical of the idea that video games have a role in society. For example, Turkle's primary argument is that although video games, when taken to obsessive extremes, can be harmful, the simulated challenge they create and "total concentration [they require] is a form of relaxation" (509). In this argument, Turkle is acknowledging that the simulation created by video games can be negatively seductive to some, but beneficial to others.

Inquiry:

In Turkle's excerpt from her book, is it difficult to respond strongly to some of her claims because she clearly presents both sides of the story. Several specific examples from individuals she interviews demonstrate the fact that video games can have a positive, calming effect on the players. In opposition to the view, an argument is also made that video games can be seductive in nature with the promise of a "perfect response" (512).

The idea that "the computer culture [is] a culture of rules and simulation" is an argument I agree with completely. The whole premise of a video game is one of simulation. In the present day, we have consoles like the Wii where you can play simulated bowling, simulated baseball, simulated boxing, simulated tennis, and simulated golf (and that's just Wii Sports!). Even when looking at older games Turkle mentions like Pong and Pac-Man, it is clear that these games are trying to simulate an aspect of the real world. In the case of Pac-Man, the simulated experience does not exist in the real world, but the idea of needing to accomplish certain goals before an enemy stops you is a real world idea manifested by the ghosts, food, and the maze. All video games attempt to simulate some aspect of society, either directly or indirectly, because this simulated experience is what people want to momentarily take their concerns out of the real world.

It was always clear that people became easily obsessed with games that seemed simplistic in nature more so than extremely complicated games. Although there are those who are considered "hardcore gamers," only opting to play the complicated games created today, I would argue that the majority of the general public enjoys simple games. For example, Bejeweled is an online game that is simple - change the order of colored gems in an effort to group them together and eliminate them. As of 2008, it has been downloaded well over 150 million times. It is clear that people like the simple nature of this game because it has a set of clearly defined rules; yet, it is interesting to note that people still try to exploit these simple rules in the spirit of competition. For example, if you type "Bejeweled" into YouTube, the first few results are discussing ways to cheat at this simple game. People enjoy these simple games, as Turkle mentions, because they are fixed, allowing the opportunity for individuals to seek perfection (even through cheating).

Questions:

  • Turkle argues that children learning to use computers "seems to threaten a new kind of generation gap" (500). Do you believe that current video games continue to create a generation gap among individuals, or are current video games more accessible to all generations? How does this compare with video games in the 1980s?
  • Turkle asks the following question: "Will the player of the games of the future be in a more complex world than is offered by today's games, but still in a world that is created by someone else? Or will the player be the designer of his or her own game" (506)? In the 26 years that have passed since this excerpt was published, can you give examples of games in which the players design their own gaming experience?
  • What is it about "simple" or "fixed" games that makes them so appealing to such a wide range of individuals? What entertainment value do they hold that resonates with people?

3 comments

hoffy on February 18, 2010 at 8:21 PM said...

I believe that in the 26 years that have passed since Turkle first published this article that indeed much has changed, and I do not feel like many will dispute this claim. When Turkle asks if "gamers" of her future will be in a more complex world but still one that is created by someone else, the answer to her question is: yes. No matter what one does, unless they are a programmer in their own right, they will be playing games in worlds designed by others. The only opposition to this is the ability to "mod" games. For example, The Sims is a virtual reality game of sorts that people play in a world designed entirely by the game's developers (http://en.wikipedia.org/wiki/The_Sims_(film)#Film ). However, players of this game can create parts of the game such as houses, artifacts, and characters, giving them that added connection to the game that we talked about in class today. For the foreseeable future, as most people will not elect to become programmers, this is the closest gamers are going to get to gaming in a simulated world created by themselves.

As far as simple games, many of them are classics, and there is just something about people and the classics that make us constantly want to revert back to them. Simple games cover a broad age range, and a broad skill range of people as well, allowing countless individuals to understand, participate, and enjoy these games. These games also take relatively little thought, and therefore can be indeed used as a tool for relaxation, as Turkle claims (NMR p.509, Inquiry). Compiled together, this mass reaching effect and tool of satisfaction give people a sense of enjoyment and community when they connect with others who have played, or still play said games. To use a phrase similar to one coined from AC/DC, video games aren’t pollution, and video games will never die.

Katrina on February 18, 2010 at 9:33 PM said...

With the advances in technology in the world today, I do believe that a reverse generational pattern can be observed. Only decades ago, the older generation was passing their knowledge to the world’s younger generation; now, the reverse can be seen. Although the New Media market advertises video games for adults (ie, Wii Fit), there is definitely not an equal spread amongst the generations. The concentration is on the younger generations, as they are the promise for the future. A prime example of how video games create a generation gap can be seen in the models of future Mercedes cars. (http://ntho.posterous.com/future-mercedes-concept-car-wi-1). Because of the influence of video games, the idea of using a joystick instead of a steering wheel and petals can be seen. The crazy thought is that a child would probably be a better driver than most adults.

Alyssa on February 19, 2010 at 8:24 AM said...

In the past, playing a video game simply meant sitting down with a joystick and a set of buttons to make your avatar self move from point A to point B. In the 26 years that have passed since this article was written, video gaming has developed into something far more complex than having PacMan move around a map schematic. Today's games have evolved into complex "worlds," where gamers immerse themselves, sometimes more so than in their actual lives. This is evident that games are harder to beat, that the challenge of defeating an enemy is now a group experience for those individuals who choose to participate in MOMRPG's like EverQuest as discussed in class yesterday.

In addition to a generational gap emerging between gamers of the past, and gamers of the present a socioeconomic gap is also emerging between gamers of the past and present. Game systems in the past were relatively inexpensive and required nothing besides a TV and the console. Today gaming requires expensive gaming consoles, games, controllers, headsets or internet and a computer. This creates a divide between the haves and have notes in society who do not have access to these gaming systems, making gaming not as accessible as it once was.

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