Tuesday, January 28, 2014

Video Games as Pro-Social Behavior


            While it is clear that video game players are problem-solving, collaborating, and building/envisioning new worlds, the question remains whether or not these activities will impact their geophysical behaviors and civic engagement. I would like to treat video games like Dewey treats experiences-- not all are educative, and some have negative effects. You cannot isolate the variable of video games to create a uni-directional causal relationship in a complex decision-making process, whether that decision is committing a violent act, electing a particular government official, or becoming a social activist for a cause. Instead we need to view video games as an interaction with our prior knowledge, predisposition, and belief system. While no one can predict outcomes, "The educator's part in the enterprise of education is to furnish the environment which stimulates responses and directs the learner's course...all that the educator can do is modify stimuli so that response will as surely as is possible result in the formation of desirable intellectual and emotional dispositions." (Dewey MW 9:188). Because the terminology "desirable intellectual and emotional dispositions" could read as a type of indoctrination and begs the question, desirable to whom?, I suggest we use the terms "pro-social behavior" and personal empowerment and examine how certain video games can act as a stimulus. Pro-social behavior is a behavior that has a benefit to others and/or society, such as volunteering, promoting tolerance, or advocating a cause.
            Dartmouth and NYU have designed a whole curriculum around the concept called Values at Play. Instead of reading about oppressed populations, such as Darfur refugees, you can inhabit their lives through game play. Through embodying these characters, players gain experiential knowledge and develop empathy. Though research on the effects of prosocial video games is relatively new, recent studies have been positive. In a comparison study of players engaging in different types of games, researchers from Notre Dame discovered: "Those who played the helping game were more likely to describe the story characters as having concern and empathy for others in the story. Prosocial video game playing had at least short-term priming effects for prosocial thoughts, feelings, and attributed behaviors." Many of the emerging "empathy games" involve giving voice to those who have been marginalized or silenced. For example, the Half the Sky Movement created a game designed to illustrate to players the difficulties faced by women globally. It tackles the issues of human trafficking, health care, education, economic opportunity, and gender-based violence. Perhaps games like these could answer the post-ideological call of scholars like Alcorn: "Complex human problems, formed by changing historical conditions, are not solved by a simple application of a correct ideology or belief structure. Instead, political issues have to respond constantly to concrete conditions of human experience, particularly experiences of suffering and enjoyment...we must practice a form of discourse that will allow information about suffering and desire to circulate effectively within groups of people with diverse beliefs and values." (4-5). Five months after they launch in March 2013, the Half the Sky Movement game attracted over a million players globally.  
            To circulate "information about suffering and desire" one must engage in what Micciche calls the "rhetorics of emotion." As she explains, "Emotion as performative emphasizes the does, making clear that, as teachers, we cannot install empathy over indifference or political anger over contentment among our students, for emotion does not belong to people but is produced among them" (109). In Zen Buddhist guided meditations the rhetorics of emotion are performed through visualizations. In her discussion of meditation as a literate practice, Gorzelsky gives the example of a guided meditation designed for a man dealing with the loss of a loved one. First he is asked to visualize the circumstances of his loss to elicit the negative feelings he holds. Next he is led to consider the larger circumstances of the event, considering the nature of life and the whole lived experienced of the person he lost, visualizations designed to help him adjust his perspective and neutralize destructive emotions. Finally, he is led to a self-reflexive moment where he can appreciate the time he had with his loved one.
            If one characterizes apathy as a destructive emotion, then empathy games are much like the guided visualizations of Gorzelsky's example. They help players visualize and experience the lives of others in an immersive state designed to stimulate emotional responses. An often-cited example is Darfur is Dying, a video game designed to shed light on the experiences of the Darfur refugees. Game play is set in a refugee camp that is being threatened by Janjaweed militias. Players inhabit the role of a refugee who must fetch water without being seen by the armed militia, rebuild their village, and survive attacks. Mary Flanagan explains, "While Darfur is Dying allows players to safely experience the trauma of being a displaced Darfurian refugee, the game is so closely tied to real people and events that it unsettles the player and disturbs her sense of comfort" (Critical Play 246). It's this disturbance that is critical to social change because, as Manuel Castells explains, "At the individual level, social movements are emotional movements" (Hope and Outrage 14). It’s important we understand that video games are rhetorical texts that have the ability to elicit emotions.