Is there value in researching games?


So I've been asked to participate in a seminar this weekend where the topic is the "value of research."

For those of you in the UK, you've probably heard on the news about the ways that the British government is making cuts all over the place. Higher education has not been exempt from this. In fact, there have been a series of quite well attended (and sometimes unfortunately violent) protests against the prospect of significantly raised university student fees in England. Other parts of higher education have been impacted as well. We've got cutbacks in research and there is a very high chance that certain types of research will be less funded down the road... and you can probably guess where the priorities will be and where the money will dry up. The arts and humanities tend to suffer the most when this sort of thing happens and research that shows some sort of technological advance or money making possibility tends to be protected.

 

This means that with less money available for conducting research, any agencies (charities, research councils, universities, etc.) that do hand out money will have to be more discriminating than ever in making decisions about what they want to pay for. They will probably have to decide things like is this research going to have a significant impact on society? Will it give us new insight into how things work? Is the research important? Is the research valuable? Is it contributing to the "body of academic work"?

 

So where does research into games fit into that picture? You can imagine (or at least I can) that some people may not see the value of researching games. They are just a kind of mental black hole that we get sucked into with almost  no productive value or consequence. It's not like they're the cure for cancer or the invention of time travel. They could be making us less social, less intelligent, less competent, less peaceful. But then again, isn't that what the older generation likes to see about the upcoming generations? That's definitely been documented for thousands of years. Socrates once wrote, "The children now love luxury; they have bad manners, contempt for authority; they allow disrespect for elders and love chatter in place of exercise. Children now are tyrants..." He wrote that about 2500 years ago.

 

So are video and computer games, a part of our popular culture, valuable? Is it important to understand why an increasing majority of us are playing games? Do we have something to learn about how we play them and what they mean for us? Do gamers have something to teach the rest of the world?

 

Naturally as a person who is doing postgraduate research into raiding culture and raiders, my answer has to be yes. I believe passionately that what we're doing and how we're doing it needs to be documented and studied. I also believe that the aim of any research should be to contribute something original and new to the collective intelligence of the world: and I am adamant that what we're doing contributes to that. We accomplish complex tasks in groups, we are a 'learning community', and we're always trying to find ways to improve ourselves. That doesn't really fit with what the media prefers to report. I can't tell you how many times someone has referred me to an article or documentary that's exposing on the dangers of games addiction or the negative impacts of games on children. We'd always prefer to think about the negative before the positive, and I think research should be more than that--facts without fiction, reality without opinion.

 

But as I prepared my presentation, I realised that I want some input from everyone else. Do you agree that there is value in researching games? Do you think we have something to teach and learn?

 

I'd love some insight. I'll include the comments (anonymously!) in my presentation. :)

 

Thanks so much,

Ladan


Comments

I`d definitely say that researching games is important and there are many angles from which one could approach the subject. But before it can even start for real we must first remove this stigma of games being nothing but bad. The main advantage games in my opinion have is that in-game or during them we are a lot less socially inhibited or a lot more our real selves. We relax and remove several layers of selfcensorship, but what is different from a lot of other internet communications I think is that in a game like WoW a type of a society is formed and while one does hide behind a character it is always the same character with the reputation, skill, personal traits ... bound to it - just like in real life with one important difference: if things go badly it is a lot easier to start anew and close to a few exceptions nothing is permanent. As a result of that people are willing to experiment, risk more, try different approaches ... It always seemed to me that a lot of players in-game acted like they wanted to in real life, but were too affraid (justified or not) to do it. This lack of inhibition (IF in fact it can be shown to be true!) can take us further into understanding ourselves and our networks on a more basic level - how we`d like to act instead of how we have to act. Like I said this is not exclusive to games, but I believe that the initial mentality of "game = fun" helps us relax even more and gives better results.

One also can`t ignore the convenience of being able to get inside some specific groups fairly fast (perhaps even only as a "shadow" without participating in or influencing what you research), easier as in reality (since the game is already a common ground you can start from) and from anywhere in the world which severely lowers the costs and reduces risks. The direct but still somewhat anonymous contact can also help reduce the lack of response. Flexibility (i.e. timewise) brings lots of benefits. In some cases a game can even act as a first filter to find specific types of people if needed or simply as a media for first contact.

Why more of us play games now than we used to? I guess accessibility has a huge effect, but also many others. First is of course quite simply we play because it`s fun. Some find it as a sort of a retreat from reality or "reality" portrayed by the media. Nature used to have this role when there was nothing else to do, nowadays we have more options one of which is to retreat into games - they keep the social interactions but reduce the strain of "wearing masks" all the time. Another quite common reason to play is the instant confirmation and satisfaction. It is generally considerably easier to achieve something inside a game than in reality and people tend to find comfort in this - it is always nice to reach a goal. Answering this question could provide some guidelines for the future.

I believe there is only one way researching games can be useful and that's by studying their effects on health. I.e. do games make kids violent or stupid.

Now, if we talk about researching the community that develops around a game it should be easier to justify the money spent. Just like a sports team can have a big impact on someone's life, the same can be true for a guild. WoW and related chats and discussions are probably the biggest place for social interaction I've had since comprehensive school. So, if studying group dynamics and such is important, studying them around games is important as well.

Of course as a health care professional I view all arts and humanities research as quite useless ;)

Thanks for offering your thoughts so far, guys. I wish more would add their ten cents worth! Hint, hint....

Wince, that's some very insightful thoughts you added--thanks very very much. I appreciate it. :)

There has been some interesting work done so far in relation to health impacts of gaming and consequences of pathological gaming, in particular (games addiction). The more refined recent work (some out in 2010 from the Netherlands, for example) is able to make a distinction between time played, progressively more intensive immersion, and the type of game. The crux is that the games themselves are not addictive, it's the lack of self-control in individuals that leads to addictive behaviours. Other things were found too, which are quite intriguing and I'm glad to chat with folks more about it if they're interested. I'll add the reference to this latest study on a future blog.

But DT, I'm kinda saddened now... here I thought we'd be friends but you had to start hating on the humanities and arts. ;( And btw, when you say you're a health professional, I hope you aren't referring to your holy paladin spec here.... :P Pretty sure that doesn't count (would be nice if we had some RL holy palas running around the world, though!)!