Wednesday, February 7, 2007

Transcendence/Escapism and Video Games

The "Video Games and Computer Holding Power" by Turkle caused me to reflect on my own interactions with video games over the past years. Although I'm currently not a frequent video game player, I did have my share transcendent moments playing video games in the early 80s playing on our Atari and Intellivision (does anyone else even remember that gaming system?). I could only identify with the man who preferred the "perfect contests" type games, such as Space Invaders and Asteroids or even modern-day Text Twist (I love these games). I prefer a fixed result, rather simplistic motivations and functions to accomplish, no virtual worlds, no fantasy required. Those fantasy, role-playing games seems time-consuming for me. I'd rather interact with real people in real environments. I'm struggling to determine if I play for entertainment only or for escapism. Is it possible to engage in entertainment without it being for the purpose of escapism? Or are there are degrees of escapism that do not presuppose a terrible personal life, emotional turmoil, or need to control an environment outside of the real world in which I feel helpless or marginalized?

Hence, I found the examples that Turkle provided as problematic in relation to the connection between the transcendent powers of the video game and the gamer. All of the people had some physical, emotional, or social isolatory issue, such as Jarish who was too small for his age; Marty, a" nervous wound-up man"; Jimmy has a birth defect; etc. Is Turkle implying that the only people who become immersed in these video games are those with physical, emotional, or social problems? I find that a narrow approach and not truly representative of gamers. Perhaps, in 1984, this seemed the main characteristics of the gamer, although I doubt it. Her sample should have included those who just enjoyed playing the game without desiring to gain control or escape some devastating or frustrating life situation. They just played for the pure joy of the challenge in shooter-games and for the joys of planning strategies and virtual worlds because of its creative, imaginative possibilities.

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