IMAGINE Magazine Imagine-Fall 2018-JOOMAG | Page 23

was extremely impressed and I started programming again. Over the next decade, I witnessed the video game grow from a relatively small industry to one that would rival (and in many ways, parallel) Holly- wood. The video game industry had come into it’s own, but not without its share of difficulties. Through their rise in popular- ity, video games have been placed in a negative light for various reasons. In the 90’s, one of the most popular video game genres was the first person shooter, or FPS. Many of these games were graphically violent and at one point, received some amount of blame for a terrible incident that occurred at a school in Columbine, Colorado, where two students opened fire on their teachers and fellow classmates. Video games have also received much attention for their addictive potential. Without a healthy balance of real life activities, repetitious playing of video games can result in everything from physical problems like fatigue and sleeplessness to emotional problems like depression or aggression. While the primary focus in the media has been on the darker side of gaming, there is a more positive side to video games and the gaming commu- nity at large that most people are un- aware of. There are “serious” games that combine the fun of games with subject matter that isn’t typically associated with entertainment. These include education, scientific research, defense, medical simulation, civil engineering and city planning, to name only a few. There have been an increasing number of studies researching the cog- nitive benefits of video games. Aside from the countless studies on hand eye coordination, video games have also been shown to improve motor skills of preschoolers, improve attention skills, improve processing speed, and even help to overcome dyslexia. We can see recognition—outside of the entertainment industry—of the ben- efits of video games and gamification of certain ideas and concepts. And with the advent of virtual and aug- mented reality, there is vast potential for new applications in the educa- tional, therapeutic and entertainment games genre. In education, virtual reality games can be used to provide an avenue for young children to explore career paths and interests. Imagine, as a child, being able to ‘test drive’ a career as a scientist or lab technician through virtual reality. You could explore the deep ocean as an ocean- ographer, or try your hand at auto repair, without having to have any in depth education of a subject or prior experience—all of this with content that is engaging and fun! In the field of medical therapy, virtual reality is being used to help paralysis victims regain partial feel- ing and muscle control by stimulating the nervous system through simula- tion. Patients are fitted with a special suit that mimic the sensations of muscle movement, stimulating areas of the brain associated with walk- ing and feeling, helping to stimulate surviving nerve tissue. In addition to potential benefits achieved from playing video games or game based simulations, the gaming community has a socially conscious side to it. There are companies that create games for cultural awareness such as Never Alone, a game based on the “Kunuuksaayuka” a traditional Iñupiaq story, and games that assist in the medical healing process like Remission and Remission-2 a game where “...players blast away cancer cells in scenarios that parallel real- world strategies for fighting cancer”. There are also communities of gamers getting together for positive causes. Websites like Gaming for Good (gamingforgood.net) where us- ers can watch a livestream of gamers playing video games for donations to their favorite charities,  or organiza- tions like Games for Change (games- forchange.org) that empower game creators and social innovators to drive real world change with video games. Like so many other things in life, video games are a tool that can pro- vide either positive or negative results, determined primarily by our choice of how we use them. The potential for experimentation through simulation is vast and limited only by our imagi- nation. For creators and developers, video games provide an almost unlim- ited platform for delivering entertain- ment content, teaching in new, engag- ing and intuitive ways, or providing new forms of cognitive and physical therapy. For the consumer, video games can be a new way to learn, be engaged in peaceful endeavors, a way to overcome disability or adversity, or just a way to blow off some steam and have fun for a couple of hours. Shawn Green is a former game industry veteran who began his career in 1990. He spent the majority of his career working in the first person shooter genre and is known for titles like DOOM, Quake, and Halo PC. In 2007 he started his own company working on non-violent games before finally exiting from the industry in 2013. Shawn currently lives in Maryland and spends his time meditating and working on software of a more enlightened nature. IMAGINE l Fall 2018 23