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Playing with rice bags, white cells or self-esteem


Submitted by tonyplant on December 31, 2005 - 17:04.

Amazon.com has just had its best ever season, but its biggest sellers were iPods and video games rather than books. Depending on whether or not you have ever stayed up all night to watch lemmings self-destruct or to attain a new level of gun-skill, games are to be decried as rotting the brains of The Young or promoted for developing problem-solving skills, particularly in the educational field.

 

What’s unusual about recent releases is the popularity of games with a social purpose or a personal-development slant. There are commercial offerings like The Journey to Wild Divine that use bio-feedback to help the player evolve through the levels until you attain the perfection of the Dalai Lama. However, there are some similarly aspirational free computer games on offer.

The United Nations World Food Program commissioned a game that was intended to teach children something about global hunger. Food Force had a low-key release at a children's book fair in Bologna. Food Force develops awareness that one person dies of hunger every five seconds. Despite this unpromising premise, Food Force has become a cult sensation, with so many download requests that the website kept collapsing under the volume of hits.

Unusally, despite being set on an island ravaged by the twin evils of drought and civil war, no-one blows anyone away in Food Force. Rebels are to be negotiated with, not used as target practice. Players participate in a number of missions, ranging from food drops to rebuilding a community.

The Make-A-Wish Foundation made it possible for a young boy with leukemia to team up with LucasArts to develop a game with the concept of kids v. cancer. The object of the game is to destroy mutant cells and to collect the seven shields that protect the player from the side effects of chemotherapy. Aummunition comes from several sources, including “the attitude you get from home”. Ben’s Game has been recognised as a message of hope and inspiration. Both Ben and the LucasArts designer who made the project possible were honoured as an “Unsung Hero of Compassion” by the Dalai Lama on November 6, 2005.

McGill University has high hopes for the value of self-esteem and offers free games to promote the practice of healthy habits of thoughts. These games are very simple and lack the superb graphics and immediacy of the others but where else do you get an opportunity to ‘grow your own chi’?

Video games have a rich appeal across cultures and generations. Famine relief, cancer and self-esteem are serious topics that have been addressed with varying degrees of success in the above games. Bibliotherapy and cinema therapy are recommended as novel techniques that can closely match individuals’ needs and preferences for dealing with mild to moderate depression and anxiety. Bibliotherapy is currently available on the NHS in some areas as part of a pilot project. It may not be that long before a GP is prescribing a video game to patients who want a non-drug approach to treating anxiety. Video games may even be used to help us improve our well-being and happiness. And to practice who we want to be. I feel that Aristotle would approve.

Copyright 2005, Tony Plant Happystance Project

self-esteem | happiness | cinema therapy | bio-feedback | bibliotherapy


Comments

tonyplant

March 4, 2006 - 18:12

I've just come across a site with links to more games that proclaim that they are videogames against the dictatorship of entertainment. Some of them are very funny. I like

Tamatipico the virtual flexworker: He works, he rests and he has fun when you want him to! Raise his productivity but pay attention to his energy and his happyness because he could get injured or strike.


Comments

tonyplant

January 24, 2006 - 15:48

As an interesting addition to the above, I’ve just come across this game. Disaffected is one of a new breed of anti-advergames. Advergames are games that are funded by commercial interests in return for the placement of their products in the play. Anti-advergames are the logical inverse, affording game-makers and players an opportunity to parody a commercial service.

Disaffected invites players to work as disgruntled/demotivated virtual Kinko’s employees, trapped in a ghastly working environment. Persuasive Games also offers a range of other games, some of which incorporate strategies and explorations from public policy issues such as the inconvenience of airport security searching v. the trade-off of the purported increase in our personal security.

There is an engaging quality to these games that overlooks what might otherwise look like an indirect public service announcement or provocation to a debate on the ‘boring but important’. The Sunday Times recently ran a piece on what we can learn from the interactive, engaging nature of websites created for children.

I don’t know if these techniques would work if applied to games for exploring strategies for building resilience, confidence or self-esteem. Maybe some game designer out there is working on a 21st Century version of Happy Families in which the members of the Baker’s family have all developed metabolic syndrome or diabetes through unhealthy lifestyle choices. But it certainly is interesting to discover what is being achieved with games at present.



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Blog of Tony Plant, Level 1 Award Winner for a project providing Laughter Yoga and Stress Relief workshops to carers and carer groups.

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