STS Project WriteUp
STS Project WriteUp
STS Project WriteUp
To completely understand the impact of games on the society we need to trace back
to their origin and provide background information about their history and evolution.
Video games have been around since the 1950s and have come a long way since
then, with the advancements in the technology leading to the creation of much
realistic games. Today, video games are a multi-billion dollar industry.
Impact on Society:
It is in fact true that video games are played by a variety of users so the impact of
them on the society can vary as different group of people are impacted differently by
them. Hence, the study of it’s impact is a complex topic. There are many users that
can benefit from playing games while it is also criticized by many for it’s potential
disadvantages or harmful effects.
Now we will discuss how different group of people are affected. Firstly, Children and
teenagers are a group who consumes this technology the most. It has been
observed that it helps in development of certain parts of brain. It improves the
thinking capacity of the individual, problem-solving abilities, hand-eye co-ordination,
reaction time etc. Actually in a game a player needs to engage themselves in the
virtual world, they need to solve different puzzles, and react to the environment
accordingly thus it improves the above mentioned abilities. It can also act as a tool
for many teenagers for becoming more social through online-gaming groups and it
gives them a sense of community as you need to co-ordinate with your teammates,
need to work in a healthy competitive environment to win. For kids with specific
illness, such as autism and attention deficit hyperactivity disorder (ADHD), video
games have been utilized as a therapy tool.
Regardless of the positive impacts, video games also come with some negative
impacts such as addiction and violent behavior. Playing too much violent games
might make people more prone towards violence. For them it might feel like a normal
thing. Moreover, playing a lot of video games can result in addiction which can
impact one’s physical, social and emotional well-being.
Now we will discuss how adults are affected by video games. It can be a recreational
activity for the adults and give them relief from stress and provide relaxation for
them. It can also be a tool for the adults for interacting with like-minded people and
the one’s sharing same interest. They can also be used as a learning tool and
developing their skills professionally, as nowadays, there are many games which
allows us to do so. For example, There are typing games, CTF’s or Capture the Flag
which can improve one’s cyber security skills, also there are many coding and puzzle
games available which forces you to think and improve your thinking abilities. And
Finally, there are also economic impacts of video games. As it a multi-billion industry,
there are many companies focusing primarily on developing new and more
interactive games. So, it has provided employment to many software developers,
graphic designers, audio artists, video artists and many more forces that are working
in the background in creation of a game.
Also nowadays e-sports are also getting very popular, games such as CS-GO,
Valorant, Dota etc. have a very large community and their international competitive
events are held every year which generate a lot of income and contribute to the
overall nation’s GDP.
There are many unintended consequences of video games that can affect our
society. For Example, online gaming community has toxicity among the players,
cyberbullying. Additionally, the addiction can lead to decrease in efficiency and
productivity which will affect the economy and overall work ethics.
Therefore, we need to understand both the positive and negative impacts of video
games on the society and need to make a healthy balance between them.
Biases:
As evident from the above the discussion, Video Games have become an integral part
of our modern society. Not only they act as a source of entertainment and leisure
time spending, but also have become a source of education and mental therapy (for
instance, stress reliever) in some cases. Due to the mentioned variety of uses, it can
be predicted that biases may arise intentionally or unintentionally in the design and
development of the games, especially considering the technological advances made
in the previous decade. In the following section we will discuss some of the potential
biases and their outcomes with respect to game development.
Gender Bias:
Racial Bias:
Another potential bias is the racial bias. Games can feature characters with a wide
diversity can help in fighting the stereotypes and promote inclusiveness, but
unfortunately, many of the games still lack in diversity in their design. For example,
black characters are often displayed as criminals or just side characters, which
imposes negative stereotypes. This bias can also limit the appeal of games to
people of color and perpetuate harmful stereotypes.
Socioeconomic Bias:
Socioeconomic bias is another potential bias in video games. Many of the games are
developed which can only run on specific consoles and system which are very
expensive to afford, hence they are being made for a specific set of audience. This
creates a division between them who can afford and access the latest technology
and those who can not. Additionally, some of the games require in-game purchases
which make the experience better for the players, so someone who can not afford
those purchases are excluded from those experiences. This bias affects the
technology by limiting the accessibility of games to rich people and can create
economic inequalities.
Ableist Bias:
Overall video games can be a tool for entertainment, education and therapy, but they
are not immune to biases. They have Gender, racial, socioeconomic biases.
Controversies:
Just like any other innovation, even video gaming has been put under tight scrutiny
of the society and from time to time many controversies have been made. And as to
why the controversies arise is mainly because the video games are mostly
developed with ‘escapism’ as the motive and not ‘reality’. They are designed to
escape reality and indulge in fantasy. Every individual has their own perspective on
how they perceive reality and fiction, how well are they able to differentiate and draw
a line between reality and pseudo reality. and this is what causes the conflict. As
previously discussed, video games have their own plus and minus points. The way
they are used, played, developed or presented to the public is what causes the
controversies to arise. As much as one would think that it is one's personal business
whether to use a game or not, it is true that these games have affected the world
around in more than one way and attracts the opinions and judgements of others.
Most of the times the controversies are because of violence, sexual content, LGBT
themes, racism etc. And similar to many other innovations these games don't have
The controversies on the above two games is mostly because the tasks performed
are dangerous to public welfare and against the law. But there are few games which
Future Implications:
The first video game was developed in October 1958. Compared to many other
technologies and developments one can say that this is a fairly new development in
the software field. Though the first game was presented in 1958, and it did catch the
eye of the public and researchers, it was not enough to bloom in the public. Firstly
though it was the time where computers and software technology was making a
rapid development it was not in everyone’s usual interest and the gaming platforms
were also not quite affordable for everyone. It was only in the 1970's to 1980’s that
video games gained recognition and mainstream popularity. Since then arcade
games, home computer games etc. have been introduced to the public. Most of
these have been designed in such a way that people find something different from
their normal life, something which they won’t be doing in real life hence gaining
popularity in the masses. With the constant innovations in the field the explorations
in video gaming didn’t stop at consoles but bloomed to what we call Virtual reality or
VR. Today we have VR in entertainment(video games), education(medical or military
training), and business(Virtual meetings).
Video gaming is most trending among teenagers and young adults. Today the
gaming space is 3x what it was in 2012. Though video games had created their own
hype in the past two decades, the pandemic had greatly benefited the gaming
industry. Staying at home many have chosen to spend their time on video games
and this was proved when there was an increase of 45%in the time spent among the
US players in the first week of the pandemic.
The current gaming industry is mainly ruled by China followed by the US, Japan and
South Korea. Since this industry is yet to reach the peaks not many countries are
involved in this. But this will surely change in future because of technology migration
and the emerging talents. And also unlike before many companies are launching
their products on affordable platforms like mobile phones and PC’s which make them
available for many users since the mobile usage is extremely high. Currently the
global online revenue totals twenty three billion dollars and is predicted to exceed
thirty three billion dollars.
Conclusion:
In this paper we have mainly looked at the impact of video games on society and the
impact of society on the development of video games. These impacts and their
outcomes are what raises the controversies. But not all controversies are addressed
and the ones addressed are because of the severe impacts they created on the
society or which have meddled with culture or history. The actions taken are also not
same in all the cases and depend on the region and the community. Because of
these there have been censorship laws which have to be followed in order to not
present anything improper to the public. Besides video games have been a great
source of entertainment mostly for the youth. They aid as a stress reliever and this
aspect has been also used in the medical field in the psychology department. Apart
from playing and its impact the development and production is also important. As the
statistics discussed in the previous section we know that video game production is
not yet set in many countries and the products here are all bought from the games
produced in foreign countries. This is also one of the reasons why we find many
biases in the games we play. Because they are not designed here. And also people
wouldn’t spend their time on video games if the content in the games is the same as
the daily life. It will bore them out. Hence the content in games is always something
one couldn’t act in their daily life. This gives them a way to escape reality. The
controversies in the games and gaming industry have been many but despite those
controversies people still choose to play those games because it shows the player
something different, beautiful and exciting compared to the real world. There are