Psychology is taking
video games into a whole new direction and along with positive reinforcements,
behavioral modification, affection, and engaging simulations, video games are
changing the way we play games. This new area of social science is being
referred to as Video Game Psychology; a new and emerging mix that takes what
used to be solely for entertainment purposes and into a life-altering and
rehabilitating phenomenon. We will take
a look at research in this new and emerging field and witness the impact and its
future possibilities.
What if in job
interviews you are asked to play a game and the results determine whether you
get the job or not? In an article by author and Ph.D. psychologist Jamie
Madigan, he discusses the use of an RPG job application that decides if a
person’s abilities are needed for the success in the job. The test takers are
presented with a situation, given relevant facts and rules, and are asked to
react and solve the issue using appropriate judgment calls. Dr. Madigan
believes the choices of an applicant can tell the preferences and priorities of
the individual when using tactical skills. He believes that because most
interviews provide non-accurate information as the interviewee tends to behave
in ways the interviewer favors, video games provide more accurate, true-to-the-character,
measure of analysis as RPGs have a tendency to deeply immerse players into the
game. This engages them in a “psychological flow” in which they are “more
likely to forget about their surroundings and forget (or at least downplay) the
fact that they are playing a video game”.1
A good teacher makes
the lesson fun and engaging; a great teacher makes homework and class work a
video game. Teacher and visionary Ben Bertoli decided to build a MMO called ClassRealm, which basically is an
experience point system that rewards kids for studying and helping classmates. Students
create a character and “class” or race as their avatar in the game. Bertoli’s
idea of gamifying education through routine classroom supervision system built
on RPG’s themes specifies goals and achievements for students and the class to
accomplish and helps teachers and parents track their progress. The students
earn achievements and experience through completing tests, reading extra books,
or helping classmates. Parents can also create personal side quests for their
kids to complete.
Research is looking
into motion gaming as an opportunity for children with impaired motor skills to
get their fair share of fun and improve their physical abilities. Focusing on
the Wii, doctors use “target therapy”
to focus on specific joints or movements on children who have trouble with
their motor abilities. Some games such as Wii: Bowling, Tennis, Boxing, as well as Dance
Dance Revolution are some games specified in helping children with CP. "Wii
boxing, or similar games, may be an effective motivational environment for
encouraging increased movement speed of the hemiplegic limb, in addition to the
bilateral use of the limbs, because in-game success is strongly linked to these
two metrics," says lead investigator Elaine Biddiss, PhD, of Toronto's
Bloorview Research Institute at Holland Bloorview Kids Rehabilitation Hospital,
and the University of Toronto, Canada.
Within the research,
it is concluded that children with CP attained moderate levels of physical
activity during average play. These games encouraged repetitive movements while
providing feedback which promoted change. Physical rehabilitation within the
virtual world encourages children with CP to be physically active and practice
motor activities without strain and with generous amounts of enjoyment.
A New Zealand study
is using video games to help alleviate depression using a game called SPARX; Smart Positive Active Realistic
X-Factor Thoughts. The game revolves around the player to shoot GNATS; Gloomy Negative Automatic Thoughts,
which turn into SPARX. The game uses
a great deal of allegory to enforce positivity in the players mind. The study
took 187 teens with mild to moderate levels of depression and had them either
play the game or receive traditional treatment administered by trained
counselors. The results showed the game was more effective than traditional
forms of talk therapy. Players that played SPARX,
had anxiety and depression reduced 44% compared to the 20% of traditional talk
therapy. With this breakthrough, therapy can be easier and accessible and
patients are more likely to get treated.
Psychologist Pamela
M. Kato recently wrote a study on the use of commercial games to improve health
and surgical training for doctors. The tailor-made game will be used to educate
and train patients to adhere to treatment as well as medical students and
doctors to improve their bedside manner and surgical technique. Kato states the
majority of patients do not comply with their treatments regimens and the
leading cause of death in the U.S. is medical errors. It is with these facts in mind that video
games can be used as an innovative tool that can address psychological and
behavioral barriers to optimize healthcare. Using mechanisms of motivation
found in video games that help players endure with aversive symptoms and
repetition are key methods to promote learning.
What are your thoughts on how
psychology and science are used to target today’s medical issues through video
games? Let us know at facebook.com/GGVogue. Check out more article on Video Game Psychology by clicking the tab menu.
[1] The
Psychology of Video Games: Situational Judgment Tests as RPGS; PhD Jamie
Magidan; http://www.psychologyofgames.com.
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