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Showing posts with label kindness. Show all posts
Showing posts with label kindness. Show all posts

Gaming & Training: The key to a kinder, more intelligent mankind?


The effects of violence in gaming pops up frequently within the media, case studies include Eric Harris and Dylan Klebold who were allegedly obsessed with the video game ‘Doom’ and killed 12 students and a teacher. In February, 2003, 16-year-old American Dustin Lynch was charged with aggravated murder and made an insanity defense that he was "obsessed" with ‘Grand Theft Auto III’. Research suggests that violent video games influence aggressive behaviour, aggressive affect, aggressive cognition, and physiological arousal. The one consistent finding is that the majority of the studies on very young children—as opposed to those in their teens upwards—tend to show that children do become more aggressive after either playing or watching a violent video game.

Pro - Social Behaviour

However, the question is, can gaming also influence pro-social behaviour? Three studies attempted to answer this question by looking at the behaviours of children in Japan, Singapore and the USA.

In Singapore, children made a list of their favorite characters, rated the number of times the character helped or harmed others and then answered questions about how likely they were to help people in need. Researchers found a strong link between playing prosocial games and helping others.

In Japan, individuals were surveyed about their exposure to prosocial games and they noted how often they helped other people in the month before. They were surveyed again after a gap of 3 to 4 months. The researchers found a major relationship between exposure to prosocial games and helpful behavior months later.

In the USA, students were made to play either a prosocial, violent or neutral game and were later asked to assign puzzles to randomly selected partners. They could choose to assign puzzles which were easy, medium or hard to complete. It was observed that the players who played prosocial games assigned easier puzzles to their partners whereas those who played violent games were more likely to assign the hardest of puzzles.


One of the authors further stated, “This suggests there is an upward spiral of prosocial gaming and helpful behavior, in contrast to the downward spiral that occurs with violent video gaming and aggressive behavior.”

Learning Behaviour

In terms of learning behaviour, research has shown that a combination of structured teaching and a computer simulation was effective in teaching not only factual-level knowledge, but higher cognitive skills as well.

Researchers who gathered in Boston for the American Psychological Association convention detailed a series of studies suggesting video games can be powerful learning tools, from increasing younger students’ problem-solving potential to improving the skills of surgeons. One study even looked at whether playing “
World of Warcraft”, the world’s biggest multiplayer online game, can improve scientific thinking.

The conclusion?

Certain types of gaming have advantages beyond the virtual thrills of blowing up demons. Therefore, would it be beneficial to incorporate gaming into educating children in schools and training for staff?

If you have any thoughts or opinions on the topic please leave a comment. Similarly, if you are working on a project which involves gaming and behaviours, please contact us at innovation@kent.gov.uk.

- Kirsty Russell

Picture: Two young boys playing on a games console, with thanks to Sean Dreilinger for publishing on Flickr under a Creative Commons licience some rights reserved.




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Gaming & Training: The key to a kinder, more intelligent mankind?SocialTwist Tell-a-Friend

Random acts of kindness

A new online game has been developed that aims to promote social change. Akoha challenges players to carry out missions that involve performing small acts of kindness for others, for example, donate an hour of your time or giving someone a book. Each time a player performs a mission, he hands his card to the beneficiary.

The beneficiary can then log on with the card ID and write his/her experience of the act of kindness with the option of adding photos and videos. The original player earns points and enters his/her own description and advances in the game. The great feature of this is that you can track your acts of kindness around the globe.

Soon players will be able to suggest their own mission cards and custom design their own decks. This is another example of online/offline becoming blurred and is a clear trend for the future along with more ethical ways of living and supporting the community.

There are endless possibilities if KCC could make their own cards and support players around Kent. Missions could be specific to the Kent area, having a real positive effect on the county. Collaboration with volunteer organisations, colleges, schools, events organisers, local cafes (the list goes on) could help some really exciting and beneficial activities to take place. KCC could offer prizes to the best players as a way of incentive as well as gaining higher status in the game.

A spin off game could involve activities designed to help eco-friendly lifestyles e.g. a card could say buy a re-useable bag for someone or donate something to a local charity shop.

Go here to play and buy your cards!

(picture of an Akoha card on Akoha)
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