This is the second in our August series of guest blog posts by author, educator and media commentator Dannielle Miller.
What is the one thing teen boys say they wish adults better understood about their lives?
Forget raging hormones, academic angst and peer pressure. When my team and I run our personal development workshops with young men the thing they tell us they feel is the cause of most inter-generational misunderstanding is their passion for computer games.
“I wish my parents knew that just because I like gaming doesn’t mean I am a loner or that I’m going to become a serial killer.” “I wish the adults that mock me for the games I play would at least learn a bit more about them, and how skilled I am at playing them, first.”
The very fact that we tend to only ever target in on young men when fretting about gaming highlights how misinformed we tend to be. The reality is that almost half of those who play are female, and approximately a third are aged over 35 years old (yes, it seems that we have already had a generation of young game-loving people emerge as adults, and yes most are happy, well adjusted and productive members of society).
The reality too is that gaming is actually highly social; players work together to solve problems, share tips and tricks, compete with one another. My biggest complaint when my son plays?
There’s too much noise as he’s animatedly chatting via Skype to the mates he’s teaming up with online.
And make no mistake. Gaming does develop valuable skills. It is a fluid intelligence mega-booster, encouraging participants to seek novelty, challenge themselves, think creatively, do things the hard way and network.
There are many surprising socio-emotional benefits associated with gaming as well. It has been shown to be helpful in alleviating depression (it is believed games distract people from negative thought patterns), in developing intrinsic motivation (gamers learn to overcome one obstacle after another), and in developing the type of 21st century skills that employers require (not only the familiarity with computer operating systems, but the ability to work and collaborate virtually).
As for the notion that games are violent, whilst it is true that some of the most popular games like Minecraft are not, many do have violent elements. While this doesn’t thrill me, it also doesn’t surprise me. Children’s games have long explored such impulses; be it through playing with toy weapons or soldiers, or through role-plays such as Cowboys and Indians.
The real question is whether playing these types of games leads to more violent behaviour, and on that point the findings are mixed with most studies concluding that whilst for a person predisposed towards violence this might be triggering, for well-adjusted individuals it is not. In fact, some young men I talk to say that when they are feeling angry, playing a game that is aggressive can be a helpful way of channeling that rage safely.
All this is not to say we should white-wash the very real issues that need addressing in gaming such as the sexist and abusive way in which some female players and game developers are treated (something my son thinks is shocking) and debates around ratings. Games like the Grand Theft Auto series, which tend to attract the type of media interest that may have contributed to the current culture of fear and misunderstanding, are rated R (18+). They will, of course, like all forbidden fruit, appeal to younger kids as well and just like when they wish to view films that are not suitable for them, it is then that parental boundaries need to be established.
Leena van Deventer, a game narrative lecturer at RMIT and Swinburne Universities, argues parents have actually never been in a better position to engage with the games their children play, and setting boundaries is aided not only be the games rating classification system, but by better parental restrictions that can be set on game devices. “We don’t have to play every game before our kids get it, these days either”, she says. “We can jump on YouTube and watch a complete play-through of the game and decide whether it’s the sort of game we want our child to play.”
It is true that like anything a young person becomes passionate about, gaming can become addictive. However, It seems odd to me though that whilst we wouldn’t dream of shaming a young person who was obsessed with locking themselves off into their room to read books, it tends to be open season on the gamer.
The way to connect with our children about anything is to open ourselves to their interests, instead of reflexively dismissing the things they love as harmful or trivial. Rather than policing and patronising, we need to empathise with, and understand the world of, young people. Only then can we positively engage with them and effectively support them.
We need to be prepared to get in the game.
Dannielle’s books may be purchased at her web site. During the month of August only, if you use the code SKWIRK at check out, you will receive a 25% discount off all purchases.