The Impact of Gaming on Self-Care
Conference Paper
Writing for the Humanities and Arts 21001
Aaron Darsansingh, David Hurtado, Filip Lopinski
“Is Gaming Self-Care or an Avoidance of Reality?” What Is the Proof?
Gaming for many people has always been a nice pastime whether that be people gaming by themselves or playing co-op, people have used gaming as a form of relaxation. But can that nice pastime turn into something comparable to an addiction? The purpose of this paper is to analyze and see if gaming can be considered a form of self-care by looking at gaming’s history, just how it can be considered self-care, and whether or not gaming leads to avoidance of reality. With these 3 components, this paper seeks to look at how this pastime that brings joy to so many can instead form into an act of avoidance of reality.
“A Nintendo NES. Also known as one of the first modern game consoles”
Gaming used to be one of the newer forms of entertainment since its debut in the 1950’s it’s become a household staple for some people now in the 21st century, with PCs, consoles, and handhelds all becoming integrated into day-to-day life. The beginning of this now great industry started in 1962 at MIT with the creation of the first real small mini-game called ‘Spacewar!’ This later led to the creation of the first consoles in 1970, the first interaction of what would become pong. The next big invention in the late 1970s which caused the first big boom in the video game industry was the widespread release of arcade machines. Many iconic legacy games were popular on arcade machines, such as Pac-Man and Space Invaders. However, the rise of video games came as quick as the fall. In 1983 the video game industry crashed. Though difficult times have come for the gaming industry, it all changed when Nintendo came out with the first modern-day console: the NES or Nintendo Entertainment System. This new console started the first “console-war” between Nintendo and Sega in the late 1990’s and then with Microsoft and Sony in the 2000’s, whose consoles also elevated the industry. The introduction of 3d graphics in the early 1990s gave the gaming industry new tools to push out more and more creative and interactive products. History.com’s analysis of the history of gaming states that “With a leap in computer technology, the fifth generation of video games ushered in the three-dimensional era of gaming.”. Competition elevates the industry as having other consoles that offer similar games and experiences drove the industry into a new state of innovation with the release of the Xbox series, the PS1 – 4, and the Nintendo DS line. Each offers new and unique experiences in the form of console exclusives.
Gaming has always been considered a form of self-care, pleasure, and leisure, much like sports, and yet it has always been a controversial topic. It was and still is often claimed that gaming causes violence or is a form of disassociation much like other addictions. Despite these commonly perpetuated claims, multiple studies seem to support the opposite claim that video games do not cause violence or that playing cooperative games leads to reduced stress and depressive symptoms. These benefits are further supported by the article “Games Can Be Good – When You Play for the Right Reasons” published by the Association for Psychological Science, where they state that in moderation video games can have a healthy impact on their player base. In the same article Huon Longman and his colleagues share their findings on a 206 player World of Warcraft survey “Players’ self-reported symptoms of depression, stress, and anxiety were predicted mainly by their levels of in-person social support — but those who played more socially by connecting with friends or joining a guild to meet other players also reported a slight reduction in symptoms.” These statements although largely supportive of gaming also do not blindly sing its praises instead they also explore the idea that depending on how the players decide to spend their time and whether or not that time investment becomes unhealthy, Halbrook even states this himself and is quoted near the end of the article “These effects are nuanced and moderated by personal as well as video-game factors”. There is also the claim that video games cause violence which is; historically the most common claim leveled against video games in current times seems to be almost completely disproven and instead as another article from the Association for Psychological Science which states that “a recent reanalysis of these findings published in the journal Perspectives on Psychological Science came to a very different conclusion, finding no clear link between video game violence and aggression in children.” This statement is in clear contrast to the widespread myth that video games cause violence and instead one of the researchers states that “Studies that are well designed, such as those using standardized and well-validated aggression measures, almost never find evidence for negative, violent effects,” This statement seeks to refute the sentiment that video games cause violence which has been leveled as slander against them for years. By looking at games in an objective manner we can see that they can serve as both a form of self care and also be harmful.
In the technology-driven world we live in, gaming has taken on a monumental form in entertainment. The multi-billion dollar industry has grown exponentially over the past few decades and captivates millions across the globe every day. Whether it be a quick break from school or work, gaming has changed our world today and is enjoyed by many walks of life, with the vastly growing library of video games available for all interests. However, beyond the role of entertainment or pastime gaming on the one hand can be viewed as an escape or avoidance of reality. Furthermore, an article that delves into the reality of video games being an escape states “Escapism and avoidance coping strategies have been studied extensively and conceptualized as motives to play. A growing research base has demonstrated a strong association between these motives to play and negative gaming outcomes… A systematic literature search was carried out using academic databases and a total of 26 empirical studies met the inclusion criteria. The results show that escapism and avoidance coping represent both a predictor of IGD and play a mediating role between many psychological factors (e.g., self-esteem, loneliness, self-concept, anxiety) and problematic online gaming” (Melodia et al. 996-1022). The study shows that when people use gaming to escape their problems or avoid dealing with negative emotions, it’s more likely to become problematic. In other words, gaming can become a crutch for those struggling with underlying psychological issues like low self-esteem, loneliness, or anxiety. These individuals may turn to games to avoid their real-life struggles, which can then lead to a downward spiral of excessive gaming and further isolation. After all, the complexities and range of immersive worlds and realities created inside video games can offer a sense of control that may satisfy all the needs of a player. While gaming can sometimes be a form of escapism for some, it’s important to acknowledge that it can also serve as a powerful tool for empowerment and connection, particularly for individuals with disabilities. It’s important to consider the day-to-day lives we all experience and how some of the simplest functions are taken away from many due to disabilities. To display the accommodations through video games an article from first-hand experiences “When Jackson Reece lost his arms and legs to sepsis after already being paralyzed, he thought his life was over. It was video games that brought him back.”I don’t think about being disabled when I’m in my gaming setup and talking to everyone,” Reece, 33, said. “Just Jackson ‘pitbull reece,’ just sitting here playing, and that’s what makes me me…Davison worked with quadriplegic Matt Victor, who sustained a spinal injury in 1985 when he was 8, to perfect the device. Victor, 42, has played video games since the Atari, when there was a stick he controlled with his chin and a single button. Now, with improved technology and the QuadStick, he can play more complicated games and meet new people.”It really opens up a lot of doors for making new friends and having some form of entertainment in your life,” Victor said. “It opened up a whole world to me. It literally changed my life”(Miller). As illustrated, gaming can be much more than just an escape for individuals with disabilities. It can offer a space for social connection, self-expression, and personal growth where it may be a struggle in the real world. By participating in virtual worlds, individuals with disabilities can transcend their physical limitations and engage in activities they may not be able to in real life leaving a positive impact on their lives. Despite these undeniably positive aspects and outcomes, it’s important to remain mindful that the very allure of gaming and the ability to create alternative realities and temporarily escape real-life challenges can be a double-edged sword. While gaming can offer a haven it is important to draw the distinction at the point of complete detachment in an unhealthy manner. Notably, the research linking the negative effects of excessive gaming displays numerous drawbacks as written from research “Higher levels of escapism have been associated with longer times spent playing digital games , gaming disorder, and a preference for virtual stimuli over real-life ones. The evidence of escapism’s connection to digital gaming is independent of player profile. Escapism not only is a driver for adopting an alternative virtual reality for hedonic purposes but also explains continued online behaviors in competitive contexts such as eSports “(Jouhki). As exemplified, the study shows that people who are more inclined to use gaming as a means of escaping reality tend to spend more time playing games and may even develop an addiction to them which may become increasingly common. In that aspect, once they lose moderation and fully commit or get hooked to that reality it can lead to a road of life struggles. All in all, while gaming may offer benefits to some, the overall experience can create life-long issues in many facets with an addictive plethora of worlds to become lost in.
In the end, gaming has both negative and positive effects. It all depends on just how the player goes around using their time just like every other pastime that may consume the person’s time and cause them to neglect their own lives. But that doesn’t mean that gaming is just a detriment, it has positive effects too, gaming can give people a sense of community that they may not be experiencing in reality. In a way that is a form of avoidance. But those bonds that they form are ‘real’ and that support is just what some people need too.
Work Cited
Games can be good – when you play for the right reasons. Association for Psychological Science – APS. (2019, November 6). https://www.psychologicalscience.org/publications/observer/obsonline/games-can-be-good-when-you-play-for-the-right-reasons.html
History. (n.d.). Video game history – timeline & facts. History.com. https://www.history.com/topics/inventions/history-of-video-games
Miller, Hawken. “‘It’s my escape.’ How video games help people cope with disabilities.” Washingtonpost.com, 14 Oct. 2019. Gale In Context: Opposing Viewpoints, link.gale.com/apps/doc/A602695827/OVIC?u=cuny_ccny&sid=bookmark-OVIC&xid=d8c9829a.
Moge, C. E., & Romano, D. M. (2020). Contextualizing video game engagement and addiction in mental health: The mediating roles of coping and Social Support. Heliyon, 6(11). https://doi.org/10.1016/j.heliyon.2020.e05340
Rechsteiner, Alexander. “The History of Video Games.” Swiss National Museum – Swiss History Blog, 15 July 2022, blog.nationalmuseum.ch/en/2020/01/the-history-of-video-games/.
Smithsonian Institution. “Video Game History.” Smithsonian Institution, www.si.edu/spotlight/the-father-of-the-video-game-the-ralph-baer-prototypes-and-electronic-games/video-game-history. Accessed 13 May 2024.
“Video Game History Timeline.” The Strong National Museum of Play, 5 Dec. 2022, www.museumofplay.org/video-game-history-timeline/.
Violent video games and aggression: The connection is dubious, at best. Association for Psychological Science – APS. (2020, September 29). https://www.psychologicalscience.org/news/releases/2020-sept-violent-video-games.html
“Video Game History Timeline.” The Strong National Museum of Play, 5 Dec. 2022, www.museumofplay.org/video-game-history-timeline/.