In “Game Theory as a Model for Business and Business Ethics,” two people at Harvard introduced the idea of game theory in mathematics or ethics. A question that is addressed in this is Why would businesses involve games in the workplace? Especially when you hear the expression, “it’s just a game,” as if to say, it is not real. Militaries who use games use them as a way to practice for real life events. Although, with games, you are playing to conquer a task at hand. “Ethics, first of all, requires not reflection but close attention to the nuances and intricacies with human relationships, only some of which are sometimes competitive and require strategy and tactics rather than tact, sympathy, mutual consideration and sharing,” (Solomon 14). Games are not always competitive, especially multiplayer games, some games are actually collaborative. This is what makes it so efficient for businesses, pushing members to work as a team and using games that involve mathematics and ethics is beneficial to the business and employees.
Cline really makes you consider the way games can be more than just entertainment, but they can become something of an escape. This escape helped Wade through his hardships, especially losing both parents and living in tragic conditions. Just as McGonigal mentions, a game is something that is voluntarily played to achieve an unnecessary goal. With Halliday’s billion dollar account up for grabs, this gives people more incentive to play the game and win the money. The vision of the trailers stacked to allow more space is worrisome. This made me question our reality today, and wonder if McGonigal is correct in her theory that videogames have come to our rescue for helping with real life issue in society. To watch Wade become more intone with reality than his life he once made in videogames somewhat shows this different perceptions that McGonigal has. Videogames are similar to a vacation, it is short, bittersweet, but at the end of the day, it is essential to come back to that life we lead. Life continues on, and we as people have to also help be a part of keeping life clean and evolving properly. With real life issues mentioned such as global warming, it is important to see that escaping in videogames won’t really solve our problems, but actually partaking in real life events will.
It is seen in some research that males tend to migrate to videogames that allow them to avoid real life authority to give them the feeling of dominance. A game like Grand Theft Auto is similar to this idea because it allows people to move around freely with any weapon around the cityscape. In “Resistance through Video Game Play: It’s a Boy Thing,” researchers test six adult males and six young boys playing videogames. The results showed that both groups preferred games that resist authority. This becomes an issue in institutions because it prevents the students from learning. By introducing games to schools, we can lower stress on teachers and increase the amount of information that is retained in students.
In this “Girls’ Handclapping Games in Three Los Angeles Schools,” girls in middle school have their own game of handclap. Girls tend to play this game in schools with members of their own class, but as school ends, they move to a wider variety of anyone who is available. While girls games prove to be less violent than boys, this game shows that as well as bringing together different cultures. Certain schools show African Americans, Latinos, and Euro-Americans practicing their traditions through these games, using rhyming and creating songs in their handclap games. They practice these at home, not just school. When introducing this to other cultures, the traditions begin to spread and pass along. With the many different cultures mixing in schools, overcrowded buses and neighborhoods, these traditional handclap games start to alter. Just like technology and life, people begin to adapt to the world around us that continues to evolve. With the music in the handclap game, the rhythms and rhymes begin to adapt to different cultural traditions. In order to keep the game going and rhythms to flow, there could be no aggression. Any attempt to prove hierarchy in a certain ethnicity would ruin that flow. The object is to use skill, knowledge and rhythmic patterns to continue the game with the partner. This game also create female bonds and relationships, building support. This also can lead to diverse friendships.
Sometimes, research for a paper can feel endless. Though, what if there were games that allowed you to research topics just by playing? The lecturing style of teaching has even teachers complaining about how students leave the end of the year passing the class, but not retaining any of the information that was given. In the article, “PC Games and the Teaching of History,” it shows how students use these games to relate history to their time period, and also, better remember the events that took place in history. During a class, a professor used “Grand Theft Auto” to relate to chain events in history. The students were immediately more engaged and attentive when actively participating, keeping their minds from straying away from the information given. Another instance, kids played as Native Americans traveling to take back land and succeeding. The students then were critically thinking about why the events in history were different than the game and how it happened. when using the game “Patrician 2,” students used their skills and information to reconstruct and build. Students who attended the class were more engaged in the group discussions and were thinking critically about the historical events. It is a new way of learning and retaining information, which is important to hold on to rather than just focusing on passing the class.
In “Playing with Our Minds,” Suellentrop shows the benefits of game play as a use of education and testing out our skill sets. Videogames consist of concepts that are fun and engaging, but also help players think critically. In the military, soldiers even use these games as a way to become educated about the field. Some of the videogames used in the military “train soldiers, in effect, how not to shoot,” (Suellentrop 15). They prepare them to use their critical thinking skills and help them with parachuting rather than killing everything in their path. These games even help to empower the soldiers, showing how the United Nations fight global hunger, inching towards the idea of world peace. In this article, there is even mention of the popular World of Warcraft game that allows its players to interact with one another and make connections. This goes against the idea that people desire to play violent videogames and center in on finding those violent qualities in real life. People hold the impression that the game Grand Theft Auto is chosen to be played mainly because it allows the players the ability to roam around with weapons and kill. Though, more players enjoy the game because they can roam the city freely. While the notion that videogames are frying the minds and destroying the lives of everyone who plays it, there is positive research that strongly suggests otherwise. Games are teachers, allowing to train people on their skills, information, and many other test taking abilities. The games “navigate our modern information society,” (Suellentrop 17). As games are increasing, it is to be expected that the future will continue to grow, which means that we should start adapting to new ways of using technology outside of just a pastime hobby. Games can even have the scientific method, ‘through trial and error, players build a model of the underlying game,’ (Wright 19).