The Positive Side of Playing Video Games

In 1994 the debate over violent video games erupted all the way to the United States Senate. Games like Doom, Lethal Enforcers, and Mortal Kombat which depicted scenes of digitized violence, outraged parents, and Senators alike earning video games a negative reputation. After the tragedy that took place at Columbine High School in April 1999, the makers of Doom, id Software, and twenty four other entertainment companies, were sued by the families of the victims in a lawsuit naming violent video games as a cause for the massacre. Scholarly research on the effects of violent video games on gamers has also been inconclusive with some studies showing a link between violent games and heightened aggression, other studies calling previous research methods into question and finding no link between violent games and aggression, and even other studies that showed reduced aggression. With the violent game debate being still too young for research to produce concrete evidence, many parents and senators still look at video games in a negative light. Despite the negative stigma attached, Video Games teach moral lessons, promote creativity, inspire gamers into healthy pursuits in life, and provide money making opportunities for gamers. 
 
Video Games have the ability to teach moral life lessons to gamers. While there are some games, like Sony's God of War series that features a protagonists with, what some would call, a repulsive lack of moral conscience, many other popular game franchises like The Legend of Zelda avoid moral relativism by placing players into the shoes of a chivalrous protagonist on a quest to stop an absolute evil from taking over the Land of Hyrule. Zelda presents the struggle of good versus evil, light versus darkness, and leaves no room for gray area in it's storyline. Final Fantasy, likewise, in it's many iterations, also pulls players into a storyline of a whole party of protagonists who band together to fight an absolute evil in quests that usually also have a heavy emphases on the value of friendship, loyalty, standing up to fight injustice, and even sacrificing oneself to save the lives of others. The advent of cooperative campaigns in games like Halo teach the importance of working as a team to achieve common goals. Players can play split-screen with friends, and some games even have the option of playing coop campaigns online with other players from across the world as well. There are even games like the Battlefield series that require heavy amounts of teamwork in their competitive modes as well. There are many more lessons to be learned from playing video games which go against the belief that gaming is of no moral value to those who play them.
Not only can gamers learn moral lessons from video games, games also promote creativity. On June 22, 1996, id Software, the developers of Doom, released Quake on the PC, and included the source code on the disk itself opening up the door for user modifications. PC gamers who had a knowledge of the visual C++ programing language could create custom levels, custom weapons, and even take the 3D and physics engine in Quake to create what is known as a total conversion mod, creating an entirely new game from Quake's graphics engine. Since Quake released, all the major PC game developers have followed suit, and some developers like Valve have even bought the rights to popular user created mods like Counterstrike which was a Half-Life total conversion mod, and Team Fortress which started as a Quake Mod, but was later updated as a Half-Life modification as well. On the home console front, level editors, which allow gamers to create new single and multiplayer levels out of developer designed tiles, in games like Timesplitters, and Little Big Planet have seen a rise in popularity. While not as open-ended as modifications, where the gamer can design anything they choose instead of using preset elements, users are still creatively challenged to in designing working single and multiplayer levels. Now, with network enabled console systems, gamers can share their creations to a community of other level creators, as well as download other user-created levels. There are many other examples of ways video games promote creativity as well, such as music creation, artwork, fan-fiction, and many more that show that gaming promotes creativity.
Not only can gamers learn moral lessons from games, and not only can gamers use their creative and artistic sides in games, but gaming can also be a positive influence that leads to healthy activities. In the 1999 Activision released Tony Hawk's Pro Skater, following Tony's historical landing of a 900 degree mid-air spin in the Summer X-Games of that year. Tony Hawk's Pro Skater brought about the immense popularity of the extreme-sports gaming genre, and influenced many gamers to learn how to skateboard for the first time. It also influenced those who knew how to skateboard to practice even harder. Skateboarding has come to be seen as a legitimate sport, and, like other sports, provides exercise to those who partake in it. In 1997, Sony released Parrappa the Rappa on the original PlayStation console creating the rhythm and beat/Music game genre spawning the creation of many games like Dance Dance Revolution, Samba De Amigo, and the modern Guitar Hero and Rockband series'. Like the Tony Hawk series, Guitar Hero, and Rockband, both of which come with guitar and drum controllers to simulate playing music, have also influenced many gamers to learn how to play musical instruments, and influenced those who already played to practice even more. Learning how to play an instrument can spark a lifelong passion for music. There are also other examples that could be used, like how Dance Dance Revolution, and Wii Fit promote exercise, and how games like Call of Duty have inspired many gamers to join the military, however, there is more evidence to show video games having a positive influence over the belief that they influence violent behavior.
 
Recently, the money making opportunities for gamers with a passion for gaming has expanded immensely. In 1996, a bunch of Quake fans got together at a hotel near id Software's offices in Dallas, Texas, to play together in competitive Quake Matches. The event would soon become known as QuakeCon, and would evolve into the biggest competitive gaming tournament, with real cash prizes, and helped create the “professional gamer,” as in someone who makes their living off of playing games competitively. QuakeCon was not the first ever held tournament of it's type, but as online gaming has become a mainstay in console games as well, there are now entire leagues created for professional gamers, such as Major League Gaming. For non-competitive gamers, there are blogs, and startup websites, but the most popular way to make money off of gaming is to make gaming-based YouTube videos, and then partner with companies like Machinima, TGN, and Fullscreen who pay gamers by sharing add revenue from their videos. Gamers can now spend their time making reviews, commentaries, gaming rants, and showing off their other talents, like posting cartoon skits, comedy sketches, and etc. that were inspired by games, and gaming culture. Some youtubers, like the Angry Video Game Nerd have become famous, and been made wealthy from posting video game videos on YouTube, essentially starting their own businesses as a result. These facts go against the idea that gaming hinders children from obtaining jobs, and it also doesn't take into account eBay selling opportunities, and how mod-making has lead to real development jobs in the industry, and well as indie-game development.
September will mark twenty one years of the debate about violence in video games. Even after the formation of the Entertainment Software Ratings Board (ESRB) to rate the content in video games to inform parents of the content in games, the debate is still as heated today as when it first started. Many parents are not aware that gaming can teach life-lessons, allow their children to express their creativity, and lead to positive activities. For those parents who are still concerned, it is suggested for them to read the ESRB ratings on the games they buy for their children.

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