Monday, July 13, 2009

It's only a game, Honey

Females play all games on computers in greater numbers than men
 
Look at the ideas embedded in emerging games for girls
 
Quite a few years ago, Lynn and I attended a research presentation on female v. male tastes and practices in book and computer games.  In books, it was Harlequin v. Doc Savage or bodice rippers (bodice tuggers for younger girls) v. eye-popping violence.  At the time, there weren’t that many computer games for girls but research showed that violence was not an attractor for them.  It even showed that boys preferred basic contrasting primary colors in the display screens while girls preferred harmonizing shades with less chromatic contrast.
 
I wrote my dissertation in 1968.  I was interested in what is sometimes called decision theory .  I was intrigued by the fact that we all make decisions constantly and that they might be improved somehow.  The mathematical approach is pretty simple and basic.  I looked for some sort of situation where it might be applied to some use.  Gaming or simulations seemed like a natural.  I had read that the emerging computers could probably supply games for all sorts of purposes.  I found that research had been done in a semi-gaming format on a simulation of being a school principal and applied decision theory concepts to the pencil and paper exercise. 
 
I have read recently that the U.S. Army has made games that will appeal to possible recruits and no doubt uses all sorts of simulations in their many types and levels of training.
 
I have been carrying “Everything Bad is Good for You” by the respected scientific writer Steven Johnson around and one of these days I will read the book.  He marshals evidence that video games and computer games are improving the minds of those millions who use them.
 
There is clearly a connection between video/computer games and programming.  More and more universities are getting into the act by including game design and construction in their departments of computer science or creating separate departments or both.  Clearly, videography, sound tracks, psychology, marketing are all aspects of game construction, use and research that are also involved.
 
Certainly, my great grandson loves Wii and Harry Potter games as well as many others.  He remembers tricks and turns embedded and feels genuine elation when he reaches a higher level in a game.  Notice that many games are way too complex for a youngster to sit down and read a bulky manual about how to play.  Usually, experimentation, thought and inspiration are his tools.
 
 
 

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