Games are not addictive, and we can prove it!

Games are not addictive, and we can prove it!

Video games are more than entertainment

We at Chaos Theory have always been advocates for gaming's positive impact. Our focus when developing transformational games is human-centric game design, which aims to tap into human psychology to change behaviour and have a real-world impact.?

Despite advocacy, there is still a consensus that video games are solely a source of entertainment and nothing more. Since it is a niche industry, it can sometimes take time to research the potential impact of serious game projects. This blog can be a resource for anyone looking to understand how gaming can positively impact people and organisations.?

Screenshots of the game Kangazoo. Source:

A study conducted with three different age groups, students, adolescents and adults in and out of university, proved that games with prosocial elements promoted healthy relationships, helping behaviours such as sharing and comforting peers, and enhancements to empathy. This is also reflected in other studies, where at least 75% of gamers agree that video games help improve mental stimulation through connected online play.

Aside from behavioural and social changes, games are a diverse tool that can be applied to most use cases to solve many problems - from education to healthcare, to social change, and everything in between!

Below, we will dispel some common myths about games, outline how games are used to reach real-world objectives and explain where they are used in various organisational settings. Finally, we’ll link you to an easy-to-follow guide for starting a ‘transformational games’ project.

An example of games being used to help patients recover from spinal cord injuries. Source:


How can we change the player's views on video games?

When people think of gaming, they usually think of console or PC games like Fortnite, Call of Duty, Pokemon, GTA, etc. These big-name games are entertainment-focused and are usually the centre of attention when it comes to opposing views on gaming.?

However, the flip side to this coin would be games like Minecraft, which have obvious benefits for players and have been adapted to other real-world uses, such as the immersive learning platform Minecraft: Education. This adapted game is now widely used in over 7,000 classrooms in 40 countries.

One of the reasons gaming works well in the education industry is the ability to create simulated learning scenarios that are measurable and reproducible. These benefits can also be applied to the workplace, health, and social change. As research has shown, you learn and retain information better by doing. What’s better than a safe, simulated learning environment before needing to put those skills into practice?

Let's dispel common myths about gaming and video games

While there are a lot of opinions on the negative effects of gaming, there are some that seem to have a common overlap across most media houses. Let’s discuss the reality of games and the people who play them:

False: Video games are played by youngsters

False: Games and gaming are addictive

False: Video games promote isolation

  • The 2022 IGEA report shows that 75% of children and adults play games in social settings, whether in person or over the internet. A similar statistic from the same report confirmed that over 36% of Australians said they had made new friends and connections through games.
  • One such story comes from our very own Chaos Theory Office, where we host regular game nights to increase social bonding and cooperation between everyone at the company!

False: Games are just to pass time

  • We know for a fact that video games can and have been used for a lot more than just entertainment. Aside from educational purposes (Minecraft: Education), video games are also used for simulation training in various industries (IBM), physical and mental rehabilitation in healthcare facilities (Mind Maze) and as social impact projects (CHANGE).

And there's a lot more research and tools available for you to be quite safe in knowing that games inherently were never the problem. They are, in fact, the future of how we can successfully transfer knowledge and simulate training in every industry and organisation!

How do we make games more than entertainment?

Gaming inherently can capture information and retain attention like no other form of media. It lets us experience digital worlds from a first-person perspective (e.g. “While playing, I overcame the challenge to reach the end of the level”), allowing for a more active role in acquiring and formulating ideas. According to the IGEA report, over 75% of adults agree that gamification of education helps increase general and specialised knowledge.?

This is also because of the combination of audio and visual storytelling. The Learning Pyramid model suggests that some study methods are more effective than others, and those varying study methods will lead to deeper learning and longer-term retention.

Source:

Similarly, businesses can also greatly benefit from the advantages of gaming’s immersive nature. A study by Brigham Young University showed that teams that played video games together for 45 minutes performed 20% better than those that took part in generic team-building exercises.

This has also been proven in the workforce today. About 60% of workers feel more motivated and resourceful if their training is gamified. Because of the advanced effectiveness, many companies are turning to gamifying their productivity and training. For example, Freshworks started FreshDesk Arcade to boost customer service capabilities through quests, points and badges. The fun-based competition through the app improved efficiency, effectiveness and much higher levels of engagement throughout the team. This achieved outstanding reviews from over 2,500 of their clients and an end-of-year increase in revenue of 1000%!?

Aside from workplaces, games are used to make tremendous strides in healthcare and therapy. We already mentioned Mind Maze, which uses digital technology and gamification to immerse patients to promote brain functions. Mind Maze Labs technology is now being used in over 75 clinics worldwide, benefitting over 10,000 patients.

Want to make your own seriously transformational game?

If you are looking for an excellent all-around resource for creating a transformational game, check out my free step-by-step guide, Create Games that Solve Problems.?Or if you just need a place to start, send us a message, and let us help you get started on your transformational game journey!



要查看或添加评论,请登录

Chaos Theory Games的更多文章

社区洞察

其他会员也浏览了