Slide 11: To all the parents who came here to hear about gaming- I just want to say: This problem is NOT about video games.
we have the equation backward: video games aren’t making young men violent and destroying motivation per se. It is unmotivated and violent for boys who play video games.
Secondly, the equation isn’t linear as we would like it to be. Videogames do not create violence and kill motivation.
The key word today is “Displacement:" video games are replacing something key to the development of boys into responsible young men. Let’s begin this 4th dialogue.
Slide 12: Lost values in a changing culture
The appeal of video games is self-explanatory. The video game industry is a multi-billion dollar industry- The research you are being shown in these presentations is the top of the iceberg. Every popular game is a study on how the human mind works – in order to hook, entertain, and capture the imaginations of as wide a consumer audience as possible. There should be no surprise that these games are designed, both in content, design, and plot to be as engaging as possible. I don’t want to treat everyone like babies and have this discussion about why their boys and young men prefer gaming over something as dull as school and g’ma work. It’s truly not more complicated than that.
If you are wondering, “How do I stop my boy from playing video games,” the answer is you can’t. That is a choice they have to make. Why? Because gaming is an addiction- at the very least an attachment, that I think everyone here knows is a particular concern in our colony especially.
What a parent can ask and do is this, “Why does my son prefer video games over real-life priorities? How can we meet those needs so the game doesn’t have to?” And the answer to that question lies in motivation and meaning.
Motivation is the drive to accomplish, to work hard and long on something, and to achieve a goal. And it appears to be disappearing.
But It is not like consoles and computers are magically sapping young men and boys everywhere of the will to work hard, set goals and achieve. No, these young men have simply reprioritized the console over real life. It is not so much that they are not motivated- or that motivation has disappeared from their lives, but their motivation lies elsewhere. Further, It is not that young men are all “unmotivated” for no reason.
Their lack of motivation which comes from a lack of vision, goals, and hard work, is exacerbated by cheap motivations like video games.
In the past, lazy options of entertainment were not as easily accessible as today. The lazy boy read, slept, or fished. Further, American and even Hutterite culture did not accommodate laziness. So, what has changed? What changed men into unmotivated boys? The ones who are not doing their best. The ones ok with missing hours, being late, and falling behind. And whose eyes only light up with excitement when they talk to their friend about gaming.
Hutterite communities enjoy long hours of outdoor, uninterrupted, and unsupervised play, and it is applauded by psychologists. The independence gained from learning in this environment is something Hutterites got very right. But even his is changing. I think we often forget how much the world truly does influence us. Yes, for the most part, Children still have clubhouses and sticks and muddy feet at the end of the day, but like everything else in Western Culture, it is easier to let a child watch Paw Patrol and Cedermont Kids, rather than letting them get wet from jumping in puddles. “Indoor” and “iPad” parenting will seep into our culture more and more if it hasn't already. Ask if we have the proper phacilities for children to play
Author, Phycologist Dr. Leonard Sax describes how easy the default to games and screens is: “We know that video games are harmful, but more than that, it is cheap, shallow, and mindless entertainment.”
Slide 13: Will to Power:
The games not only allow the boys to play the toughest character but to control the game at large. The Hero is the gun-slinging main character, even when you play the bad guy. Toughness and brilliance are the only way to be a “real” man. And they can leave the game whenever they wish. Any actions don't have real consequences. It's not a coincidence that Video Games are popular in the demographic that is like we talk about last time- consumed with the question of “who am I?”
To a young man, Dr. Sax notes- this question is answered through imitation. The number one influence on a boy’s life will be his father. If the father is not a good model, the child will exhibit these poor traits too. But if the father is not present -and I do not mean a single-family home, I mean a father who does actively play a role in his son’s life- take him fishing, work with him, teach him things like using power tools and carpentry- that child will seek an answer the question of “what does it mean to be a man?” from elsewhere.
This is what video games displace. Men want to be in control of something.
In the past, these personalities had to channel their energy into certain ampleh, job opportunities, or just work out for two hours in the evening to blow off some steam.
However, today, the answer to this question is Videogames. Games make the player largely in charge of their environment. Studies show that the males most likely to develop addictive tendencies towards video gaming have personalities that characterize leaders. In studies where boys were asked to describe playing a videogame, the top two words/phrases were, “powerful,” and “in control.” Videogames are squandering talent. Future leaders and influencers of society- of colonies, they are not channeling god-given personality types towards meaningful building:, they are gaming in their rooms. The boys and young men who are the future community builders, leaders, and educators, and playing Call of Duty and Minecraft.
These boys with the qualities to lead, and the others with the potential to grow and build the community are losing motivation to do so, because the virtual world on screen is far more fun, and immediately fulfilling.
Slide 14: Cheap Accomplishment to Motivation:
The first thing to address is dissociation. No matter how you swing it, the school will never be as fun as video games, and I don’t think schools should have to compete either. School is an environment of learning, and it is not the job of educators to make sure high school-age students remain on task and are having a grand old time because it is impossible. By the time high school rolls around, the teen should have a well-established system of self-motivation regardless of their educational skill level.
Second, From the vantage point of all addiction experts, a child with healthy relationships, hobbies, and motivation to work hard, is not only less likely to become addicted to games, but they won't want to game. It’s a waste of their evenings. They’d rather play a sport, or work on a side project.- what I'm describing is not an exception- it is supposed to be the norm- has been the norm for all of human history- until now.
Dr. Sax says that we need to re-inject responsibility and motivation into these young men’s lives:
Give young men a job or something to manage that is entirely theirs and that they can work on and be proud of. Motivation isn’t born out of nothing. If we have more fulfilling things in our life, we won’t want to engage in something so expedient. If we see a crisis of young men in droves turning to consoles instead of the community, perhaps some needs previously met by the community if no longer being met.
Lastly, simply throwing out the console will not solve anything. If the boy or young man was playing excessively and daily, is the game at fault or the level of self-control/discipline? For all possible activities an unmotivated teenage guy could turn to, videogaming is arguably one of the safer outlets for a good time. No, the solution is to give them the opportunities that they are not pursuing when playing games. As the parent you can force alternate activities on them: force them to play a sport, to go to work, or go to guests.
Slide 15: The brain:
As mentioned before, there is a trend toward viewing Video games as something advantageous and educational. This is (I’m sorry boys) a lie. It has been proven that excessive gaming affects the user neurologically and psychologically far more than all other technologies because of the individualized and direct involvement of a participant. The Damages created by excessive gaming (generally seen as 2 hours + daily) so vastly outweigh the potential benefits that hardly register in studies at all, that there is no necessary and beneficiary reason to include or market gaming as anything but entertainment.
Gaming companies hire the best neurobiologists and neuroscientists. They monitor the blood pressure of gamers. They aim for an immediate increase in heart rate, breathing, sweat production, dopamine, and adrenaline within minutes of play. If these responses are not almost instantaneously present, the game goes back to the drawing board. “[Their specialists] aim for the maximum addictive and arousing response possible with digital imagery and sound,” Concludes Dr. Whybrow.
This has had an effect on education: remember back to the overstimulated mind that simply is not primed to learn in the school setting. “Boys 12 years old are doing academically as well as 8-year-olds of 10 years ago, especially with emotional and social awareness.”
Dr. Jeffrey Anderson, MD. PhD, is a leading expert on the research behind video games: Here are the actual documented benefits of gaming, that I took from his list, and from other studies, I read:
Certain connections in the brain for hearing and vision processing are strengthened, and therefore new information is processed faster. You can see and hear “faster” and farther.
The Salience networks are increased: the gamer can focus on immediate and necessary tasks with more focus. At a glance, a gamer can notice and process more detail.
The hyper-connectivity between the primitive parts of the brain -the medulla and cerebellum- means more directed attention during high stimulus event –sadly this benefit goes away when the adrenalin does.
Reflexes increase. For the reasons in #3, reflexes in engaged muscles grow faster. By this, it means the speed in the hand that holds the controller is faster at button pressing.
Slide 16: Now here is the list of actual problems that derive from excessive gaming:
The frontal cortex actually shrinks: This means poorer impulse control and discernibility in complex things such as facial expression and body language. This results in social awkwardness, and ineptness, even a reversal of skills previously had.
The faster reflexes show themselves mostly in that these individuals actually grow jumpier and are more unfocused, showing ADHD symptoms.
An extension of two, the overstimulation of the Medulla and Cerebrum results in more grey matter, and shrinkage of white matter- myelin, resulting in memory loss and attention difficulty, as well as a loss of ability to focus on things for extended periods of time.
An increased connection between the prefrontal cortex and the temporoparietal junction actually increases the symptoms of schizophrenia, anxiety, and ADHD, as well as exacerbating down syndrome and autistic behavior and symptoms.
Addictive symptoms show up within the span of 1-2 weeks of excessive play (meaning 2+ hours). The decrease in impulse control and discernibility are red flags of addictive potential.
Let us recap: The daily gamer sees signs of decreased impulse control, discernibility, social development, and attention skills, a shrinkage in memory formation and retention abilities, with symptoms of addiction, which will only further exacerbate these symptoms. On the other hand, they gain faster reflexes and eyesight. Slow clap for the Gaming industry.
To people who do not game “excessively” -perhaps for a longer stretch only once a week, Other studies show that these symptoms are visible in anyone directly after engaging in gaming content, for up to two hours. (think of how children will cry when the iPad is taken away.)
“It’s not rocket science,” said one teacher Dr. Sax interviews. “It’s the lack of experimental play and increase of video game and iPad Parenting.'' The demands of real life require entirely different brain developments and skills than the cognitive and visual motor skills needed for video games. For example, to flirt with a girl requires intense and complex use of many different and developed parts of the mind- the mix of humor, body language, and facial expression, as well as an acute understanding and translation of the subtlest of messages received from the girl. These are sacrificed to gaming. But hey, at least you have better thumb reflexes.
Slide 17: Violence in Games
Studies done on game content are different, majoritively focussing on any game rated M, for Mature, or 17+. These games can and may contain excessive violence, Blood and Gore, Sexual Content (Prolonged nudity and/or Sexual scenes), as well as excessive language. The effects violence has on the mind are caused by child users playing M-rated games.
In the largest scale experiment done on the impact of gaming on the mind, a study used three sample groups of roughly 2000 children from different countries and ages. They found that violent video gaming (1 hour daily) resulted in increased antisocial or aggressive behavior even up to 6 months later, even when controlling for gender and pre-existing aggressiveness.
But hopefully, your children aren’t playing M-rated games ever- regardless if they are 17+.
The larger concern should be the morality of the game. Playing a hero figure does not trigger the same aggressive changes as playing a neutral character, or even a bad guy.
Author Malcolm Gladwell explores this idea in his book, Talking to Strangers: He calls it transparency. Transparency is the idea that one’s thoughts are physically displayed: we frown when sad and laugh when happy. However, in a violent game, the player- you- is shooting other people in an intense environment. Games, where the child is inflicting the violence and is rewarded with peace, encourage transparency, and that aggression will get you what you want. And so, in little Johnny's head, aggression is now a proper way to react.
However, let's not focus n the violent games, because id like to think that parents are at least controlling for that.
Rather we need to focus on antisocial behavior. that shows itself across all gaming studies and research. The child who lashes out is reacting for the same reasons that others are retreating into their room and themselves, growing increasingly disengaged and apathetic to the real world. It is simply a child who is not socialized. the solution might be as simple as turning off the screen (permanently) and kicking them outside for a couple of hours.
The larger concern should be in the problem highlighted in the testimony that was read to you: It is about The Self. The most harmless of games are still games promoting the progress of you- the player. We don’t want to play a game where we don't have stats that go up, achievements to meet, or advances to be made. To most “good” games- the basic mobile game- is designed for the engaging of reward systems.
Slide 18: Solutions and dialogue
“We must encourage children to develop the ability to think first, and then give them the computer. After that, the sky’s the limit.”
-Joseph Pearce.
Dr. Sax gave certain guidelines for how to select which game content is appropriate and which is not:
Does the game involve characters harming others?
Are the ‘Others’ in the game people or fictitious characters? Does this make a difference to you?
How relevant is the violence to the game? Do nonviolent solutions exist?
How important is the violence to the progression/plot of the game?
Is the harm inflicted on a person rewarded in the game or penalized? Are consequences for violence inflicted on another person present in the game?
Certain standards need to be in place across the board for gaming and all media as a whole, that have to be stricter than that of “die wilt”. Firstly, I see no rational reason a Hutterite claiming to pursue a pacifist lifestyle should play mature-rated games at all. Games rated below M then require involvement on the parent’s part. Ratings such as Teen (T), Everyone, and Everyone 10+ (E, E10), should be reviewed before the child plays. They are not ok just because a T or E rating is slapped on the box. The same T or E rating can be applied to a fictitious/fantasy game with excessive violence, as well as to another game with sexual content or language. Review of each game independently by parents is necessary. Reviewing is more than just reading, look up streams of players actually playing the game on YouTube to fully understand both the game and the environment the game will create around your child.
Content:
Content is the most basic factor to be aware of. If you feel ratings are too vague, or not strict enough, or are unsure of a game your child already has, watch them play. It seems useless to say more on this topic because it is as simple as knowing what you are buying and setting ground rules for what you want your child to be exposed to. Familiarize yourself with the ratings: E, T, and M. But don’t assume they are interchangeable with the PG, PG13, and R ratings of movies. Look up what specifically gave the game the rating it received and ask the questions Dr. Sax recommends, to determine if it is suitable for a given audience, or any audience at all.
Time Spent Playing:
Even if you chose only safe, clean, and violence-free games, you are not off the hook. Nonviolent, minimal violence, and sports games such as the ones listed above are as addictive as any other game.
What truly is the concern of video games is not the content or the violence. It is the time wasted and displaced and the priorities that change because of this.
It is where I believe influence and guidance play the largest role. Children, and especially boys are motivated largely by role models and father figures, who can show them what it is to work hard a long and to learn to prioritize selflessness and work above all else. We are talking about teenage boys. They turn to games because they are fun and easy and simple. The real world is confusing and hard. Fathers must lead by example so that the expedient does not become the most important thing in their life.
And then there is the question- given the high- addictiveness risk of this particular form of content- if there is room for video games in our culture- in our Christian walk- at all.
What do we mean when we claim to have personal time?
This leads to the final area we must consider when discussing video games. If more time is spent gaming, the importance of that activity will grow. It will take precedence over things of far more and long last value in their life. Is the person gaming removed from the community? From family? From gist and friends? How deep are their friendships or are they merely superficial in discussions that never go beyond the games they play?
. A loss of priorities and values means there is no fulfillment, only the expediency of leveling up and headshots. The men and boys drawn to games need purpose and action; something physical and more real than a screen. Only then can they become good fathers, brothers, husbands, and future builders of the community and Church.
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