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  • Khushi Bihani

Virtual games - A social Utopian connector

Three-time Olympic gold medalist Shaun White once said, "There are plenty of skills I’ve learned from playing video games. It’s more interactive than watching TV because problems can be solved if you’re using your brain." This captures the essence of all augmented-reality games.

In real life, the obstacles we face are often out of our control and influenced by many external factors. Virtual reality simply erases those factors. It provides an ideal scenario to see the fruit of our efforts. This provides a feeling of contentment that may otherwise be missing from daily life.

A study conducted by the USA National Institute of Health involving nearly 200 children found that those who reported playing video games for 3 hours per day or more performed better on cognitive skill tests involving impulse control and working memory compared to children who had never played video games. This is because the challenges that gamers face give them a sense of confidence in their intuitive abilities and the practical application of knowledge.

Eutopia is described as a state of pure euphoria in a near-perfect environment. A glimpse of this unattainable world is provided to many children through video games, which provide a break from a broken or monotonous reality. I may be struggling academically, but excelling in a virtual world would provide some inspiration and motivation for me. Games even provide a creative output in less conventional manners and allow young minds to explore their full potential.

Games with storylines have climaxes; the peak point in battle provides a rush of adrenalin, with the heart beating faster, the hand clicking the mouse furiously, and the mind rushing with different approaches to the same situations with increased confidence. This experience is greatly stimulating for young minds and provides a safe environment to undergo these extreme emotions and exhilarating rushes.

Video games aid the three components of psychological well-being:

  1. Autonomy, free will, and control, as explained before

  2. Competence is the ability to achieve things and be successful. This is achieved by leveling up.

  3. Relatedness: The ability to form connections and find acceptance with like-minded people This is achieved by connecting with people and characters involved in the same games.

Having these needs met with an added element of playfulness makes you, as a gamer, feel good, happy, and satisfied. This was shown especially in the lockdown, when it became a source of relief when there was no other way available.

Games also provide a basis for social interaction for disabled or autistic children who are able to live vicariously through these games. They break down grounds of discrimination like race, gender, economic status, etc. and thus promote inclusivity.

Therefore, virtual games play the role of a social utopian connector.



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