Sunday, July 5, 2009

Who says gaming is a waste of time

Video Games and gaming, the brain food of the future and past. I remember as a child playing Atari, Nintendo and at later years Sega. I also remember by mother yelling at me repeatedly to “stop playing those darn games and go outside to play”, not to mention the old adage of “when we were kids we didn’t have video games to play, we had to use our imagination and creativity to have a good time.” Well, the science and truth has come home to roost that gaming has increased brain power.

According to Ben Silverman’s article Is gaming good for the mind, “science has proved that gaming increases cortical firing and makes us better thinkers.” (Silverman, 2009) Researchers for North Carolina University and the Georgia Institute of Technology are now studying the effects of gaming in the elderly.

The study of gaming effects on the elderly is being led by Dr. Anne McLaughlin assistant professor of psychology with North Carolina University. Current results indicate the best games for the elderly “contain three fundamental brain strengthening qualities – attentional demand, novelty and social interaction.” (Silverman, 2009) The current best game fitting this quality according to Dr. McLaughlin is the Wii Boom Box games.

When reflecting upon my childhood experiences playing games, throwing the controller in frustration and doing the “happy dance” when I had achieved my goals, I can truly appreciate the life lessons I gained. Today’s gaming experiences are changing from the days of the Nintendo and Sega days, not to mention the Atari days, and they are showing progressive traits for not only the current children of the day but for the children of yesterday. A lot of our focus as we age is channeled away from ourselves. We are forced to take on the challenges of raising children and taking care of aging parents. With the current trends for increasing interactivity and the current research showing occupational and life benefits to gaming, there is no doubt games are such a large part of our life. The Army uses gaming as a recruiting tool, crane operators work on hand eye co-ordination simulators and doctors are now working remotely with robotics. These abilities and experiences of today are influenced and improved by the popular cultural icons of our childhood and these iconic inventions show no signs of distinction.


Bibliography
Alvero Pascual-Leone, L. M. (2009, June 30). Take two video games and call me in the morning. Retrieved July 3, 2009, from Scientific America: http://www.scientificamerican.com/article.cfm?id=video-games-by-prescription
M. Petracca, M. S. Common Culture (Fifth ed.). Upper Saddle River, New Jersey: Pearson Prentice Hall.
Silverman, B. (2009, July 2). Yahoo Games. Retrieved July 03, 2009, from Plugged In: http://videogames.yahoo.com/events/plugged-in/is-gaming-good-for-the-mind-/1331945

Thursday, July 2, 2009

Popular culture…The study of what was, what is and what will be. While this definition may be somewhat confusing, it is only through a reflection of these items that popular culture can truly be understood. However popular culture is defined, it is surely different and yet the same for all of us.

For me, popular culture is the sum of all things external to self that makes us who we are. Popular culture causes us to act the way we do, speak the way we speak and live the way we live. It is influenced by superstar celebrities, homeless vagrants and all people in between.
It is of the utmost importance to fully understand the effects culture has on each of us in order to achieve the goals of our lives and the goals of the businesses in which we interact. Our culture has brought us to the point in our lives and educational careers where we are today. Popular culture will continue to influence the decisions we all make in the organizations in which we serve now and in the future.

One of the most prominent examples of a popular culture artifact for me in today’s society is that of the cell phone. The cell phone has bridged the bond between separation and togetherness. It has allowed its users to reach out to others at any time and for the user to be reached at any time. This connectivity has driven the immediacy needs of today’s citizens. The culture shift has progressed in leaps and bounds to one who has to have what they want, when they want it and will stop at nothing to get it. The cell phone has helped to satisfy people’s needs for information and has perpetuated their further needs of self gratification.