Shapiro, E. (1991, December 1). Can a testy maker of video games set a standard? The New York Times, p. F5. Nelson, R. (1990, December). Video games aim at reality. Popular Science, pp. 90-93.
OVERVIEW
According to Shapiro
In the entertainment market, interactive software programs now allow viewers to conduct their own tour of a museum, stopping and ‘interacting’ with objects that appear along the way. But several technical hurdles must be overcome before interactive multimedia can deliver on its real promise allowing consumers to manipulate characters in games and movies to create their own plot and outcome...
A boy in an unreal world refuses to deal with reality, because the unreal world is completely under his control. This boy is like many children today who are consumed by the world of video games. This article shows the latest development of video game technology that offers users the power of creating their own "reality." The extent of influence from this technology may be profound especially as, notes Shapiro, "virtually every major consumer electronics company is trying to perfect such technology and tap into what is expected to be one of the hottest markets in computing."
Nelson takes a different perspective, noting, "If the unreal world is perceived as increasingly hostile, the product of violent crime, random terrorism, spreading pollution, and environmental dangers, then why not spend more of your time in an alternative place? One where you can take every risk and walk away from a plane crash or a fatal shoot-out." In this article, one sees how hardware and software are being designed to become better in packaging reality.
QUESTIONS FOR REFLECTION AND DISCUSSION
- How will interactive video games influence kids?
- Is it unhealthy for youth to create their own "reality?"
- As computer technology advances to a level at which people can lose themselves in their own "world," do these people properly adjust or react to the real world?
IMPLICATIONS
- While one who fantasizes rarely confuses that fantasy with reality, a child overexposed to the unreal may actually become addicted to that fantasy world—making it difficult to discern from reality.
- The power of "creating reality" that this interactive technology entails indicates that many children may become ‘addicted’ and put themselves in an ‘alternative world.’ In this way, many children may improperly adjust to the real world.
- As people who care for kids, it is vital to encourage kids to imagine and fantasize while also helping them maintain a balance between the real and unreal.
Dean Borgman cCYS