By Dr Laila Abdel Aal Alghalban
Why is gaming industry booming? What is the social responsibility of game developers? Aren’t they in charge of finding ways to address the escalating worries and fears of digital addiction ? And what measures should be taken nationally and globally to combat the negative repercussions of esport and gaming culture?
Figures suggest that gaming industry is worth $ 135 bn in 2018. It has become an entertainment genre on its own, having a general attraction and revenues dwarfing those of any other genre. The competitive nature of gaming also singles it out; audience are not passive recipients. On the contrary, they compete and that is streamed online, which ignites more excitement and more obsession. Thus, the unique nature of gaming as an art form and an e-sport makes it so gripping in an unprecedented way. Top countries making more money from gaming are China, USA, Japan and Germany and UK. Thanks to the easy and generally free access of games and the interactive relationship between game creators and gamers and fans in general, obsession for gaming continues to be beyond words.
Negative effects
In addition to parents and teachers, highlighting the negative effects of video games or esport has been made by a number of high-profile people around the world. Prince Harry, for instance, has called for banning the game. “It’s created to addict and keep you in front of the computer for as long as possible,” he said. The Epic company staff have recently been bombarded by a storm of questions posed by a number of MPs in Britain on how the company takes the users’ screen time and the age of players more seriously. Too much screen time is thought to be the cause of phoneliness, anxiety, depression and the loss of brain cells. Fanning the digital gaming phobia, the World Health Organization (WHO) last September listed excessive gaming as a mental health disorder. “Gaming disorder” is “characterized by impaired control over gaming, increasing priority given to gaming over other activities to the extent that gaming takes precedence over other interests and daily activities, and continuation or escalation of gaming despite the occurrence of negative consequences.”
Look on the bright side
Despite the mounting attacks on gaming industry, we should not miss the many positive aspects. First, gaming disorder “affects only a small proportion of people who engage in digital- or video-gaming activities,” according to HOW.
A game developer argues that overgaming is not the cause of mental health problems, it is merely a symptom. Secondly, like any product or service, game makers argue, the customer satisfaction must be taken into account. Billions of fans and players from all age groups and regions admit that playtime helps them feel better and connect more strongly to friends and co-players. Thirdly, gaming events and tournaments have become tourist destinations, attracting thousands of gaming fans. Fourthly, the number of full time jobs in gaming industry is rocketing and there is an increasing need for more academic majors qualifying future game makers, marketers, artists and analysts. More interestingly, many schools and universities encourage the use of video games in classes to boost learning.
Corporate social responsibility
The wide popularity of gaming industry and the equally widespread criticism it receives makes it absolutely urgent for corporations of the industry to shoulder their social and ethical responsibility towards fans and communities. Fortunately, some companies pay visits to schools and universities to provide more information about game making and the different sciences involved, which stimulates students’ interest in mathematics and informatics. Staff also receive feedback and provide tips for a greener and healthier playtime. In addition to wars and survival, new games could target issues such as global warming, illiteracy, cultural heritage, coexistence, tolerance, women empowerment ,among many other noble causes. Human societies are fighting unprecedented threats, and it is the responsibility of gaming industry to be in the lead to stimulate people’s interest and summon concerted efforts to combat threats.
What’s next?
Gaming industry would not comply fully unless there are strict laws and regulations. In China, for instance, children under 12 are allowed to play for one hour daily while older children are granted only two hours, with no play at night.
Finally, I think that we hate what we do not know. We need to know more about gaming and build more bridges to our children.
By Dr Laila Abdel Aal Alghalban Professor of linguistics Faculty of Arts Kafr el-sheikh University
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