There's a familiar narrative that divides public opinion, whether video games, as a whole, have a positive or negative effect on society. And when it comes to mental health, video games are, the majority of the time, mentioned as either potential causes or cures for health-related issues. But, for the sake of this post, let's instead talk about the idea of using games for good.
In a recent article published in The Big Issue, Lead Content Editor at Improbable, Dan Griliopoulos, looks into just that; how games have been made for good.
First, let's mention the adaptation of games for the educational environment. Dan notes that, despite the skepticism of using games within the classroom, it was found that 71 percent of teachers in the U.S. stated that digital games had been effective in improving their students’ mathematics learning, according to a nationwide survey.
For example, Minecraft, the hugely popular sandbox game, released an Educational Edition, which can be used as an immersive platform to develop new skills in geometry and learn more about the environment and climate change, among a bunch of other really great things.
Testing the Millennial Moral Code
Dan comments that, “games are a form of media that have become a moral guide to the millennial generation,” and I couldn't agree more. It's certainly become a more prolific gameplay mechanic in recent years. And for me, I personally love my morals being challenged as part of my playing experience.
Of course, I'm not the only one. Dan points out that video games have even provided Edward Snowden with a moral structure that informed his actions: “they taught him that anyone, no matter how weak, is capable of confronting huge injustice,” which is more profound than my own actions. Never harm animals. That's my rule.
Now, with all of this in mind, the idea of testing one's moral code is something that'll become apparent in Seed, especially as the player becomes more committed. Although, I can't say much more at the moment...
As somewhat of a conclusion, I do believe that developers have a great social responsibility to create games that can challenge the player's morals or ethics as a virtual test or trial for real life. But, after this is said and done, if you act like a tool, then you're just a tool.