Video games not only for entertainment

JavaScript is disabled!

Please enable JavaScript to read this content.

Most avid gamers and critics alike see gaming as an entertaining way of passing time or wasting time respectively. They have also been blamed for unruly behaviour and violence. However, studies have often found no link between video games and aggressive behaviour. 

With the growth of the industry to a multi-billion scheme, video games have diversified and are being used for the greater good and not just for entertainment.

With the engagements and benefits of these games, although a controversial medium, some aspects have and will continue being incorporated in various diversified factions of our lives.

Healthcare

Although a great deal of media attention has been given to the negative effects of playing video games, relatively less attention has been paid to the positive effects of engaging in this activity. Video games have time and again have been proven reliable in healthcare.

The unique engagement that video games offer has also been leveraged to help researchers in developing vaccines.

This is the idea behind ‘Foldit’, an online computer game where players, without any prior biochemistry knowledge, compete to solve puzzles by folding protein structures so that they best fit a target.

The best solutions to ‘Foldit’ puzzles are further analysed as they could offer new insights into diseases like HIV/Aids or Covid-19 and thereby find related therapies.

Such tailor-made games help patients be more adherent to treatment regimens and train doctors how to manage patients in different clinical situations.

A study by the University of Utah suggested that video games could have a profound impact on the way patient care is delivered. The report also indicated that video games can help patients with cancer, diabetes, asthma, depression, autism, Parkinson’s disease and more.

Finance and Business

While the video game industry is a successful generator of revenue in and of itself, it can be used to make an impact in different areas of business other than straight retail.

Increasingly, businesses are finding ways to incorporate video games into their strategies. In recent years, blockchain has become a feature of our financial and technological industries and companies are cashing big on this system.

The term ‘gamification’ was coined, which simply means the process of incorporating elements of video games into a business, organisation, or system, with the goal of boosting engagement or performance.

Gamified personal finance apps aim to help people make better financial decisions, often by redirecting destructive financial behaviours (like playing the lottery) toward positive outcomes.

Education

Gaming has been demonised when it comes to children. At the same time, gaming has been praised for increasing motivation and critical thinking skills.

It is argued that students who do not engage as much as other students find themselves more activated in the classroom thanks to video games.

Educational video games play a significant role in the school curriculum for teachers who seek to deliver core lessons, reading and new skills. Gamification of education allows learners to take active roles in learning and develop technical skills that are needed for their academic and professional careers.

Several recent studies have shown that video games, whether violent or not can help children in the development of intellectual and emotional skills that support their academic achievement.

Social Skills

Online video gaming cultivates social spaces where players can establish new relationships or enhance pre-existing ones. Gaming spaces enable players to share experiences together, building bonds among players.

Gamers can also build their leadership skills while playing these games. These games also present opportunities to increase skills that players can use outside of gaming. Leadership skills is one area that researchers argue that gaming highly assists.