adolescence Michelle Leccese, MA Psychology adolescence Michelle Leccese, MA Psychology

How Narratives in Video Games Affect Children and Adolescents

As the video game industry grows, so does the need to understand its consumers and investigate its content on those consumers. Research suggests that over 90% of children and adolescents in America play video games and that the frequency of video gaming increases around age 18, peaking in an individual’s twenties

Video games offer insight into individual characteristics and judgment alongside offering advantages in learning environments and social education as they expose players to modeling techniques through rehearsal and reinforcement of social behaviors found through the games’ narratives. These themes can vary greatly from game to game and their content has been shown to impact our cognition and behavior. 

Adventuring has a powerful effect on individuals’ perspectives and psyche. Games teach us morals and allow us to explore aspects of ourselves that would otherwise be unexplored.

A sword wields no strength unless the hand that holds it has courage.
— Hero’s Shade, Legend of Zelda Twilight Princess (2006)

Allowing players the ability to project certain aspects of their psychological attributes to their avatars allows them to become the hero and experience themselves in a world where they can achieve feats beyond what is possible in their real lives. This allows a sort of power of resilience within a player without them being aware of the positive cognitive effects that are occurring as they triumph through lands and save the world from utter disaster.

Many video games are essentially moving narratives where the player gets to make decisions about what a character does next in the game. This essentially creates a virtual reality where players can learn from mistakes made in the game or learn more about themselves through the character they bring to life. Some games have fixed narratives, but increasingly, games are allowing for a more autonomous and whole version of the characters in their games. Games like “Skyrim” and “World of Warcraft” allow players to decide throughout the game whether to take a virtuous path of heroism, or a darker path of thievery, or assassination, along with other characteristics. 

Basically, these games allow you to play someone you never could be in real life and this element of choice is what makes video games such an intriguing form of media. I believe Grizzard et al. 2014 said it best: “In narrative media, viewers simply watch moral decisions being made by others, but in video games, players often make the decision to be moral (or immoral).” It is also what makes researching them so complicated and intertwined. Researchers have found that individuals who engage in prosocial gameplay tend to have more prosocial thoughts and behaviors and that individuals who play more violent narratives tend to have an increase of aggressive and hostile behavior and thoughts. Ambiguous games present a unique problem and discussion for researchers.

Morality and Character Content

Narrative content is important to gameplay and to the outside implications of thoughts and actions caused by video games. Not all games are complicated narratives per se and in researching the direct effects of video games on individuals it is hard to have them play a game with a fully immersive and detailed world. So, equally important to narrative content is the character being played in the game. Research has found that the context in which you play a specific character can have direct effects on empathy and general affect.

Morality presents a different viewpoint on aggression and violence within video games. Questions of morality can be intense, and our actions can divide us. Morality asks us if it is okay to kill one to save the many. It asks if violence is acceptable to save an innocent. It also makes video games with protagonists that engage in aggressive behaviors to save the world a question of morality that we should allow individuals to consume. Could it be that a moral high ground and virtuous narrative could mitigate the effects of hostile and antisocial intent?

In fact, research has shown that prosocial concepts can mitigate the effects of violence in video games. Studies have shown that video games could be an important outlet for reflection based upon moral decisions rehearsed in the game and that oftentimes the feeling of guilt can mediate between violent video gameplay and the overall salience of a player. 

Essentially, this means that while moral violations occurred through violence, there was no increase in hostile behavior or aggressive thinking shown after the violent video game was played. This could be due to the idea that we justify the violence in the name of moral high ground or simply that the context provided more access to prosocial thought (saving the world) and thus negated access to antisocial and aggressive thoughts

All of this information can be used by both parents and content creators alike to make smart choices for their kids and reflect on the games we all love and play.

Actionable Insights

Here are Actionable Insights for Parents and Video Game Narratives:

  • Read the synopsis of a game before gifting a game to a child/teen (check the ratings as well).

  • Have discussions with your child about the actions their characters take in each game and investigate the moral dilemmas that might appear. Question the motives of each character including NPCs.

  • Encourage playing games with diverse characters and prosocial narratives. 

Here are Actionable Insights for Content Creators of Video Games:

  • Develop a variety of characters with diverse positions within games and question the motives of each of your characters. 

  • Develop stories with narratives that help users question the world.

  • Ask yourself: 

    • What is the purpose of this character?

    •  What is my audience/age range for this character? 

    • Do my characters represent the diverse population of my audience?

Michelle Leccese, MA Psychology

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covid Michelle Leccese, MA Psychology covid Michelle Leccese, MA Psychology

Gaming and the COVID-19 Pandemic

As an avid gamer, I’m very familiar with the all-too-common phrases from parents about my gaming habits. From Mom telling me to “put my Nintendo away and go outside” to Dad worrying that “I should be spending more time with friends.” Their concerns were similar to most parents with teenage children, worrying about the effects of video games on my social health and academics.

But with the novel coronavirus setting the entire world into a time of uncertainty, where social isolation is prevalent, we turn to media and entertainment. Video games provide comfort and support as we battle a social capital standstill. While parents of teens worry about video games negatively impacting their children, they can find comfort in research that shows how collaborative video games positively influence individuals. Online gaming could prove to be a great source of social support, as well as a means to create prosocial environments (social behavior that benefits society or other individuals other than the individual themselves) both on-screen and off-screen.

Games such as ‘World of Warcraft’ (WoW), ‘Among Us,’ and even ‘Call of Duty’ encourage group play through collaborative tasks, adventures and characters that naturally compliment different players’ abilities. These Massively Multiplayer Online-Role Playing Games (MMORPGs) allow thousands of individual players to come together to play in an immersive and detailed environment filled with adventures and quests. In games like these, prosocial behavior is encouraged and rewarded. Players have a sense of obligation towards other members of their ‘guild’ (groups of players that play games together) as they go through quests and raids, offering a social structure in which prosocial behavior is essential to success. These types of collaborative and social games can be particularly useful for users with physical disabilities that hinder their movement outside the home, or in the current socially isolated state of the world.

These MMORPGs are highly social environments that allow for strong friendships to form and many of them utilize chat features and messaging boards to connect players. The “Social Side of Gaming” expands on the benefits of collaborative gaming on video game players, stating that sharing online space within games enhances the formation of social capital and fosters friendships offline. Some researchers attribute this type of gameplay to the idea of being “alone together,” which in times of social isolation and social distancing can be a positive psychological and cognitively clinical advantage. In simpler terms, gaming can reduce the stress of isolation and help facilitate social interaction and friendships in teens.

Being alone together within games allows players the autonomy to choose their gameplay while also providing a rich social environment. Many players utilizing MMORPGs indicate that a very social environment is their primary factor for choosing to play these types of games. The academic research also suggests that the “gameplay within these virtual worlds is enhanced because players not only use them as the game originally was intended to be played but also as arenas in which to explore new relationships, new places, and themselves.” Online gaming also contributes to a higher social capital amongst groups in games with more interactive play, thus creating social ties that extend outside of the game itself. This shows us that online gaming creates bridges for social networks that then create outlets for social support and social capital. 

Many of these online interactive games allow players to be “more of themselves” than they otherwise would be as their offscreen self, adding to the enjoyment of the games and creating a social benefit for those who may not be able to do so in real life. In these uncertain times, it seems to be reasonable to relax on video game restrictions and allow teens the ability to connect in whatever way they are able to. The social atmospheres and ability to collaborate with other individuals just might be the key to this new online world we are collectively experiencing. It might not be a good old-fashioned hangout with friends, side-by-side, but for avid gamers it feels just the same. 

Parents reading this might still be a little skeptical, and content creators might wonder “so what next in gaming creation?” So, here are some tips for parents to help relax their minds and even bond with their gamers a little more, and some advice for content creators on what to include in your next game.  

Actionable Insights

Here are Actionable Insights for Parents on Video Games and their Teens: 

  • Not all games are created equally. Check the age rating on any games you might get your kid.

  • If you are able to, play the game. Understanding the dynamics of the gaming world will help you understand the social world your kids are in.

  • Take an interest in what your child is playing. Ask about the characters, the narratives and objectives, and if there is a multiplayer option, play the game with them. The more invested you are in their play, the more information you get about your child’s social needs.

  • Use content restrictions on games for younger children. Many MMORPGs have filters where you can designate the age range of other players that your child can interact with. (i.e. only players between the ages of 13-16 can interact on the game)

Here are Actionable Insights for Content Creators of Video Games:

  • Write diverse characters that rely on interaction and prosocial behavior to succeed in the game.

  • Create reward systems that increase the likelihood of helping behavior and punish antisocial behavior.

  • When writing NPC (Non-player Characters), take a special interest in developing side quests that encourage everyday helping behaviors (i.e. an older woman asking a character to retrieve her chickens or deliver her mail for her).

  • Create info guides for parents on your game to help facilitate communication between players and caregivers.

Michelle Leccese, MA Psychology

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