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Andrew Alfidi
Intro to Rhetoric and Composition
Professor Ferrara
December 11, 2020
The True Nature of Gaming and Its Impact On the Medical World
It is no secret technology has massively overtaken and reshaped the world we currently
live in. A once mindless thought, technology is simply the application of the human mind to
further develop day-to-day interactions. From the barbarian forging a stone tool out of his vast
resources to the latest MacBook by Apple, technology, by nature, is ever evolving, its existence
resulting in an alteration in the function of society. The net result: a society searching for the
newest and latest technological advancement, hoping to revolutionize the area of expertise they
are individually familiar with. Nonetheless, certain aspects of our society face paramount
advancements in order to combat the latest societal threat. The medical community probing for
the cure for a world crisis, facing evading threats from the Ebola Virus and the Corona Virus.
While others might necessarily not need such an imperative need for the newest technological
advancement, think the basketball community, whose field does not necessarily need any
technology to focus on improving a player’s success rate when shooting a basketball.
Nonetheless, basketball, along with all sports internationally seek the latest machinery and
technology to develop a player’s form or focus on methods of recovery a game. To be frank, it is
safe to assume at this point in society, technology has made its way into every aspect of life,
ultimately providing a net betterment to society. With all this being mentioned, it is quite
puzzling to witness such imperative areas to development lack in technological advancements
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and new methods of development. Despite facing this predicament, a quirky, yet effective
technological tool has been present in youths’ minds for generations: Video Games.
Video games, which on its own has gone through drastic improvements and changes
within its industry, albeit being a technology driven industry can revolutionize key areas in
society. While it may seem to be a controversial yet random selection to fix aspects of society,
video games, and the world it develops, has all the necessities to build a successful cinder block
of society. While video games receive a negative stigma surrounding their use, the possibilities
unlocked by its technology allows for advancements in our medical practices and education.
Before identifying and evaluating the correlation between the video games and the key areas of
society, it is imperative to understand the video games industries own foundation, development,
and history.
An industry which began as far back in the early 1950s by the intelligences of educators
and students at MIT and a spark of curiosity, did not reach mainstream popularity until the 1970s
and 1980s. By 1962, the small community within the industry unlocked an entire realm and
possibility within its industry: two-player games. A commonplace concept nowadays,
multiplayer in videogames was revolutionary in creating the mega-industry it is known to be
today; the ability to interact with a tool of technology with another individual can not be
duplicated. While the statement seems to be an exaggeration to further the development of the
argument, the ability to build towards an ultimate goal as a team is one of the strongest programs
to build an individual’s character. This encompasses the strengthening of essential traits for
individuals to have in the workplace, engaging the brain in communication, problem-solving,
and multitasking. Many years later, the Atari released the “Atari 2600”, a home console that
features joysticks and interchangeable game cartridges which played multi-colored games,
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effectively kicking off the second generation of the video game consoles, being the console,
many generations refer to as their introduction to video games, as the Atari 2600 birthed the
mainstream video game industry. Despite some hardships including the 1983 video game crash,
the video game industry blossomed to the mega-industry it has become today generating a
massive 30.4 billion dollars in 2016 in the United States allow a distinct improvement from MIT
students’ creating a game of tic-tac-toe on the newest cutting-edge machinery.
While the industry has undoubtedly blossomed and evolved from its grounded beginning
seventy years ago, the video game industry has taken its far share of notches. To begin with,
since its inception and first ‘boom”, the video game industry has been scrutinized and questioned
heavily by skeptics who would have never believed it the industry’s ability to succeed longer;
being viewed as a “child’s activity” and slowly evolving into a believed determined to children’s
development many critics have questioned the potential effects it has on its users. This believe
has no chance to fizzle out either, as since their inception, video games have been subject of
concern due to their depicts of violence, which has only heightened as years past and visual
detailing improves to make video games more realistic. For the better half of the last two
decades, gaming has been linked to a state of violent behavior, a scapegoating attempt to destroy
the relevance and success of the industry. As the industry only grows, and graphics and
advertising only become more prominent, the debate surrounding its effects only worsen. Despite
this, multiple studies have provided otherwise, believing “the interpretations of these effects have
varied dramatically” (American Psychological Association), as well as mentioning, “Scant
evidence has emerged that makes any casual or correlational connection between playing violent
games and actually committing violent crimes” (Society for Media Psychology and Technology).
Although there was limited evidence to suggest video games enact violent behavior intentionally
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or otherwise, compromises, regulations, and censorships have been implemented to deter or
otherwise inform potential users of the content within a developer’s game.
While video games receive a negative stigma surrounding their use, the possibilities
unlocked by its technology allows for advancements in our education system, medical practices,
and social standards.
Many students and parents have issues with the current curriculum, calling it outdated.
Video games can be incorporated into the education system and result in students being more
engaged and active participants in their learning. Look no further than clinical learning and
medical training, a hyper-competitive field with medical students looking to outperform their
fellow students. This trend is evident, and recognized by Suraiya Rahman, a medical director and
assistant professor at Keck School of Medicine at the University of Southern California, who
notices that “gaming can appeal to some of the common traits of medical students and
physicians”. Dr. Rahman when discovery the correlation between video games and student
learning first understood the vast reach of video games in his students’ lives. Rahman understood
despite the professionalism that comes with being a medical student and ultimately a medical
doctor, his students are “teenagers”, “millennials”, who are “playing these games where they are
in isolation of their environment, but they’re communicating with others playing the same game
all over the world”. Dr. Rahman, wanting to build off this familiarity, especially in potential
stress-inducing scenarios that can arise during a medical practice, attempted to incorporate a
style of learning that activated the same skills and thinking as the video games the students grew
up with. Dr. Rahman incorporated three medical education games to help students master various
skills in virtual medical settings, including scenarios that focus on diagnostic reasoning when
provided with specific exams and pictorial representations. As gamers, rather than medical
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students, the student can fall back into the gaming mindset they developed from a young age, or
at the very least develop a new way of thinking rather the critic mindset being a medical student
can place them in. The students found that when approaches with the games they were able to be
successfully test and train their skills while simultaneously having the freedom to fail and learn
from their mistakes similarly to how one might fail a mission in a video game and restart from a
certain checkpoint. The user then can identify what when wrong on the previous attempt that led
to their failure and adjust as needed. The American Medical Association, in their analyze of Dr.
Rahman’s practices described it as, “reinforcing the concepts they need to master” all due to the
nature of gaming, which “offer unique opportunities for students to conduct risk-benefit analysis
and follow tailored learning plans.”
The practices developed by Dr. Rahman are overtly distinctive and stray from the normal
education techniques used in the western developed world. However, alongside Dr. Rahman,
many instructors have reconsidered the education program and their own personal instructor.
Professors have found flaws in the traditional model of teaching, finding it to lack empathy and
discourage students to not want to learn. This traditional method is teaching was scrutinized by
Paulo Freire, a Brazilian educator and philosopher, labeling the method as, “The Banking
Concept”. Friere details the traditional method to be counterintuitive for the purpose of teaching
and education, believing students are ultimately discouraged to learn. Friere reasoning stems
from the student-teacher relationship, which he points out to “reveal its fundamentally narrative
character.” If the teacher holds a lecture style course and preach to students as if it was
“motionless, static, compartmentalized, and predictable”, the listeners will feel detached from
reality, disconnected from the lecture, holding no significance in the words of the narrator.
Friere, rather proposes a teacher approach he labeled as, “Critical Pedagogy” which emphasizes
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an approach by instructors that encourage students to question and challenge not only the content
being discussed, but the instructor themselves. Opposed to a lifeless, lagging lecture, Friere
encourages communications between students and teachers, allowing for the student-teacher
relationship to be a mutual and benefit relationship.
Therefore, the idea such as Dr. Rahman no longer seems as farfetched as it once sounded.
Dr. Rahman clearly embraced Friere’s Critical Pedagogy by incorporating the video game
culture into his teaching with students. [Link] found the three integrated interactive lessons
to allow his medical students to create an environment where questioning and experimenting are
welcomed. By making lectures and lesson plans interactive, students find the material to be
approachable and consumed through practice problems that result in risk-benefit analysis by the
learner.
This encorpation of gaming into the medical teaching environment does not remain
isolated in its potential. Video games (and its technology within) have been hypothesized to
reach beyond the boundaries of teaching medicine and into the medical world. Video games can
be incorporated into medical practices as it will better success rates of surgeries and will advance
current medical thought and practice. The idea began to be examined in the early 2000s, with
Microsoft’s release of the Xbox 360, which featured revolutionary technology in the Xbox
Kinetic- a line of motion sensing input devices first released in 2010. The release of the Kinetic
was an attempt by Microsoft to birth a new generation of gaming and hoped to draw new
audience with the technology they devised. This hope blossomed into overwhelming outreach by
many in hopes of understanding the motion sensing technology used in the Kinetic; this surprised
Microsoft not by the outreach they receive but the people reaching out to them. This being, out
of all fields to question Microsoft: the medical community. A July 19th, 2012 edition of the
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Montreal Gazette highlights this development, relaying over “500 applicants from around the
world” spent three months in Seattle, Washington, at a program held by Microsoft surrounding
the potential use for the Xbox Kinetic. One Toronto-based startup, “GestSure Technologies”
developed its product, which was one of the first hacks to emerge after the Kinect came out,
allowing doctors to access medical records on computers in the non-sterile parts of operating
rooms using gestural, touchless interfaces. This allows surgeons to scroll through records mid-
surgery without having the follow the necessary sterile protocols which include removing their
gloves and having to scrub back in. While this seems like a minuscule development towards the
medical community, this development marked the first successful attempt to “hack” the Kinetics’
technology and apply it to an alternative field. The ability to develop potential life-saving
machinery via the technology unlocked through the Kinect demonstrates the ever-expanding
outreach of the video game industry, and the versatile of technology. Around the same time
many other researchers and developers became intrigued with the potential of the video game
industry. The American Journal of Preventive Medicine conducted a study titled, “Role of Video
Games in Improving Health-Related Outcomes A Systematic Review” in which a multitude of
researchers examined the potential to use video gaming for therapeutic purposes. The researchers
believed there was potential promise for video games to improve health outcomes, particularly in
the areas of psychological therapy and physical therapy. This theory does not seem as far-fetched
as it may sound given the fact the aforementioned education for medical students was completed
through video gaming interactive problems. It can be reasoned the same practices used to teach
the to-be professions can effectively be applied in treating patients. Prior to their studies,
researchers gathered background on gaming as it relates to health-related outcomes, discovering
video games have been used to distract patients from acute or chronic pain, as well as
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“supporting psychotherapeutic treatment, improving self-esteem, conflict resolution, and
improving pyrometric measurement.” Researchers then selected criteria, determining the
necessary protocols and boundaries in order to establish reliable testing. Among the 38 studies, a
collective total of 195 health outcomes were examined. Overall, the researchers determined
video games improved “69% of psychological outcomes, 59% of physical therapy outcomes,
50% of physical activity outcomes, 46% of clinical skills outcomes, 42% of health education
outcomes, 42% of pain distraction outcomes, and 37% of disease self-management outcomes.”
While these results may seem like hollow numbers with no substantial meanings, the potential
promise for video games to improve health related outcomes, especially in areas of therapy that
involve psychological and behavioral development is exceptional.
Ultimately, what was once considered a harmful, violent pastime, hoping to draw in
teenagers with their addictive nature, has grown to evolve like any other technology, into an
educational tool hoping to reshape the education process, a foundation for potential life-saving
technology, and behavior and physical healing outcomes.
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Work Cited
Primack, Carroll. “Role of Video Games in Improving Health-Related Outcomes: a
Systematic Review.” American Journal of Preventive Medicine, vol. 42, no. 6, June 2012, pp.
630–38, doi:10.1016/[Link].2012.02.023.
Baranowski, Buday. “Playing for Real: Video Games and Stories for Health-Related
Behavior Change.” American Journal of Preventive Medicine, vol. 34, no. 1, Jan. 2008, pp. 74–
82, doi:10.1016/[Link].2007.09.027.
Dobby, Christine. “Technology Taking over Medicine Video Game Programs Adapted to
Revolutionize Health Care.” Edmonton Journal, Postmedia Network Inc, 19 July 2012.
“AMA; 20 Additional U.S. Medical Schools Joining Accelerating Change in Medical
Education Consortium.” Professional Services Close-Up, Close-Up Media, Inc, Nov. 2015.
theliterarycritic. “Paulo Freire and the Development of Critical Pedagogy.” YouTube, YouTube,
8 July 2019, [Link]/watch?v=tyZEJHcY6q8.
[Link] Editors. “Video Game History.” [Link], A&E Television Networks, 1 Sept.
2017, [Link]/topics/inventions/history-of-video-games.
Paulo Freire, The “Banking” Concept of Education, Ways of Reading, (Boston,1996), p.212-223.