A History of Video Games – The journey of the Human Condition Pt. 2

I was first introduced to the world of video games at or around the age of 3 years old. I have a memory of seeing something which resembled the 1983 ‘Stars Wars’ arcade game on an early PC of some kind and I would later come to play on the actual Star Wars arcade machine (which was the sit-in cockpit version) setting the foundation for my relationship with the technology. While there is a side to it that is magical and that allows you to escape into fantasy, a big part of it being appealing to me is that the computer is not there to judge you, or deny you the chance to have fun and play around. It invites you to sit down and interact with it, with what it has to offer. It’s establishing a friendship between human and computer.

Then technology progressed further forward to allow that computer play-pal to come in from the outside, directly into the home. The earliest games I played were on the Atari 2600 games console and the ZX Spectrum +2 computer. With the Atari, you had the original arcade video game ‘Pong’ to play, which had become so popular. It may not appear to be much of anything looking at it, yet there is something to compare it to. Many children have or had the opportunity to play ‘catch’ with a parent or guardian – throwing a simple ball back and forth between one another – and I feel Pong is the digital equivalent of that. While the differences are clear, it’s the same concept to a small child. There is someone there (although artificial) willing to pass this ball back and forth. A substitute for a real person when there is no one available.

From there the friendship is secured, and providing that there is everything in the home available to make the computer or games console work correctly, you have a reliable, unchanging and versatile companion to play games with – keeping you occupied and taking your mind off of feeling bored and/or lonely. Eventually the games would slowly start to become more complex and introduce new concepts and themes to the child. One particular series of games that I fondly remember on the Spectrum was called ‘Dizzy’. Here you take control of what can only be described as a “walking egg”, which you have to keep out of harm’s way while exploring a fantasy world, figuring out how to use items that are discovered in order to advance on your journey.

With this game you’re starting to learn more about problem solving, developing your ability to work out the basics of using one thing with another, as well as more abstract ideas. You can identify yourself as being in the characters shoes. If you’re deeply investing a lot of emotion in to it, you can really be quite upset or be despairing when the egg “loses a life” and you “die”. It tells a lot about the person’s state of mind and the level of emotional well-being when you’re making the choice to protect the character at all costs – showing concern and care – or becoming angry and frustrated at the character – leading you down the path of punishing the one you control – by having it die over and over again. You’re taking into consideration morality at an early age, in a very simple way.

There is also an indication of how the individual handles success and failure. Do you give up after the first try, or persevere no matter what? Is there a desire to throw the game out of the window by the end of it or a sense of achievement, fulfilment and accomplishment? I’ll continue with these thoughts in the next part.

 

A History of Video Games – The journey of the Human Condition Pt. 1

Sitting down to set about writing about a life time of video game playing can by itself, be a fairly gargantuan task. Going into how that shapes you as a person; how it teaches you about relationships; how it tackles your deepest fears; how it becomes your only companion in a world of loneliness and many other things – is something else entirely.

For some, video games are just a bit of fun. Something to unwind to. A way to have a laugh. In other people’s eyes, video games are not meant to be taken seriously, after all, they’re more aimed at kids and juvenile adults, right?

I start this chapter with some hesitance and some conviction.

I am looking to make a case for how video games can be an essential coping mechanism for those who come to find themselves lost to the harsher realities of the human condition. When all else is failing and crumbling down around a person, sometimes it is the unconventional and unorthodox which is the only way to survive it.

This is something I need to take care with and take time to explain, to go into, and I hope it will do it justice.

I will start from the time of being barely old enough to witness it, through till now. Hopefully part 2 will come soon.

Gotta get it out somehow, right?

Drawing for me can be like hard work. I’ll settle into it for hours on end, even though I may find it stressful or frustrating. I’m not one to find my myself fully enjoying the process. I mean, I don’t consider myself very talented but I do my best to represent something which has had some thought behind it. I like to convey different meanings and messages through the medium.

I can freshly remember many years back where I first started to seriously contemplate sitting down to put ink or pencil to paper on a regular basis. I was going through a particularly difficult period and I would cover a page of A4 paper fully with an abstract representation for the suffering I was going through. It had a very tribal feel to it, done in black ball point pen – to me, I’d done something I didn’t think I had it in me to do. Out of an unseen imagination I’d created something uniquely my own in material form to see. An expression of my own personal experience.

It seems the importance of our creative natures is often underplayed when it comes to our health in contemporary society. At times it can be the only action necessary to remedy what has stricken us down, amongst all the common treatments meant to fix up just right. I had a vision once of people healing themselves by combining creative arts in talking therapy sessions. Where people could speak their mind through their pictures, words or music when their voice was no longer adequate enough. By unifying all aspects of healing to suit an individuals needs we cater to the very core and essence of that person. Why settle for anything else?

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