Contributed the following article to the November 2011 issue of VANAMUTHAM,
a Tamil Christian Monthly magazine published by Serve India Mission,
that attempts to connect the world (with its events and practical issues) to God's word.
With
the turn of the twenty first century, advanced technologies such as online
gaming over internet, use of motion as input, Infra Red tracking and support
for wireless controllers, have come to be employed. This allows people to play
virtual Tennis wielding wireless controllers strapped to wrist or held in the
palm – not on real court outside but through a simulation indoor. Susan
Greenfield is worried that spending time online gaming could pose problems
for millions of youngsters. “There is a need to be outside, to climb
trees and feel the grass under your feet and in your face.” Experts opine that overuse injuries such as carpal
tunnel syndrome, bursitis, and tendonitis once reserved for long-time computer users
could impact these youngsters. They also
fail to develop socialization skills as long hours of being caught up with
video games leave no desire for one-on-one human company. This is normally accompanied by a decline in
verbal memory performance. In the case
of children, loss of physical activity and excessive eating that accompanies
gaming often lead to obesity and neglect of studies leads to drop in academic
performance.
Entertainment
is supposedly a leisure time activity, to provide some diversion from the
monotony of work. You will be familiar
with the adage “All work and no play make
Jack a dull boy.” In fact, God gave
man Sabbath so he is able to turn from six days of hard work and rest on the
seventh day. Sabbath was intended to be
a renewing, rejuvenating experience for him, resting from hard labor and
enjoying fellowship with his creator. At
thy right hand, there are pleasures for evermore, says the Psalmist (Psalms
16:11).
The
good Lord who provided Adam and Eve with the fruits of the different trees that
man could enjoy has also provided man with good diversions. Reading is one and physical activity is
another – one stimulating the mind and the other toning the body. Pure
pleasure brings one within the reach of God’s voice. C.S.Lewis in his satire ‘The Screwtape
Letters’, has Screwtape (senior devil) chastising Wormwood (junior devil) for
failing to keep the patient (Christian) from crossing over to the Enemy’s
(God’s) camp, as follows. “You first of all allowed the patient to read
a book he really enjoyed, because he enjoyed it and not in order to make clever
remarks about it to his new friends. In
the second place, you allowed him to walk down to the old mill and have tea
there – a walk through country he really likes, and taken alone. In other words you allowed him two real
positive Pleasures. Were you so ignorant
as not to see the danger of this?”
Pleasure is God’s
gift to man. We again have this insight in the following
words put into the mouth of Screwtape. “Never
forget that when we are dealing with any pleasure in healthy and normal and
satisfying form, we are, in a sense, on Enemy’s ground. I know we have won many a soul through
pleasure. All the same, it is His
invention, not ours. He made the
pleasures: all our research so far has not enabled us to produce one. All we can do is to encourage the humans to
take the pleasures which our Enemy has produced, at times, or in ways, or in degrees, which He has forbidden.
Hence, we always try to work away from the natural condition of any pleasure to
that in which it is least natural, least redolent of its Maker, and least
pleasurable. An ever increasing craving
for an ever diminishing pleasure is the formula.”
For
most folks, pleasure and entertainment go hand in hand. People entertain themselves by catering to
their senses. There are those that are outright recognized as evil and most
people have no problem calling them so.
However, when it comes to modes of entertainment that appear to be
harmless or that have both goodness and evil to offer, we are often not sure
how to deal with them. Movies were a
popular entertainment for the masses right from the turn of the 20th century until
it was superseded by Television by the middle of the century. By 1962, 90% of U.S.
households had a television set. In India,
television sales picked up in early eighties when Doordarshan introduced color
telecasting and rapidly installed transmitters nationwide to coincide with the
1982 Asian Games.
The
Television set came to be called the
Idiot box, because people idled and idiotised themselves in front of it, for
long hours. Once entertainment was used
to pass leisure time but slowly it became the default way to fill time so much
so that it started eating into productive time. While children before the eighties had good
diversions like outdoor games, the TV got them glued indoors, making a fool of
themselves in front of the box. The
latest to join this string of technological advancements to produce pleasure is
the Electronic Game system. In 2000, Sony estimated that one out of every four
households in the United States had a Sony
PlayStation. Since then the numbers have only increased, with systems like
the Nintendo Wii luring the casual
gamer.
Electronic games
have been around since the early 1970s.
Initially they were available on huge Coin-operated devices inside Game
Arcades. Some might remember the game ‘Space
Invaders’. Very soon their poor cousins comprising
a hand-held console that could be plugged to Television, producing simple
graphics and requiring custom plastic overlays to be taped on the TV screen,
became available. In mid-eighties,
full-fledged Home Video Game consoles with high quality display and choice of
games through pluggable cartridges, became available. By mid-nineties, games became available on
mobile phones. All along, games that
were originally developed for Arcade or Home Video Game system were also
available for PCs through porting and subsequently they were also developed
specifically for the computers.
Eminent
neurologist Baroness Susan Greenfield
told attendees at a Dorset conference that although certain technologies can
encourage creativity, overall the effects are negative stemming from an
unhealthy addiction to technology. She
was the Director of the Royal
Institution of Great Britain between 1998 and 2010 – the oldest independent
Research body in the world. In her
speech ‘The Future of the Brain and The Brain of the Future’, she said “Screen technologies cause high arousal which
in turn activates the brain system's underlying addiction. This results in the
attraction of yet more screen-based activity.
Connections in the brain can be temporarily disabled by activities with
a strong sensory content - effectively 'blowing the mind'. Or they can be
inactivated permanently by degeneration - i.e. dementia. Other symptoms could
include shortened attention span and a tendency for reckless behavior.”
Professor
Mark Griffiths, a psychologist and
Director of Nottingham Trent University’s International
Gaming Research Unit, while disagreeing on overall effect being negative,
acknowledges that when played to excess,
video game playing can in some extreme cases be addictive, especially online
video game playing where the game never pauses or ends, and has the potential
to be a 24/7 activity.

Most
importantly, the Home Video Game consoles tend to suck individuals into
addiction. Such an addiction leads to
gross wastage of precious time, distracting the individual from life’s greater
purpose. John Wesley’ mother Susanna Wesley had cautioned her young
son against anything that took off his relish of spiritual things. God asked Gideon who was leading an army of
10,000 for battling the Medianites to separate out folks who cupped water in
their hands and lapped it up like a dog while stopping at a river for a drink,
and send away the rest. These were folks
who kept an eye for potential approach of the enemy unlike those who were
distracted from their purpose, being immersed in water literally while
quenching their thirst. Any pleasure to be legitimate must refresh
us without distracting us from, diminishing or destroying our final goal.
1 comment:
That's a great article and I agree with you on the problems of video games. I was sucked into gaming when it was something that I thought I would never do, and did get addicted - not so much in time as in my thought processes, thinking too much about it. It is a very subtle time-stealer, and also can so easily become an idol.
Post a Comment