[net.cog-eng] Psychology and morality: more on the game-based office.

greenberg@calgary.UUCP (Saul Greenberg) (11/24/85)

After Roy Masrani and I submitting a highly tongue-in-cheek abstract titled 
"Iconic interfaces for office systems based on video-games", a serious reply
was posted asking the question: "Is it appropriate to increase a
user's emotional involvement with a model filled with conflict?"

According to principles of human factors research, the answer would be
yes. Psychological experimentation is highly pragmatic - people's
reactions to stimuli are measured, not their morality. As an example, one
study looked at individual differences between male and female reaction
to video games. The findings suggest that while males react strongly to
a "shoot-em down" game, female reaction is generally negative. The
result - develop a "female-oriented" game.

I suggest that experimental psychology has no morality. If a
conflict-filled metaphor is an efficient one, then its use can be
justified psychologically. The morality of the metaphor is a
philosophical question which is answered in terms of good taste and
judgement. Unfortunately, the demands of the marketplace usually takes
precedence. This is simple to prove - advertisements use a wealth of
psychological knowledge to manipulate the masses, which I personally
find repugnant.

As scientists, we have a quest for knowledge. History suggests that this
knowledge is rarely used for the lofty ideals it was intended for.
Saul Greenberg
Dept of Computer Science
University of Calgary, Canada

zben@umd5.UUCP (11/26/85)

In article <577@calgary.UUCP> greenberg@calgary.UUCP (Saul Greenberg) writes:

>                             .... As an example, one
>study looked at individual differences between male and female reaction
>to video games. The findings suggest that while males react strongly to
>a "shoot-em down" game, female reaction is generally negative. The
>result - develop a "female-oriented" game.
 
Indeed.  The Pac-Man video game, one of the first commercial video games to
use a non-"shoot-em-up" paradigm, was also very popular with women.  Perhaps
the "avoidance" paradigm speaks to something in our social structure, most
specifically the pre-liberated-feminism "pursuit and avoidance" sexuality.

Now, can we say anything about the Pac Man "power pill"?  For those unfamiliar
with the game, these are the four blinking dots in the corners of the game,
which when "eaten" confer (for a short period of time) the ability to defeat
in combat the "ghosts" which one normally avoids.  Of course, this maps onto
a reversal-of-roles, and would speak perhaps to socially-repressed desires
for dominance...

I saw an interview with a top-level female executive of the company that
produced this video game.  She said outright that women were such a part of
the success of Pac-Man that they decided to dedicate the follow-on game,
Ms. Pac-Man, to them.  Since then there has also been a Pac-Man Junior game,
continuing this sexually stereotyped paradigm.

Is this pandering to mankind's basest motivations any better than the 
blatant commercialism you later decry?
-- 
Ben Cranston  ...{seismo!umcp-cs,ihnp4!rlgvax}!cvl!umd5!zben  zben@umd2.ARPA

jss@ihu1e.UUCP (Smith) (12/05/85)

> In article <577@calgary.UUCP> greenberg@calgary.UUCP (Saul Greenberg) writes:
> 
> >                             .... As an example, one
> >study looked at individual differences between male and female reaction
> >to video games. The findings suggest that while males react strongly to
> >a "shoot-em down" game, female reaction is generally negative. The
> >result - develop a "female-oriented" game.
>  
> Indeed.  The Pac-Man video game, one of the first commercial video games to
> use a non-"shoot-em-up" paradigm, was also very popular with women.  
	...
Not a "shoot-em-up" but an "eat-em-up"? I am not sure that I see the
difference.
-- 
J. S. Smith AT&T IW
	There are lots of opinions around this place, but these 
	are mine and no one else's (pitty the poor soul if they 
	do share mine.)