In society it is perfectly acceptable for children to play games to learn that have no real end goal or agenda (Woods 2011). They mimic the actions of adults, playing house or having tea parties and in doing so play out activities they are not allowed to do in real life – such as drink tea and coffee or pour hot drinks.
As Jenkins notes in his article, online gaming enables adults to play with the restrictions placed upon them in every day life, in turn “encouraging ethical reflection” (Jenkins 2006 p28). He gives the example of Grand theft auto where people can steal cars and wreak havoc on a city if they want to - allowing players to test boundaries and witness the consequences of their actions through a games mediated environment. As an adult it may be socially acceptable to drink hot caffeinated beverages, but it is not socially acceptable to steal a car and rob a shop and this games gives insight to the dangers of a life of crime from perspective of the perpetrator.
Games allow people to play with social elements such as laws, rules, thoughts, opinions, histories and social norms that make-up the society they live in and govern their every day lives.
Jenkins, H. 2006. The War Between Effects and Meaning: Rethinking the Video Game Violence Debate. In Digital generations, ed D. Buckingham. Massachusetts. http://edocs.library.curtin.edu.au/eres_display.cgi?url=dc60263484.pdf (accessed 19/10/11).
Woods, S. 2011. Play with Me. In MCCA104-Engaging Media. Perth. Curtin University of Technology.
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