Video Games and Cultural Perception

First, a shout out to all the faithful readers in cyberspace on the Eve of Christmas.  (Yes, yes, I know, my first post went up a week ago.)  Have a great Holiday! 

Now let me get on with gaming and culture.  Today I want to talk about how gaming illustrates the need to rethink what we mean by the concept “culture.”  The traditional concept of culture is generally seen as something all around us, shaping our every move—Geertz’s system of symbols, where humans are caught up in webs of cultural meaning.  Even in the wake of 1980s and 1990s post-modern critique, we are still left with rather homogeneous and causal views—for example, Bourdieu’s habitus, derived from class and used an explanation for the differing tastes and behaviors of different groups of people; or the emphasis on discourses or ideologies that people cannot escape, so that discourses on gender and race seemingly define who we are and, in making that definition, provide others with power over us. 

Greg has already started the critique.  Here’s what he writes in his post Mirror Effects in Neurons Learned?: 

“The evidence from the brain sciences does not support the assumption that all implicit learning has ideational foundations or backing, but most models of culture really do not allow for motor learning to exist on its own as a relevant category of culture. I know, some will try to call me out on this and argue that late Pierre Bourdieu’s notion of the habitus is really a motor learning theory, but the fact that he has to assume that there is either a sociological structure (class) or cultural structure (a kind of crypto-structuralist cognitive set of categories) behind all action suggests that it is, ultimately, either a sociological- or cognitive-determinist model, not one that allows motor realms any autonomy.”


So, how about some gaming autonomy?  Let me turn once again to my trusty Game Informer in its January 2008 edition.  In yesterday’s post, I talked about how games offer us an immersive and interactive experience.  I want to expand on that post by focusing specifically on how designers utilize something close to the concept of “culture” as one part of how to make games immersive and involving.  In the feature article on the first person shooter Tiberium, which builds off the real-time strategy franchise Command & Conquer, the article goes: 
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Introduction and Depression

Hi all. Just a short introduction–I’m a graduate student in human-computer interaction and applied anthropology. I started off traditionally, learning about Don Norman and his work on human factors then did some international fieldwork on online communities, mobile phones and cybercafes. Recently I started taking more of an interest in the ethics and politics of mental health diagnosis and treatment as well as how mental illnesses are represented in American culture. Most of what I have been reading suggests that conditions such as depression are seen as a chemical imbalance to be treated with medication, so it was surprising to read in a “US News & World Report” article Get Healthier and Happier that anti-depressants actually only alleviate symptoms in 35-40% of depression cases compared with 15% on a placebo. Of more relevance to anthropologists are the stated impact of lifestyle on the diagnosis of depression.

As with diabetes, experts have begun to look for culprits in the 21st-century lifestyle. Might the isolating, sedentary, indoor computer culture explain, for example, why the disorder appears to be surging in young adults? Today’s 20-somethings have a 1-in-4 lifetime risk of experiencing depression’s hallmark black mood, joylessness, fatigue, and suicidal thoughts compared with the 1-in-10 risk of their grandparents’ generation. Americans are 10 times as likely to have depression today as they were 60 years ago, a development that is not merely a result of increased awareness and diagnosis.”

Unfortunately there are no citations for the above numbers and I’m inclined to be skeptical about making such comparisons–how would one even be able to judge the degree to which increased awareness and diagnosis would make a difference? We’re talking about a time before the DSM (the Diagnostic Statistical Manual which psychiatrists use) and before drugs such as Prozac had become a household name.

Even more intriguing for anthropologists:

Realizing that primitive societies like the Kaluli of Papua New Guinea experience virtually no depression, Stephen Ilardi, an associate professor of psychology at the University of Kansas, is now testing a cave-man-esque approach to treatment with promising results. His 14-week Therapeutic Lifestyle Change program entails large doses of simulated hunter-gatherer living in people suffering from prolonged, unremitting depression. Participants sign up for 35 minutes of aerobic exercise (running, walking briskly, biking) three days a week, at least 30 minutes of daily sunlight or exposure from a light box that emits 10,000 lux, eight hours of sleep per night, and a daily fish oil supplement containing 1,000 mg of the fatty acid EPA and 500 mg of the fatty acid DHA.

They also get plenty of time surrounded by the “clan,” in the form of frequent social gatherings with family members, Starbucks dates with friends, and volunteer work. “Hunter-gatherers almost never had time alone,” says Ilardi; even a generation or two ago, people grew up supported by extended family and much more engaged with their community. Too much time in isolation, he says, means “opportunities to ruminate,” the modern scourge.

Granted, the fish supplements and biking and light boxes go above and beyond what a hunter-gathering society might have access to without the harshness. Comparing a Starbucks date to life as a cave-man seems absurd. But it certainly sounds like a healthier and more holistic treatment than what goes on in traditional psychiatric institutions. I’m not very familiar with the literature on mental illnesses in other cultures, especially so-called “primitive” cultures so would love to get citations and opinions.

Mirror effects in neurons learned?

Blogging on Peer-Reviewed ResearchLike many observers of the neurosciences from other fields, I have watched the debate about the function, origin, and nature of ‘mirror neurons’ with no small amount of interest. Since their discovery in the early 1990s by Giancomo Rizzolatti and his research group at the University of Parma, the ‘mirror system(s?)’ in primates and humans have been extensively explored and discussed.

For anyone living under a neurosciences rock, ‘mirror neurons’ are typically premotor or parietal neurons that are active both when a subject perceives and executes an action. In a host of research projects which I’ll probably try to discuss later (I wrote a lengthy piece on them that was recently rejected by a major anthro publication, and I’m considering posting the original in the anthropology open source archive and then doing a MAJOR revision to seek publication elsewhere). Anyway, mirror neurons have been linked to action understanding, empathy, imitation (a personal interest), language, and ‘mind reading’ (not a sixth sense, but the abiltity to understand other’s intentions and perceptions).

A new paper by Caroline Catmur, Vincent Walsh, and Cecilia Heyes (one of the really innovative scholars working on mirror neuron research) in Current Biology has some fascinating implications for neuroanthropology(abstract or pdf download). In particular, the article suggests, in the words used in the abstract:

…it is unclear how mirror neurons acquire their mirror properties—how they derive the information necessary to match observed with executed actions. We address this by showing that it is possible to manipulate the selectivity of the human mirror system, and thereby make it operate as a countermirror system, by giving participants training to perform one action while observing another. Before this training, participants showed event-related muscle-specific responses to transcranial magnetic stimulation over motor cortex during observation of little- and index-finger movements. After training, this normal mirror effect was reversed. These results indicate that the mirror properties of the mirror system are neither wholly innate nor fixed once acquired; instead they develop through sensorimotor learning. Our findings indicate that the human mirror system is, to some extent, both a product and a process of social interaction [please note I’ve removed citation numbers that appear in the abstract].

Continue reading “Mirror effects in neurons learned?”