Can Video Games Be A Spiritual Experience

There's no denying that the world works in mysterious ways, but we may never know whether it's due to chance or the immensity of a deity. PBS Digital Studios' Game/Show asked if video games might ever be a spiritual experience about two years ago. Can they connect to something intangible that we can't explain? Is it possible for them to connect us to the universe in unforeseen ways? The movie looks at a study by cognitive anthropologist Ryan Hornbeck of Chinese World of Warcraft users who, although identifying as atheists, felt they'd experienced a spiritual experience “While playing the MMO, you may have “spiritual” experiences. They'd do it “discover a sense of being that we can't get in the real world”

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Can you play video games and be spiritual?

I was interviewed by the Philadelphia Inquirer in August about the importance of video games in spirituality. Specifically, how video games can aid spiritual connection and possibly generate feelings of transcendence.

Although this is a relatively new area of inquiry, we do know that video games offer us something no other medium can: the unique capacity to explore the roles of good and evil in a free (i.e., unaffected by real-world consequences) arena. We may enact the motives and acts of a protagonist and examine the ramifications of varied moral and spiritual choices on the game's plot in no other medium. Video games are wonderful settings for exploring moral and spiritual choices and experiences in this way.

Although there has been a lot of research on moral decision-making in games, the role of spiritual experiences has received less attention. When playing open-ended and relatively ambiguous games, some studies have discovered that players report having mystical experiences and emotions of transcendence (i.e., a greater sense of unity or spirit of the universe) (such as Journey and RiME). The notion is that the uncertainty invites players to think on their spirituality and emotional responses to the game's events.

Can video games be a passion?

Young people have a proclivity towards picking up new talents quickly. One of the reasons why students can easily turn their interests into a passion is because of this. Reading, singing, dancing, sports, and video games all start off as pastimes, but students grow attached to them over time.

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Can video games be emotional?

Videogames, on the other hand, can induce negative emotions like irritation, anxiety, despair, and fear, allowing gamers to “train” their talents to detect and handle challenging emotions and sentiments in a safe environment.

Are video games meditation?

A person meditates while sitting on a cliff near some mountains in this image.

Video games have historically been portrayed negatively in mainstream Western media, particularly conservative ones. Simply googling ‘Fox News' and ‘video games' turns up a slew of pieces linking video games to “mental health hazards”1 for kids, as well as columns speculating on the possibility of a relationship between violent first-person shooters and catastrophic school shootings. This unfavorable portrayal of video games extends to the so-called ‘New Media,' with personalities such as Joe Rogan stirring controversy by claiming that they are addictive and serve no purpose. “You do things, and they're a lot of fun, but you don't get anywhere,”2 Rogan stated in July, causing a lot of controversy. His main claim is correct: video games serve no practical use. However, Rogan's viewpoint is fundamental. Playing a video game may not get you “anywhere,” but that's the purpose. By definition, video games are escapism, transporting the user to new realms and helping them to forget about their worries and disappointments. As a result of this escapist aspect, research studies have suggested that video games can provide the same psychological advantages as meditation. The repetitive nature of gaming attunes the gamer to “the rhythm of their breathing,” improving their concentration and offering a “calm focus,” according to author and psychologist Daniel Goleman, who investigated the mental benefits of video games. 3. Rather than the myth of video games destroying attention spans and encouraging abusive behavior, Goleman claims that the satisfaction of regular gameplay increases mindfulness.

By definition, video games are escapism, transporting the user to new realms and helping them to forget about their worries and disappointments.

Several games were released this year that popularized the spirit of mindfulness and spiritualism. One popular example is Animal Crossing: New Horizons. It's a game that thrives on repetition, with each session of the game being nearly identical. You hunt for fossils, fish, construct your house, and plant flowers in this game, which is essentially a series of tedious duties. The gameplay is straightforward, the atmosphere is relaxing, the music design is pleasant, and the aesthetic is warm. The game has a twenty-four-hour cycle, which means you only play for a few hours every day in practice. At a time of crisis and confusion, that familiarity and comfort struck a chord with millions. Players might find refuge in the gorgeous simplicity of their desert island paradise as the twenty-four-hour news cycle churned up stories of misery and distress. Animal Crossing: New Horizons was released on March 20th, just four days after the United Kingdom joined the rest of Europe in going under national lockdown. Nintendo was able to capture a global zeitgeist thanks to its timeliness. The COVID era is characterized by a tremendous deal of uncertainty, with people urgently looking for a sense of normalcy. Without a definite answer, questions about when one could return to work, school, university, or see loved ones and friends persisted in the mind. Animal Crossing offers the ideal escapism: a happy, simple world to counteract our current dystopian state.

With societal norms crumbling and the environment deteriorating, the gift of creating one's own universe has never been more appealing.

Animal Crossing isn't the only game that tap into this need for normalcy; Minecraft has seen a resurgence in popularity this year as well. A Minecraft world follows the same repetitious logic as Animal Crossing. The player develops an infinite environment, makes tools for survival, constructs a home, mines for minerals, and crops for food. The gameplay is dull and repetitive, but that is part of the appeal of Minecraft. Hundreds of millions of players around the world are drawn to the game because of its familiarity and tranquillity. In reality, it was Minecraft's ‘crafting' aspect that struck a chord with me. With societal norms crumbling and the environment deteriorating, the gift of creating one's own universe has never been more appealing. Minecraft, although being nearly 10 years old, has regained its popularity, with sales reaching 200 million in May of this year and Mojang Studios celebrating 126 million monthly gamers. Minecraft's famous, timeless art style ensures that its player base is retained and expanded. Other games have tried brazenly to replicate Minecraft's unique aesthetic and flair, but none have succeeded in capturing its uniqueness and appeal.

Stardew Valley, an immensely simple role-playing game released in February 2016, is in the same vein as Minecraft and Animal Crossing. Stardew Valley is similar to the other games in that it gives the player their own farm and allows them to tend to crops and livestock, decorate their home, and communicate with the other residents of the town. The game provides a little but significant sensation of progress to the player. Every day, their field expands somewhat, they progress one step deeper down the mine, and they personalize and nurture their farm to fit their image. Stardew Valley isn't high-octane; there aren't any thrills or twists and turns, but that's part of the attraction. Of course, one can speculate endlessly about why this genre of games has undergone such a comeback in the last decade, but on a personal level, this is the type of game that I enjoy. The peaceful escapism, the opportunity to create my own farm, island, or home, and the peace of mind that these games bring are unparalleled. These games may not physically enrich you or deliver tangible benefits, but the spiritual well-being they provide is unparalleled.

1 Robi Ludwig, Fox News, 2020, ‘Are video games a mental health concern for our children?'

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2 ‘You don't get anywhere': Joe Rogan calls video games a “waste of time,” The Independent, 2020.

Do successful people play video games?

Elon Musk, Mark Zuckerberg, and Larry Page are all video game players. There's also a long number of famous gamers, which leads us to conclude that video games are a big component of their success. Mark Zuckerberg, for example, was bitten by the computer programming bug when he was a kid and created his own video game.

Is gaming a stable career?

Esports will not fade away anytime soon. It's a flourishing industry, and individuals make a career from playing games. Even if it may be difficult for older generations to comprehend, young people are more interested than ever in jobs in this industry. In some circumstances, being an esports athlete is a feasible career option – especially if you play the most popular games and are exceptionally skilled at them – but it can also be much better. More games will hopefully rise in popularity in the future, and people from all around the world will be able to pursue employment in the esports business.

Brenda Berg is a business management, marketing, and entrepreneurship expert with over 15 years of expertise. Revieweal is a consultant and tutor for college students and enterprises. Brenda is also the Editor in Chief at Writemyaustralia and a part-time schoolteacher. She believes that the best way to achieve success is to keep learning.

Can video games cause psychosis?

Schizophrenia is characterized by cognitive, perceptual, and emotional disorders. 4 The most frequent subtype of schizophrenia is paranoid schizophrenia, which is characterized by odd delusions, auditory hallucinations, and cognitive impairment. Blunting of feeling, social isolation, and avolition can become more noticeable in the chronic form. The average age of onset is in the late twenties or early thirties, with equal gender distribution. The content of delusions in schizophrenia has been consistently found to be determined by current cultural beliefs5. Although religious delusions are prevalent (‘I am God,' for example), a typical secular illusion is that of being pursued by secret agents.

We do not imply that computer games are the cause of psychosis in our article; but, with the rising use of computers for relaxation, game situations are likely to be absorbed into delusional systems. The fact that many of these games award points for acting violently or even killing is concerning. If a delusional condition transposes the game into the real world, the likelihood of future violence is high—especially if the violence is not recognized as criminal or morally wrong.

What are the psychological effects of gaming?

Video games, commonly known as gaming, are played by 164 million Americans, or half of the population. Contrary to popular assumption, video games aren't solely for teenagers. Only 21% of gamers were under the age of 18 according to a recent survey. While gaming can be an enjoyable diversion or hobby (and is even becoming a competitive sport on many college campuses), excessive gaming poses health dangers. What are these dangers, and how may they be avoided?

Is there anything good about gaming?

It is only fair to discuss the advantages of gaming before moving on to the disadvantages. Gaming may give a method for people to communicate with other other — a virtual community — as they work together to complete common tasks, in addition to being interesting and an enjoyable pastime. Our culture suffers from a loneliness pandemic, and gaming may be a vehicle for connecting with others, especially otherwise difficult-to-connect-with people in your life, such as kids, grandkids, or (as I've witnessed) autistic youngsters who have difficulty communicating using traditional methods.

There is conflicting evidence suggesting gaming has cognitive benefits, such as greater attention control and spatial reasoning, yet it is unclear how far these benefits extend outside of the video game environment into the real world. Finally, video games can be used to instruct patients with degenerative disorders to improve their balance, to help adolescents with ADHD improve their thinking skills, or to teach surgeons how to perform technically difficult surgeries.

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Gaming injuries

Overuse injuries, also known as repetitive stress injuries, occur when muscles and tendons are used repeatedly to the point where discomfort and inflammation develop. If these injuries are allowed to progress, they can cause numbness and weakening, as well as irreversible harm. Gamers are prone to overuse injuries to their hands and arms.

Carpal tunnel syndrome, which affects many gamers, is a good example. Carpal tunnel syndrome is an inflammation of a nerve in the wrist that produces pain and numbness. It is commonly found in office workers.

When the tendons that move the thumb become inflamed, it is known as “Gamer's thumb,” which was previously known as “PlayStation thumb” (or “nintendinitis” or “nintendonitis” when Nintendo was popular). De Quervain's tenosynovitis is the medical word for this condition, which causes swelling and limited movement. Trigger finger, also known as stenosing tenosynovitis, is a condition in which a finger becomes stuck in a bent posture due to persistent inflammation. Tennis elbow is a painful inflammation of the tendon that inserts into the bone on the outside of the elbow that affects gamers.

Gaming is linked to obesity in teenagers, and if examined further, the same could be proved in adults. This is owing to the simple fact that if a youngster spends hours every day in front of a computer, he or she isn't getting much exercise. Obesity may also be linked to increased food consumption while playing video games. “A single session of video game play in healthy male teenagers is connected with an increased food intake, regardless of appetite signals,” according to a study published in the Journal of Clinical Nutrition. The postulated mechanisms are that either the signals that indicate satiety (fullness) are disrupted, or that the emotional stress associated with playing video games activates the reward centers, resulting in greater food consumption.

Gamers frequently complain about vision difficulties. Eye strain is the most frequent eyesight impairment, which can cause headaches and poor attention. Seizures have been documented as a result of gaming, prompting box warnings.

Gaming addiction

Gaming has also been linked to mental health issues. It's still unclear whether video game addiction, sometimes known as internet gaming disorder (IGD), is a distinct condition. IGD is described as experiencing at least five of the following nine criteria over a 12-month period, according to the American Psychological Association:

According to a research published in the American Journal of Psychiatry, between 0.3 and 1.0 percent of Americans may suffer from computer gaming problem. Treatments for this issue are still being developed because the disease isn't entirely recognized or agreed upon, but they can involve public health measures like education and harm reduction, as well as stricter product labeling and cognitive behavioral therapy. There are also support groups, such as Computer Gaming Addicts Anonymous, that use the power of group support — which has been shown to be effective in the treatment of other addictions — to gaming addiction.

Gaming has also been linked to sleep loss, insomnia, and circadian rhythm issues, as well as depression, anger, and anxiety, though more research is needed to confirm the validity and intensity of these links. There has also been worry that exposing teens and young adults to the excessive violence present in video games can desensitize them to such violence, producing emotional problems and potentially leading to young people committing acts of violence.

Gaming in moderation

Moderation is the key, as it is with many other hobbies that have potential benefits and drawbacks. Most of the negative effects of gaming can be reduced, if not eliminated, by limiting the amount of time spent in front of the screen and engaging in healthy activities such as exercising or socializing in the real world rather than the virtual game world.

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Injury prevention requires a high level of education. Gamers must be taught how to safeguard their thumbs, wrists, and elbows, as well as their waistlines, emotional states, sleep, and eyes. Simple training in taking breaks, stretching, eating nutritious snacks, and resting and icing your thumb, wrist, or elbow when it hurts can help prevent injuries from becoming serious. For the eyes, gamers can follow the 20-20-20 rule: stare at something 20 feet away for 20 seconds every 20 minutes.

In short, rather than letting the game overtake your life, playing video games may be enjoyable and social when they are integrated into a balanced lifestyle that includes enough of sleep, exercise, and decent diet.

Does gaming affect your mental health?

I grew up playing video games and have watched them evolve technologically through time. As a result, video games have always been and continue to be an important part of my life. These games can provide possibilities for social engagement and connection as well as amusement and leisure. They can help people improve their cognitive abilities, creativity, communication, and reflexes. Many people use them to decompress as a healthy coping tool.

On the other hand, there is rising concern about the potential for detrimental mental health effects from playing video games. Gaming addiction, negative coping methods, unhealthy lifestyles, loneliness and isolation, despair, and even suicidal ideation are just a few of the difficulties.

I've met an alarming number of people who battle with these issues as someone who still plays video games. Many of these people lack a support system or are unsure of how (or when) to seek professional treatment. Many counseling professionals, in my opinion, are oblivious of the destructive effects that gaming, like any other sort of addiction, can have on a person's life.

As a gamer, I've always been curious by what motivates people to play games, as well as how games may shape and influence people's thinking, worldviews, and social identities. It begs the question: how does playing a game give one's life meaning?

Playing a game isn't the same as just playing a game. While playing, a lot is going on in the player's thoughts, which often reveals a hidden meaning underlying game interactions. Video games will continue to expand and evolve as the world develops and evolves around technology. Over the last few years, video game addiction has risen at frightening rates, and this tendency is certain to continue. As a result, the mental health community is becoming increasingly concerned about video game addiction and the gaming population.

Video games have been around for decades, and their popularity, as well as the size of the gaming community, has grown enormously over time. More than 2 billion individuals played video games around the world in 2020, according to estimates. In the United States alone, 160 million people play online games on a daily basis, generating a $90 billion business.

Esports have evolved from video games and are becoming more frequently regarded as electronic yet actual sports. Many of the same competition elements apply to both, including professional players, well-known teams, and large viewers. Professional esports teams compete for prizes worth more than $1 million in front of packed stadiums. More than 250 million people watched major online games like League of Legends and Overwatch in 2017, bringing in $756 million in revenue (for more, see Internet Gaming Disorder: Theory, Assessment, Treatment and Prevention by Daniel L. King and Paul H. Delfabbro).

Furthermore, many video gamers make a profession by streaming their games to thousands of spectators on online networks such as Twitch. The video game business has grown in popularity and will continue to do so in the future.

As video games' popularity has risen and the gaming community has evolved, certain negative implications and mental health effects have become more apparent. Internet gaming disorder was included to the section proposing conditions for additional research in the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5). Gaming disorder is defined as a “pattern of gaming behavior (digital-gaming or video-gaming) characterized by impaired control over gaming, increasing priority given to gaming over other activities to the extent that gaming takes precedence over other interests and daily activities, and continuation or escalation of gaming despite the occurrence of negative consequences” in the 11th revision of the International Classification of Diseases (ICD-11).

Due to a paucity of research in the sector and arguments over the identification of behavioral addiction, Internet gaming problem was not categorized as a distinct mental condition in the DSM-5, but I believe that recognition may benefit millions of people. On the other hand, the opponents claim that include computer gaming disease in the DSM-5 would merely cause undue alarm and stigmatize such behavior.

Meanwhile, the DSM-5 classifies gambling disorder as a type of behavioral addiction, and it shares many of the same symptoms as gaming disorder. So, why is this issue being overlooked, I wonder? Countries with significant gaming addiction rates, such as South Korea and China, have already acknowledged the problem as a severe condition and implemented treatment programs.

Are video games good for mindfulness?

According to researchers, the best method for surviving a prolonged coronavirus lockdown may not be mindfulness, but rather playing video games. According to the American and Chinese experts, video game playing, like running, is an immersive activity that helps people focus their energies by attaining a state of “flow.”