"When we’re depressed, according to the clinical definition, we suffer from two things: a pessimistic sense of inadequacy and a despondent lack of activity. If we were to reverse these two traits, we’d get something like this: an optimistic sense of our own capabilities and an invigorating rush of activity. There’s no clinical psychological term that describes this positive condition. But it’s a perfect description of the emotional state of gameplay. A game is an opportunity to focus our energy, with relentless optimism, at something we’re good at (or getting better at) and enjoy. In other words, gameplay is the direct emotional opposite of depression."
It's possible she's oversimplifying. But who cares? That paragraph alone nearly justifies a life spent with a controller in your hand.
Elsewhere in the book she mentions how CEOs of some major companies love playing Farmville. When asked why they replied that it makes them feel productive.
That is a bit scary. And amusing.
While they may not feel productive doing their normal duties, I'm sure they are more productive than the average bear. And in the end, they will (most likely) be publicly remembered for their acts as a CEO and not as a virtual Farmer.
And that's the bad news for gamers. While gaming may be the "direct emotional opposite of depression" it is the opposite of productive. I mean, yes, becoming the opposite of depressed IS productive, but beating video games leaves nothing of value behind.
We can only hope that gamers get the emotional boost they need to do something worthwhile in the "real world."
But the real take away is this. If you or someone you know is depressed, play video games.
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