{"id":2637,"date":"2010-09-30T06:49:08","date_gmt":"2010-09-30T06:49:08","guid":{"rendered":"http:\/\/danielprimed.com\/?p=2637"},"modified":"2010-09-30T06:49:08","modified_gmt":"2010-09-30T06:49:08","slug":"the-role-of-video-games-in-chinese-youth-culture","status":"publish","type":"post","link":"https:\/\/danielprimed.com\/2010\/09\/the-role-of-video-games-in-chinese-youth-culture\/","title":{"rendered":"The Role of Video Games in Chinese Youth Culture"},"content":{"rendered":"
<\/a><\/p>\n We’re all aware of the role video games have within a US and European cultures, but rarely do we know or hear very much about the importance of video games in other countries. In China, where I live, video games play a huge role in modern culture, particularly youth culture, and much of its effects I’ve noticed first-hand at the school I work. Video games are an outlet in a life otherwise full of great social pressure and hard work. In this regard video games take on a completely different form than what we may be comfortably use to.<\/p>\n In my school, we have an area with roughly 22 dedicated computers for students to use in their breaks or for parents who want to kill time while their child is in class. In a recent staff meeting, one of my colleagues complained about the negative influence the \u201ccomputer lab\u201d has over students. The teacher griped that many students would rush upstairs to play games on the computers during the 15 minute down time punctuating each hour of study and then subsequently loose track of time and arrive late to the second period. Obviously this is a real problem for our classes when students arrive 5 minutes to even half an hour late as they have done, and in fact regularly do, in some of my classes. (The half an hour example was, however, a once-off instance). Other teachers chimed in to the discussion, citing video games as a negative influence upon the children. The discussion moved away from the lab and into how every male student invariably uses the phrase \u201cgame over\u201d instead of \u201cdie\u201d, how video games seem to instil a violent tendency in some of the boys or how students could surprisingly reference a rich English vocabulary for firearms and weapons.<\/p>\n <\/a><\/p>\n These are in fact real problems and as a teacher, they impede on my role as an educator. Never mind the irritation caused from comments like \u201cteacher you’re game over\u201d. However, video games, just like alcohol, film, junk food, pornography and literature are largely innocent on their own and further, it as not as though we can simply remove them from society. It is how society prevents possible issues that may arise from these things that is of larger importance. In which case, these issue is more of an indictment of China’s wider social problems as opposed to an intrinsic harm of the video game medium*.<\/p>\n *It should be noted that, equally, there are some issues on the other side of the fence too, regarding the design of maliciously addictive games.<\/p>\n In order to deal with the massive amount of children being educated in schools across China, the Chinese government employs heavy standardisation largely through the means of traditional examinations. Examinations play such an important role in Chinese education, culminating in what is called the gaokao \u9ad8\u8003 <\/span>(high test). The gaokao is the end-of-high-school\/university-entrance examination sat around the nation every June. In the Chinese education system, your score in the gaokao represents your entire academic worth and ultimately acts to place you somewhere within China’s hierarchy of tertiary institutions. Get a good score in the gaokao and you may be accepted into one of the country’s better universities, giving you major advantage when lined up against the innumerable number of applicants gunning for the same job come 4 years times. Get a bad score and your prospects in life are all but shattered.<\/p>\n