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Psychosocial Stages as Evident in Young Game Players

  • Writer: Elizabeth de Santiago
    Elizabeth de Santiago
  • Sep 13, 2021
  • 3 min read

Updated: Oct 10, 2021

“In the social jungle of human existence, there is no feeling of being alive without a sense of identity.” - Erik Erikson (2)

Erik Erikson developed a theory on psychosocial development known as the “Theory of Psychosocial Development.” He outlines eight stages of which there is a crisis a person goes through and a corresponding virtue. These virtues are learned through their life and include hope, will, purpose, competency, fidelity, love, care, and wisdom. (1)



Our Players

While watching my two young children, 6-years-old Orlando and 3-years-old Adalyn, play video games their current stages of crises were evident.


Adalyn is currently in the Initiative versus Guilt stage. This psychosocial stage is defined by how they plan and interact with their peers. If we can foster their initiative side, then we can create strong leadership skills from an early age and instill purpose, the third virtue.


Orlando is in the Industry versus Inferiority crisis. While in this stage, a child seeks to feel competent at important social activities and would like to win the approval of others, especially their peers. Any accomplishments will bring a welcomed sense of pride that feeds Industry and the child will gain the fourth virtue, competency.


The Third and Fourth Crises in Action

Prior to starting up the Nintendo Switch, Orlando was informed that I would like to watch him play games for my work, he gladly accepted my request. He selected a game he knew that he would be successful, Pokemon Shield. He made sure I was watching the whole time and pointed out his badge. His excitement and happiness took a turn to quiet disappointment when he realized I was not writing about his accomplishments, but his behavior. All of this fits the desire to feel competent in a social activity.


Once we put on Just Dance 2020, the contrasts between the psychosocial stages were black-and-white. Adalyn wanted to share with her brother but on her terms. He needed an invitation. If playing without an invitation she would sulk in the corner. On the other hand when the interaction started with, "How about baby shark and brother can share with me?" the fun and happiness continued. Adalyn was exerting initiative through assertion in her social play with Orlando. Throughout the duration of dances, Orlando remained hyperfocused on his points and would even encourage his sister to attempt to accumulate points with statements such as "Okay, you need your controller!" This helped him feel he earned his points rather than playing with no competition.


Implications on my Future Instructional Game Design

When designing instructional games, it is imperative to consider the audience and their current crisis/virtue. Our game could center around the crisis itself while providing accommodations that will foster the current virtue.


Observations from Adalyn's play suggest that we should allow short games with the opportunity to select what type of game they play and the opportunity to invite others to play alongside them.


Implications in Orlando's gameplay require more planning and accommodations to ensure we are building his competency virtue. We saw the need for constructive feedback during gameplay both inside and outside of the game as was evident when he struggled with failure in Just Dance 2020. For his age group, a game that relied on objectives and badges rather than a constant point system would allow success and failure in a more secure environment. The points caused him to have rapid changes in behavior based on how he was performing on a moment-to-moment basis. Playing a competitive game also does not seem to be the best avenue for his age group, as the failures that occur will no longer be in a safe environment and feed the inferiority complex in the crisis.



Designing instructional games is a combination of art and science. The artistic sides of designers get better with practice, but it is important for a designer to be aware of the science required in planning for an audience or specific set of skills. Erik Erikson's "Theory of Psychosocial Development" is a theory all game designers should be aware of when developing a game to ensure the game meets our learners in a way that will foster learning and the current virtue/crisis in which they find themselves.

References

 
 
 

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1 Comment


AJ Webster
AJ Webster
Oct 11, 2021

I have not read many people write about this perspective. I think an awareness of Erikson could really impact appropriate game (and lesson) design.

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