Desenitisation?
Hmm, not sure this is a great idea.
You "play" this a couple of times, and get "good" at it.
Great, thinks you, I'm now able to control a car when hammered, it's easy...
Then you put the theory into practice.
A new videogame has been developed which aims to simulate the experience of drunk driving. The game, named "Booze Cruise", was coded as an academic project aimed at social betterment, rather than a sick commercial stunt to cash in on the worst aspects of human nature. "The basic story is that this person is absolutely pissed …
Instead of another useless sim with 'delayed reaction times' and visual garbage probably designed by someone that's never drunk more than two beers at a sitting--that never will simulate actual drunk driving, how about letting someone actually get drunk and drive a simulator. Kind of like the old WKRP episode. Their performance and a video of them reacting can be shown to them when they're sober. I can't think of a stronger deterrent than showing a person what they actually look like struggling to focus while pissed.
This, in and of itself, isn't a bad idea; I actually think it's a good idea. Unfortunately, there are bound to be some idiots who think the experience is "kewl and trippy" and purposely act out that experience for real. And then when they cause damage and possibly kill someone, the game maker will be blamed, no matter how many people have avoided drink/drunk driving because of the game. At least that's the way it would go down here in the U.S.
Just like normal driving games where when the players get good (we're talking Gran Turismo level, not Atari Pole Position!), some of them start believing that because of the time they spent playing driving games, it's made them a better real life driver.
What if kids start playing this drunk-driving sim and get good at being able to avoid crashing (provided the game isn't rigged to make you always crash one way or another), will they start believing that they'll still be in full control of a real life car when drunk?
I'm for it! It should be more realistic though - there should be a mechanism the smashes the would-be drunk driver in the head with a baseball bat if they hit a lightpole. They should wear a full-face helmet of course, we just want to instill a healthy respect for solid objects.
I seem to recal a doco about driving, where a researcher suggested the best way to reduce all road accidents, drunk or not, would be to legally require every car be fitted with 10cm steel spikes on the steering wheel & dashboard, rather than airbags.
Works for me...
So I guess the Canadians are trying to dissuade their people from <a href="http://www.theregister.co.uk/2007/10/03/kiwi_boffins_prove_booze_makes_you_clever/">getting smarter</a>? Think convincing people to take beer responsibly than that drinking is dangerous would be a better idea.
Reminds me of the old six pack test.
You finished your GUI app and you need some serious testing.
Down your favorite 6-pack and then see if you can run your own application. And you might want to take some notes of all of the mistakes you make. Tomorrow you can fix some things. Do not even think about looking at the code while stewed.
We asked 100 Reg readers if playing a drink-driving simulator would make people more likely to drink and drive. Our survey said: Yes, chavs are far too impressionable!
We asked 100 Reg readers if playing violent video games make people violent in real life. Our survey said: Don't be silly, child violence is society's fault!
Hmmmmmm...
There is a big difference in that this is an educational tool that will be pitched to the kids as an accurate depiction of what it's like to drink and drive. The whole point of it is that the kids associate it with the real world out of the gate.
The fantasy world of entertainment games is kept just that, fantasy. If some disturbed kid then mentally crosses the streams and starts to associate it with the real world, or otherwise loses that distinction, that's an issue with that person's mental health/education rather than the content of the game or the way that game is presented.
I don't see how the context in which the game is pitched will necessarily affect the influence it will have on people. Anyway, I'm not going to pretend that I know how exactly how much games influence people - I'm not a psychologist and almost certainly never will be. I'll hazard a guess that makes two of us.
I was just found it interesting that the general reaction on this site to people's calls to ban violent video games was pretty strong. However, keep the question the same but change the context slightly and the reaction is very different.
Oh dear. If ever a phrase was code for "it's rubbish", then "This is aimed not at adults, this is aimed at people who are 13 to 16," must be it.
If you make a comment like that, you're aware that adults think your product is ridiculous and/or stupid, and you implicitly assume that teenagers have lower standards of judgement. And then you're well on your way to being those bank executives from the Natwest adverts.
Quick poll: Has anyone here ever met a teenager who couldn't tell when he/she was being patronised?