How games change
Duck, Duck, Goose. Red Rover, Mother, May I? Playground games we played on Oak Hill Elementary School’s red dirt ball field a half a century ago were such fun during our “play” period.
These organized activities used our minds as well as our physical abilities
In the early 1950s, Oak Hill School had no playground equipment, but my father and Gary Hammond’s senior agriculture students welded together a merry-go-round, see-saws and two jungle gyms that lasted well into the 1970′s.
When there were too few kids for some of the group games, we played Marbles, Tag, Simon Says. When we were at home we splashed in mud puddles and sailed boats of wood with toothpick masts. Without sounding too whiny about not having toys, we sometimes tossed dry cow pies or rocks.
Yes, we used the ‘b’ word. We got bored. We quickly learned not to mention that word to our parents.
“I can find you something to do. It’s called chores. What about it?”
We ran outside and created something fun. Sticks made great guns or swords. We used our imaginations and survived.
Television only showed cartoons on Saturday mornings on one of the three channels we received. Transistor radios soon allowed portable listening to popular music.
Soon after my two sons were born, an amazing device was introduced into the eager hands of America’s youth: Atari. Colored squares on a television screen that were moved by the hand-held controller. Frogger and Pac-Man were the first games we watched as friends played. But technology was on a roll. Nintendo and Sega soon followed. Personal computers and their games were great, too.
There were adventure games, learning games and action games. Whereas we imagined our own adventures with sticks for swords and the family dog as a ferocious dragon, kids could now be in the middle of a realistic battle for the fate of the world. Players could put themselves in the role of hero as in the Zelda series games. (I loved to play that one.) Puzzle games like Tetris and Columns became frustrating, but made the distraught loser want to play again and again.
Sometimes games seemed addictive, resulting in sore thumbs for the player from the constant pressing the directional button. It also helped if the player leaned in the direction they wanted the character to go. Leaning to one side while playing a race car game made going around a curve much easier. Not really, but it seemed logical.
But our young people were missing out on the physical activities needed for their health. Slouched in front of a television or a computer was no exercise at all (except for strengthening thumbs)
Game designers are smart. They now have systems and games that require standing and going through the motions of batting, swinging or rolling a bowling ball. They offer exercise programs that let adults kiss the couch goodbye as well as the extra pounds. The system is called the Wii, which is short for Wireless inter-interface. But parents may use the spelling, ‘Whee!’ because it does get the kids on their feet for some exercise and fun. Because the games are so intense, some players stay up until the ‘wee’ hours of the morning to play.
The exercise dilemma for our youth is helped with the addition of motion game systems. When they add fresh air and sunshine from a little box in front of the television, then that will be the total game experience. The family dog may feel left out in his role-playing, but they may develop a system for him soon, a virtual reality fetch game.Debra Leigh Cloer is a member of the Morganton Writer’s group, an avid writer, grandmother of five and a lifelong resident of the Oak Hill community. (And plays the Wii with the grandchildren.)