A cyborg is defined as a being possessing both man like or organic body parts and biomechatronic or machine-like body parts. It is more advanced in function than a human being or a machine because it has artificial intelligence. It relies on feedback based on technology to carry out responses. It is a blend of man and machine. It is also known as a cybernetic organism. Cyborg technology was intended to simplify day to day living, but as technology made things easier, entertainment also became technologically advanced (Australia & Urquhart, 2016).
Video games on the other side hand are games that are played electronically. As the name suggests, the player generates visual feedback on a video screen by using an input device. Primary input devices or game controllers include mouse devices, keyboards, gamepads and touchscreens of mobile phones. Visual feedback can be displayed on a TV screen, mobile screens, PC screens, laptop screens or specialised video game consoles. Initially, video games were too simple to be considered cyborg technology. However, video games have incorporated new technology that allows the player to interact with the game more (Petty & Benedicenti, 2016).
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Video games first used cyborg technology in the game controllers. The controllers are designed to vibrate at the same time with a particular action in the game. It uses advanced vibrations and waveforms to pass information to a user. This effect is called Haptic technology or force feedback technology, also known as tactile feedback. Video games have in recent times taken force feedback a notch higher by adding electrical stimulation. It forces muscles to initiate a counter response. A good example is when you trip. To prevent a fall, your body will jerk in the opposite direction in an attempt to regain balance. This use of artificial intelligence to influence human action is what qualifies video games to be considered cyborg technology (Salmond, 2016).
For many years, there has been a common misconception that cyborgs are incredibly complex beings. However, a human being only needs artificially enhanced eyes or a robotic arm to be considered cyborg or transhuman partly. Transhumans are artificially enhanced, humans. They are supernaturally or scientifically augmented so that they possess improved physical and mental properties. Humanoids, robots with human appearances are also popular in video games. The world's most famous humanoid was introduced through the 80's detective show Robocop. Interest in this kind of enhancements was sparked, and it has increased over the years (Dixon & David, 2016).
A famous cyborg quote from Eclipse Phase states that "Your mind is like a computer software and so program it. The quotes further states that Your body is like a shell so change it. It is also like death which is a disease, make it better by curing it. Extermination is approaching, please battle it" (Petty & Benedicenti, 2016). The ability of cyborgs, transhumans and humanoids to control and influence the quality of life brings them one step closer to immortality. Consequently, creations with transhuman or humanoid feature illicit greater interest in any video game than ordinary human beings or robots. A large percentage of video games have purely transhuman, humanoid or cyborg characters. It is now almost impossible to find a video game without at least one cyborg.
Video games are played across all cultures, genders, educational backgrounds and age groups. Interaction with semi-humans of increased abilities triggers a lot of interest aimed at turning fantasy into reality. A lot of research into cyborgs can trace its roots to science fiction movies and video games. The earliest implementation of cyborg technology is in the medical field. Amputees are already benefiting from this research as prosthetics have been developed to act as human limbs. Other advances have been made in the automotive industry. Cars are now designed to interact with their users to increase efficiency. As more video games are made with cyborg characters, more scientists are working on turning some fiction into reality (Salmond, 2016).
Cyborg technology is currently revolutionizing the medical field. Fully articulated prosthetics now allow users to move the fingers individually. A real life example is the BeBionic myoelectric prosthetic hand. It obeys commands given by movement as slight as a switch which activates the electrical current running through the skin. A device has been developed to pick up brain waves and then organise the information into personal preferences. It could be a useful tool to aid in decision making in the future. While this two applications of cyborgs have not been used extensively in video games, VR technology has made up for it. Virtual Reality is popular because it replicates a real environment and sometimes creates an ideal setting. Games such as OculOculius Rift and Playstation make proper use of virtual reality headsets (Petty & Benedicenti, 2016).
Video games have been used to influence the thinking of its users. While altering the human body was once considered sacrilege, the world is now accepting bioengineering as a form of microevolution. Some games in the market are also designed to advance individual messages or creating awareness about issues. The human being is also conditioned to accept things as normal after exposure to it a few times. Politicians even get video game developers to inculcate characters that resemble them and present their agenda. Video games can be considered cyborg technology as they are gradually evolving into a blend of machine and man.
References
Australia., & Urquhart, A. (2016). Game on: more than playing around: Future of Australia's video game development industry . Canberra, ACT Environment and Communications References Committee.
Dixon, F. W., & David, M. (2016). The video game bandit . New York, NY: Aladin.
Petty, S., & Benedicenti, L. ( 2016). Interpretive Strategies for Screen-Based Creative Technologies. International Journal of Information System Modeling and Design (ijismd), 7, 1, 32-48.
Salmond, M. (2016). Video game design: Principles and practices from the ground up. London : Fairchild Books, an imprint of Bloomsbury Publishing Plc,