In a Wired column from last week*, Will Wright, creator of The Sims, tries to convince us of the new, unprecedented learning potential of video games. Excerpts:
[An] entire generation has grown up with a different set of games than any before it - and it plays these games in different ways. Just watch a kid with a new videogame. The last thing they do is read the manual. Instead, they pick up the controller and start mashing buttons to see what happens. This isn't a random process; it's the essence of the scientific method. [...] it's a fundamentally different take on problem-solving than the linear, read-the-manual-first approach of their parents.
In an era of structured education and standardized testing, this generational difference might not yet be evident. But the gamers' mindset - the fact that they are learning in a totally new way - means they'll treat the world as a place for creation, not consumption. This is the true impact videogames will have on our culture.
Learning in a totally new way? Nonsense. You want unstructured play, go outside! Sure, video games have progressed in the past 20 years, but it's an incredibly restricted medium. You exercise a tiny fraction of your senses and play within a fantasy world created by programmer geeks who probably haven't read a novel since high school. (Okay, more writing is done these days by professional script writers, but the story depth still doesn't usually approach good literature.)
It should go without saying that kids have been playing, and learning, for a lot longer than video games have been around. Only someone isolated in the short-sighted gaming world could imagine spinning the improvements in games in the past few years as heralding a "totally new way" of learning.
Society, however, notices only the negative. Most people on the far side of the generational divide - elders - look at games and see a list of ills (they're violent, addictive, childish, worthless). Some of these labels may be deserved. But the positive aspects of gaming - creativity, community, self-esteem, problem-solving - are somehow less visible to nongamers.
Video games aren't without their pleasures, but they offer very few, if any, that can't be found through more natural, healthier means. They're an entertaining diversion, but not much more.
And not all critics of video games are old fuddy-duddies who've never played one, nor does that particularly matter. (For the record, this fuddy-duddy is a 30-something computer science PhD who has played games, developed games and virtual reality systems, and known many avid gamers.)
Link: Wired 14.04: Dream Machines.
*Edit: Actually it's the intro to the April issue of the magazine, which he guest-edits. The theme of the issue is The New World of Games.
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