- I am surprised at your
9 weeks 15 hours ago - I think there's definitely a
9 weeks 2 days ago - Hello! I really enjoy your
11 weeks 23 hours ago - Not questioning what books
14 weeks 2 days ago - I really do not much like the
15 weeks 2 days ago - This is a question rather
22 weeks 2 hours ago - I think you've made some
24 weeks 3 days ago - I liked your point about
26 weeks 21 hours ago - FInal Fantasy, Bioshock, and
29 weeks 2 days ago - This was quite an
31 weeks 4 days ago
10 Truths About Books and What They Have to Do With Video Games
Lots of people these days -- some old, some young; some in suits, some not -- are advocating that we use video games for learning, education, health, social change, and other "non-entertainment" purposes. However, lots of people who understand games, don't understand books and lots of people who understand books, don't understand games. There are 10 key truths we know about books. They happen to be equally true of other "meaning making technologies" like television and video games. Thus, in these 10 ways, books and video games are the same. They are both tools suited for certain jobs and best used in certain ways. So here are the 10 truths (for citations to the literature, see my book Situated Language and Learning, Routledge, 2004):
1. Books are a powerful technology. They can lead to aggression and violence (witness the Bible, the Koran, and the Turner Diaries in the wrong hands). Nazi Germany was a highly literate society. Games, so far, do not have this much power, but some day they may.
2. Books can lead to peace, tolerance, and charity if (and only if) they are read in a society and in families devoted to peace, tolerance, and charity.
3. For good learning, books require talk and social interaction with others around interpretation and implications.
4. Books can make you stupid by not questioning what they say.
5. Books can make you smart by supplying vicarious experience, new ideas, and something to debate and think about.
6. Books are often best used as tools for problem solving, not just in and for themselves.
7. To get the most out of them, books require the reader to read like a "writer" (a type of designer).
8. Just giving people books does not make them smarter; it all depends on what they do with them and who they do it with. For young people, it depends, too, on how much and how well they get mentored. Mentoring is, in fact, crucial.
9. Connecting books to the real world and to other media is good for learning, not doing so is bad for learning.
10. Books tend to make the "rich" richer and the poor "poorer" (those who read more in the right way get to be better and better readers and get more and more out of reading; those who don't, get to be poorer and poorer readers and get less and less out of reading. The former get more successful, the latter, less). This is called "the Matthew Principle."
However, games do have some special properties that set them aside from books (and books have special properties that set them aside from games). Some of these are:
1. Games are based not on content, but on problems to solve. The content of a game (what it is "about") exists to serve problem solving.
2. Games can lead to more than thinking like a designer; they can lead to designing, since players can "mod" many games, i.e., use software that comes with the game to modify it or redesign it.
3. Gamers co-author the games they play by the choices they make and how they choose to solve problems, since what they do can affect the course and sometimes the outcome of the game.
4. Games are most often played socially and involve collaboration and competition.
Comments
"Games can lead to more than
"Games can lead to more than thinking like a designer; they can lead to designing"
Some would argue that fan fiction has the same relationship with books - writers can learn the craft by playing around with a known system.
Good post. One of the ways
Good post. One of the ways in which we are trying to use games to link to books is by using the narrative driven of adventure games such as Hotel Dusk Room 215 and Professor Layton to then get children to write their own material but also to then make that link with the written text driven narrative in books. I am also making clear links between computer games and technologies and the references made to these in contemporary fiction. Oryx and Crake by margaret Atwood makes some superb links to games and her website offers some great support for teachers. Also Blind Faith by Ben Elton is a an excellent take on the power of social networking and how it's use id changing the dynamic of our societies. I am in the process of building a wiki along these lines for Scottish schools but hope to open this up to everyone. Thanks again for this post.
This was quite an
This was quite an enlightening post, but I think I will challenge two of your points.
"1. Games are based not on content, but on problems to solve. The content of a game (what it is "about") exists to serve problem solving."
The question of games being "about" problem solving (i.e. - the game content are problems to solve) rests largely on the type of game it is and, more importantly, on what approach you are taking to the game. Certainly, games like Tetris and Little Big Planet are "about" problem-solving (broadly speaking). In one you need to solve the problem of stacked blocks and in the other you need to co-author a problem for others to solve. But if you take into question games like Final Fantasy, which are heavy on narrative, the "what it is about" shifts from a "figure out how to get to the end" to something like "it's about some people who are rebels trying to overthrow some religious government". I've heard some people say "yes, but FF is not a REAL game because REAL games don't focus on narrative", but that is just like saying that free verse poetry isn't poetry because poetry rhymes - it makes no sense.
The second thing I will challenge is your statement that " 4. Games are most often played socially and involve collaboration and competition." This also depends on if you are considering Modern Warfare 3 and Street Fighter 4 or Bioshock and Fallout 3. To say that many (or perhaps even most) games are often played socially (and we must say "often" because all online-centered games do have single player content)would be correct, but to say that games (which implies all) are mostly (which implies most of the time) played socially is not.
FInal Fantasy, Bioshock, and
FInal Fantasy, Bioshock, and Fallout 3 are all games centered on problem solving. For example, in Bioshock 1 and 2 you must really reflect before enterring a battle in quite strategic terms. They also involve decisions, choices, and goals as does all good problem solving. Narrative is one good one to facilitate problem solving. It creates engagement and, more importantly, renders goals and actions meaningful and lucid.
I liked your point about
I liked your point about books: how we read them is just as important as what we read. I feel like so many people read and feel that it's virtuous, especially for teenagers, but there isn't enough emphasis on reading well and discussing literature outside of classes (though scripture study and book clubs are a good start).
I think you've made some
I think you've made some excellent points. I'd agree that video games are about problem solving primarily. More and more games emphasize content creation (via social interaction, decisions, and mods), pushing content consumption to third place.
Personally, I'm more excited by emerging virtual worlds (which are game-like, but not games) because they are all about content authoring, but also provide ample opportunities for content consumption and problem solving.
Have you seen this guy's videos yet? minecraftteacher.net
He's working with very young children; pretty interesting.
I've also added new videos to room3d.org, and fixed the one that butchered your name .
- Nathan
This is a question rather
This is a question rather than a comment about your blog. The terms serious games, simulations and game simulations seem to be used interchangeable.
Are they. How would you describe and differentiate them. It's very confusing.
Thank you.
I really do not much like the
I really do not much like the term "serious game". I prefer, "games for learning" or "games for health" or whatever. Games are simulations with a "win state" and where the player has a role within the simulation. Scientists build simulaitons and then watch them unfold. Players play games via decisions they make as the "simulation" runs.
Not questioning what books
Not questioning what books say is a big one. It can definitely make you stupid. Sometimes people think because they are printed that they are definitely true but that's just not so.
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Hello! I really enjoy your
Hello! I really enjoy your essays on literacy and gaming. In one of my graduate classes, I'm actually writing a paper based on your research and how World of Warcraft helps people learn basic composition skills and produce literature, such as fanfiction, etc. Thanks for everything!
I think there's definitely a
I think there's definitely a direct relation to how you read something and what you get out of it. If you take something one way and react differently than someone else, then you can both get two completely different meanings from the text.
-Belly Band
I am surprised at your
I am surprised at your comment 'Books can lead to peace, tolerance, and charity if (and only if) they are read in a society and in families devoted to peace, tolerance, and charity'
Books give people different perspectives and new ideas and can change the way people think, whatever context they are read in
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