Flying puzzle pieces
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View Points

Traditional Thoughts
Many adults think of youths playing video games as individuals staring at a screen, mindlessly playing and wasting precious time. James (Jim) Gee (2003) suggests in his book Western Culture's attitude towards video games is skewed by the widespread opinion that work is meaningless unless it involves "important knowledge" (i.e. rooted in academic principles). Gaming would therefore fall into the meaningless category.

The question we need to ask is whether or not the basis for this view point is valid. If we find it is not, then all facts springing from this assumption (work must involve important knowledge) are also invalid. An excellent way to address this type of question is by examining the basis of our beliefs.

Stirring the Pot
Steve Johnson's (2005) "thought experiment" asks the question, "What if videogames had been invented and widely adopted first, before books?" Stop and think about this for a second. What if video game were invented before books? What would that mean about our perception of them and our acceptance of new fangled technologies such as books? We as humans tend to be very resistant to change and very slow to accept new ideas. Change seems to scare us, but change is the only way to improve. We therefore ignore the potential of new ideas at our own peril.

Human history shows us how our current situation is simply replaying a repeated trend of rejecting new forms of literacy. The transitions from tablets to scrolls to codices to Guttenberg's printing press have all proved to be difficult, if not down right divisive periods in our literary history. Now in the digital age, society continues to grapple with former notions of information and how it applies to our current world, a world full of new ways of learning that require the use of technology.

Johnson's "thought experiment" transposes today's worries of digital forms of learning onto books. What would happen if a society used to interactive video games were suddenly inundated with these books that had to be read alone, isolated from friends and family? Arguments such as libraries that stifle social interactivity and neglect community building, books which lack complete sensory and motor stimulation, and reading as a submissive, non-participatory action leading to learner passivity turn our former notions of video games upside down. These arguments may seem absurd to those of us who grew up with books. The critical question is really to address the issue of where our pre-existing judgements about video games emulate. Just because they were first, does that mean they are better?

Changing Our Minds
Part of this image issue may be due to the general belief that students' marks decrease as the number of hours spent gaming increases. What it is lacking from this analysis is the investigative rigger which would show us that the decrease in marks is specific to gaming. Increased time spent away from homework on any given weekday evening whether gaming, playing sports, reading, etc will decrease a student's mark accordingly. Just because gaming has received a bad reputation in the past, does not discredit it as an effective educational tool now and in the future.


Photo by merala
(2006b)