Dr. J’s Thoughts on:
GAME-LIKE LEARNING: AN EXAMPLE OF SITUATED LEARNING AND IMPLICATIONS FOR OPPORTUNITY TO LEARN James Paul Gee University of Wisconsin-Madison
Sometimes we are struck by specific insights triggered through our reading. My personal trigger in JP Gee’s paper was: “What all these games exemplify, though, is that there is no real learning without some ideology. Adopting a certain set of values and a particular world view is intimately connected to doing the activities and having the experiences that constitute any specific domain of knowledge. “
I never really thought or analyzed this aspect of video gaming and virtual world
environments. However, as I have a teen, I know about my strong reactions to ongoing gaming endeavors. Games such as Minecraft and Clash of Clans while time-consuming did not seem inherently dangerous. However, the line was drawn and defended when a game simulating a Casino environment became of interest. This game not only requires the buying of gems in real currency but also encourages a Las Vegas type mindset. While I could not put my finger on the strong negative reaction of mine, this article cleared it up. Indeed, this game requires the gamer to embrace a certain type of ideology which I consider extremely dangerous. I see it as a training ground to desensitize the approach to life gaming in a casino.
Generally, the idea of inherent ideology nestled in a game is something worth exploring as this opens unconscious doors within the ID and Ego not accessible to teachers in a classroom. Latent character flaws and strengths could be activated. As such, I will call this for a lack of better words “unguided manipulation” which can and does have far reaching consequences not only in school but real life.
Joshua Smyth, associate professor of psychology in The College of Arts and Sciences at Syracuse University, recently conducted a randomized trial study of college students contrasting the effects of playing online socially interconnected video games with more traditional single-player or arcade-style games.
While both multiplayer and traditional single player video games present a double-edged sword, Smyth’s research found that online, socially integrated multiplayer games create greater negative consequences (decreased health, well-being, sleep, socialization and academic work) but also garner far greater positive results (greater enjoyment in playing, increased interest in continuing play and a rise in the acquisition of new friendships) than do single-player games.
All students taking part in the study reported decreased health and sleep and interference with real-life socializing and academic work. In contrast to these costs, participants experienced benefits, most notably by those taking part in online multiplayer game play. Online multiplayer gamers enjoyed their play far more than those assigned to more traditional game types, creating new friendships in their online environments.
The greater question is that of hidden manifestations of value and ideology manipulation be it “good or bad”. With online time commitments outpacing real life experiences the door is wide open to idealogical manipulation. While I am not paranoid about a “great conspiracy”, I do believe that a highjacking of values is inherently possible in virtual worlds. When thinking about a counterpart in the literary world I was reminded of “The Giver” by Lois Lowry where society in its quest for total harmony eventually forgoes all their memories to achieve perfect harmony though perfect assimilation.
“We gained control of many things. But we had to let go of others.”
― Lois Lowry, The Giver