Skip to content

Video Games: Future of education or harmful addiction?

This essay was originally posted in 3 parts and is provided here for convenience:

= = == === ===== ========

One of the most challenging things facing many parents today is how to understand their children’s love of all things digital. Marc Prensky has labeled us “old folks” (himself included) as Digital Immigrants, while our children are the Digital Natives. Within the digital nation of those digital natives, nothing is quite so potentially inaccessible to parents as video games.

Some see video games as the learning tool of the future, an example of how technology can be used to engage our kids. Others see video games as a harmful obsession that leads to addiction and a wasted life.

Over the past several weeks, I’ve read two books concerning these topics: Prensky’s Don’t Bother Me Mom, I’m Learning! and Playstation Nation by Olivia and Kurt Bruner. I’ve also had a chance to take a look at the writings on the authors’ respective websites: Marc Prensky.com and VideoGameTrouble.org. Though these authors say basically the same thing about the nature and design of video games, the conclusions they reach could not be any more different from each other.

In his book (and on his website), Prensky makes a distinction between the triviality of the “mini-games” of the past and the complexity of modern video games.

Almost all the pre-computer games were card or board games. (I am excepting physical games and sports, which have remained the same pre and post computer – except for their strategies.) The pre-computer games typically took no more than an hour or two to play (and often less.) With only a few exceptions such as Bridge, Chess and Go – which were played seriously by relatively few – games of the pre-computer era gave kids very little to reflect on or learn at a deep, or thoughtful level. Sure, kids may have learned a few economic lessons from Monopoly, but games, back then, were mostly games. Distractions, if you will.

What makes a “complex” game different from a mini-game is that a complex game requires a player to learn a wide variety of often new and difficult skills and strategies, and to master these skills and strategies by advancing through dozens of ever-harder “levels.” Doing this often requires both outside research and collaboration with others while playing. (Is this starting to sound like something that might work in education?)

The “levels” in a complex game may consist of building bigger, more complex cities or civilizations (e.g. Sim City, Civilization III, Rise of Nations), conducting harder and more challenging campaigns (e.g. Age of Empires, Age of Kings), confronting harder and more challenging enemies (e.g. Harry Potter, Lord of the Rings), solving harder and more challenging puzzles (e.g. Myst, Riven), completing more and more challenging quests (e.g. EverQuest, City of Heroes, World of Warcraft) or meeting other challenges of increasing subtlety and complexity.

Video games, Marc Prensky argues, are a conduit for our children to learn in a way that just wasn’t available to previous generations. This comes in large part because the game developers understand what it means to engage the digital natives so that they want to play - and thus learn - more and more. Prensky gives 12 reasons that games engage us.

  1. Games are a form of fun. That gives us enjoyment and pleasure.
  2. Games are form of play. That gives us intense and passionate involvement.
  3. Games have rules. That gives us structure.
  4. Games have goals. That gives us motivation.
  5. Games are interactive. That gives us doing.
  6. Games have outcomes and feedback. That gives us learning.
  7. Games are adaptive. That gives us flow.
  8. Games have win states. That gives us ego gratification.
  9. Games have conflict/competition/challenge/opposition. That gives us adrenaline.
  10. Games have problem solving. That sparks our creativity.
  11. Games have interaction. That gives us social groups.
  12. Games have representation and story. That gives us emotion.

Olivia and Kurt Bruner, on the other hand, see “complex” video games as an addiction waiting to happen. In fact, they point to the complexity of the games and the game developers’ attempts to engage us as a deliberate strategy by video game developers to get players addicted. Here are some key points from a section in the book titled Driving Forces of Game Addiction.

  1. Beating the Game: The first driving force for game addition is the desire to finish, in part due to the satisfaction of completion or simple pride - wanting to beat the game.
  2. Competition: Allowing people to interact with each other puts the game in the hands of the players, rather than the game programmer…. Creating a game with flexible rules allows players to develop their own playing styles, moves, and tactics.
  3. Mastery: The desire to master a game is also potentially addictive…. Programmers are encouraged to give players enough “feedback” from the game so that they can learn to master it, drawing them back over and over again.
  4. Exploration: The addiction of exploration has been part of computer games since the beginning. In fact, some of the first games were entirely about exploration. The wildly popular game Myst, for example, used exploration as its basis, capitalizing on the strong urge to explore interesting places or uncover secret levels.
  5. The High Score: Players spend countless hours playing video games simply to beat a competitor’s high score - even if that “competitor” is one’s own last game!
  6. Story-Driven Role Play: Designing the game to the script of a story will compel players to finish, to see how the story ends…. The harder it is to finish the quest or story, the more likely the game will feed addiction. This is why more and more games are designed with a story foundation and with increased level complexity.
  7. Relationships: Many video and Internet games are designed to create an odd type of peer pressure in which players rely upon each other for support. Such games also leverage the draw of artificial relationships, allowing players to build “friendships” with people they would not otherwise meet or even like. Thanks to anonymity, people feel more open talking about personal issues online without fear of judgments they might face from real-life friends and family.

To Prensky, video games are a passion that can lead to positive learning and skills, such as this story about 10-year-old Tyler. For the Bruners, video games are an obsession that lead to destroyed lives, expressed in the several examples they describe several in their book and on their website.

Both Marc Prensky’s Don’t Bother Me Mom, I’m Learning! and Olivia and Kurt Bruner’s Playstation Nation are aimed squarely at parents, and their recommendations to parents about how to handle video games are, not surprisingly, right in line with their personal opinions about video games. Among many other ideas for parents, Prensky recommends that parents make an effort to understand the games their children are playing, even going so far as to recommend that parents try playing some of the games with their kids. In many ways, his approach is, “They’re going to do it anyway, and it is better to understand what they are doing and how it affects them than to not understand.”

The Bruners have pretty much the opposite recommendation, basically telling parents to avoid exposing your kids to video games at all. As a replacement/alternative, they recommend “you identify five or six possible categories of interest for your child and invest the time and money necessary to explore options, trying them out until you find that perfect game, hobby, sport, book series, old television show DVD set, or whatever tickles your child’s fancy.” (Except for video games, of course.)

The pursuit of mastery, of any skill, requires a great deal of passion. To those who don’t understand the appeal of the skill being pursued, this passion often comes across as obsession. This seems to often be the case with parents and their children. As parents, we should try to encourage, or at least indulge, our kid’s passions.

If you’re having trouble getting your hands around this idea, I’ll leave you with this question and answer from teen-ager Luke Jackson:

Q: When is an obsession not an obsession?
A: When it is about football.

How unfair is that?! It seems that our society fully accepts the fact that a lot of men and boys ‘eat, sleep and breathe’ football and people seem to think that if someone doesn’t, then they are not fully male. Stupid!

Girls are lucky enough to escape this football mania but I have noticed that teenage girls have to know almost every word of every song in the charts and who sang what and who is the fittest guy going, so I suppose an AS girl (or a non-AS one) that had interests other than that is likely to experience the same difficulties as a non-football crazy boy.

I am sure that if a parent went to a doctor and said that their teenage son wouldn’t shut up about football, they would laugh and tell them that it was perfectly normal. It seems as if we all have to be the same.

- - — — —–

Creative Commons License