Virtual Realities and Learning
Is the video game really worthwhile for people to invest so much time into? Many people of all ages are now entering these virtual digital worlds, sometimes spending hours, days, and months on a quest or fighting a battle instead of pursuing other hobbies. Instead of reading, people are spending over 70 hours in just a few weeks to beat games such as Final Fantasy and other role playing games. Are video games a waste of time and energy that could be spent learning? Are video games “bad?”
One position believes video games to be needless diversions. Upon observing gameplay, it is easy for a parent to assume their children aren’t learning anything worthwhile, as there isn’t specific content presented. Since children aren’t reading or solving math problems, video games appear to the parent as very non-academic activities. In school, concepts learned are clearly defined, as children improve skills such as comprehension and problem solving. It is easy for a parent to assume their child is learning if there is direct flow of facts and terms presented, rather than expecting their child to learn from a series of button pushes in front of a television screen. Additionally, video game time takes away time that could be spent cultivating other skills, studying, or social interaction. Instead of cultivating these obviously valuable skills, some believe the user will adopt violent, aggressive, and antisocial behaviors from a programmed virtual killing machine inside a realistic, irrelevant world.
Certainly, the argument that video games are a waste of time is valid. Indeed, video games were obsessively played by the Columbine assassins Eric Harris and Dylan Klebold (Associated Press, 2002). If violence in a video game leads to compulsive violence in the real world, why should parents allow their children to play them, and also, why should stores even market and sell such dangerous killing tools? It is clear to see the future potentials of these shooter games to fall into the hands of other killers, and feed their desires to hurt and steal, as explained by gamers’ parents interviewed in an article in the
In spite of other arguments, there is another position, a position based on new research and evidence to suggest that video games can be a beneficial learning tool. As our world becomes more technological, different methods of learning are available to today’s population than what was available in the past. Theories of learning are embedded in “good” video games, according to James Paul Gee in his work What video games have to teach us about learning and literacy. “Good” video games, can still teach players’ social abilities, as video games are inherently social tools. Games can also be used to extend experience to unprecedented situations, and create new realms for players to solve problems. “Good” games also employ classical narrative techniques in sophisticated interactive storylines, when the player’s actions affect the outcome of the game. Is it a wonder students would prefer to take this sophisticated learning method over the traditional methods of memorizing facts and terms in the classroom that aren’t nearly as challenging nor engaging?
One benefit schools appear to have that video games lack is direct social interaction. However, video games are inherently social and can still teach players social skills through role playing and group problem solving. Shooter games, typically thought to teach players to use war to solve problems, actually teach group social skills otherwise, according to Gee, “As realistic forms of conversation become more computationally possible (a very hard task), I predict that shooting will be less important and talking more important in many games, even shooter games. Even now, many shooting games stress stealth, story, and social interaction more than they used to” (Gee 10). Some of the most popular shooter games, such as Halo, have transcended the console and become an online adventure where players can interact in different situations together, unrestricted by how far in distance the players may be from each other physically around the globe.
Additionally within the social realm, video games encourage identity work as people play as new characters. This topic has also been examined by literacy specialists, such as JoAnn Griffin, who studied relational gaming. In
Engaging games are becoming more prevalent in the gaming sphere. Interaction with the machine and other players are critical is games such as Dance Dance Revolution (
Other engaging situations also are caused by video games’ careful plotting in narrational stories. These stories are special and worthwhile because they are different than their printed counterparts because they allow readers to transcend reality and allow for them to have rich virtual experiences impossible in the real world and within lifetimes. From navigating a spaceship to dealing with an upsurge of alien mutants, these experiences become available to the user whose real life may be grounded in cubicle pencil-pushing office jobs as one can be. These stories are also special and worthwhile to the video game because they allow for a player’s actions to directly affect the consequences, while printed stories don’t explicitly allow for the reader to directly engage with the text.
Also, video game story narratives also employ traditional plot techniques. The real difference is that the printed story already has a fixed destination, while the video game relies on the players’ skill, determination, and knowledge in order to determine the outcome of the game. At the end of each level, players typically expect to fight a “boss,” or a more significant battle than the smaller ones spread throughout. The “boss” is a kind of test to the player’s skills, requiring certain knowledge in order to pass. Players are tested on skills such as operating a tool within a certain time frame and also strategically manipulating their strengths and weaknesses for favorable outcomes.
While not content-based, these literacies are worthwhile problem-solving skills valuable in the real world, valuable to teachers, coaches, employers, and friends.
However, the intersection of video games and the real world is a tricky problem. Whether or not violent video games contributed to the tragic event at Columbine is true or not, it is difficult to prove that video games alone caused the event. Perhaps the Columbine shooters took the video game to an unhealthy level, using it as an outlet to cultivate their anger and frustration. Perhaps this event can be used to show that video games, if used in moderation (as with other activities) and also in the way game designers intended, can actually be a healthy, worthwhile learning tool.
The claim that video games can be “bad,” or wasteful in terms of what the user is learning (in specific content) are definitely valid, but another position also argues successfully that these games can be “good,” or beneficial if used alongside other learning dimensions such as the classroom, studies, interactions with friends, and other activities such as reading. As with many activities, too much of one thing can be harmful, as one needs to grow and learn a variety of ways. Still, video games can supplement different types of skills, knowledge, and literacies made possible by virtual experiences unavailable in the real world.
Works Cited
Associated Press, "A generational divide over video games." The
Associated Press. "Columbine Lawsuit against makers of video games."
freedomforum.org.
Gee, James Paul. What video games have to teach us about learning and
literacy. Hampshire: Palgrove Macmillan, 2003.
Griffin, Joann. "Relationship Gaming and Identity: Stephanie and Josh." Gaming
Lives in the Twenty-First Century. 2007. Cynthia L. Selfe.
