In which I alienate every gamer on my friends list.
The Toronto Public Library is getting into the gaming business.
My initial reaction: "Oh, no, sweetie. No."
My reaction, having thought it over a bit more: See above, but with more words.
At the risk of sounding like Tipper Gore in a hysteria about Satanic messages buried in heavy metal music (I'm old, ya dig), my position on video games has taken a turn for the moral panic since I started teaching. I used to be open-minded, passionate in defense of whatever the Kids These Days were into, quick to quote that famous Socrates line about rotten youth. As a teenager, I devoured everything Douglas Rushkoff wrote and babbled on about new media and snowboarding and how having no attention span was a sign of higher-level thinking.
As an aging curmudgeon, I'll just come right out with it: I think video games are worse than drugs for kids, I think they make kids less intellectually curious and less apt to learn, and I think they're part of a broader trend of cultural and educational dumbing down. I also think there's not a hell of a lot adults can do to about the situation, given that forbidding something tends to make it more attractive, but we can certainly refrain from making the problem worse than it already is.
This meme needs to be run over with a car and then backed over like a hooker in Grand Theft Auto. I mean, the key phrase is "some games," and what they mean is edutainment, but even in the case of games specifically designed to be educational, I remain unconvinced. Video games promote literacy in the way that Facebook and text messaging encourage literacy, which is to say not at all.
Sure, kids are reading words when they play games. But they are not becoming more literate. One doesn't become more literate by reading "lol i teabag u fuckin n00b." Yes, those are words, and they're strung together in an arrangement that is close to being a sentence, and probably, yes, the kid who typed engages in a greater volume of written communication than a kid in another generation might have done. But don't call it literacy. Oddly enough, I encountered the same sort of thinking as a teenager myself, when writing a standardized literacy test in ninth grade. They had us reading cereal boxes. Yes, there are words on cereal boxes. But being able to decipher them is not the same as being literate.
Everything we know about learning suggests that it happens most when our boundaries are pushed. When we learn to read, we begin with easy books, and then go on to read books with more difficult vocabulary, longer and more complicated sentences, deeper layers of meaning. We leave our comfort zones, either willingly, because we are curious, or by coercion, because Miss Tabby made us read stupid boring Shakespeare. (Not that I'm an English teacher. So it's more like "Miss Tabby made us read a stupid boring article on accessibility concerns in website design.) Facebook may make us readers, but it does not make us better readers, because in general, what we read there does not challenge our previously accumulated knowledge.
Okay, Miss Tabby, what proof do you have? What turned you into a reactionary hardass?
Observation. Gamers don't read. Correlation is not causation; it's possible that gaming attracts "reluctant readers" who wouldn't ever pick up a book by choice, or simply kids who aren't very academically inclined in general. But I don't think that's the case, because my kids who are into gaming aren't necessarily less intelligent or talented than the rest of the kids. But they do spend less time on school, less time in extracurricular activities, and less time expanding their brains in other ways. They tend to be quite addicted. If they're allowed to game in the library, for example, they will forgo eating and even going home to finish that next level. If I catch them doing it in class and I shut off their computer, they've been known to cry out as if in pain. It's not just teenage recalcitrance—they simply can't stop. With many of the games, they'll keep playing long past the point of it being any fun.
Current educational trendiness suggests making educational material more like video games to hook the kids. Hence, we see a proliferation of flashy educational software, SmartBoards, and so on. Fewer words, more "interactivity" and "fun." Except, remember what I said earlier about pushing boundaries? Publishers are being told that kids can't handle large amounts of text and need more flashiness, and so even educational material has less text and more flashiness, and it becomes a vicious cycle in which children never learn to, well, read large amounts of complicated text.
Enter the TPL, making the problem any worse. $300,000 to start a gaming collection? That's $300,000 that won't be spent on new books. Try making a kid read an old book. It's harder than making a kid read a new book. Not to mention the computer use issue. Wanna tell the unemployed woman desperately trying to update her CV that she needs to wait for the gamers to finish one more round?
I love Cory Doctorow, but I didn't know whether to laugh or cry when I read this post. The problem is that he's my age, and gaming was different then. It was intrinsically connected with other geek pursuits (and we had text-based games where you did have to read). Today's gamers aren't going to foment any sort of rebellion any more than a bunch of heroin addicts would, nor do they write for their school papers. I actually did a straw poll in one of my classes about this book, because a lot of the kids are gamers and I thought they might want to read it. But they said they didn't read books. Not even books about gamers.
So I'd be interested in hearing your thoughts, particularly those of you who are educators, librarians, and gamers who haven't defriended me before getting to the end of this post. Am I just being a stick-in-the-mud or is this as batshit insane as I think it is?
The Toronto Public Library is getting into the gaming business.
My initial reaction: "Oh, no, sweetie. No."
My reaction, having thought it over a bit more: See above, but with more words.
At the risk of sounding like Tipper Gore in a hysteria about Satanic messages buried in heavy metal music (I'm old, ya dig), my position on video games has taken a turn for the moral panic since I started teaching. I used to be open-minded, passionate in defense of whatever the Kids These Days were into, quick to quote that famous Socrates line about rotten youth. As a teenager, I devoured everything Douglas Rushkoff wrote and babbled on about new media and snowboarding and how having no attention span was a sign of higher-level thinking.
As an aging curmudgeon, I'll just come right out with it: I think video games are worse than drugs for kids, I think they make kids less intellectually curious and less apt to learn, and I think they're part of a broader trend of cultural and educational dumbing down. I also think there's not a hell of a lot adults can do to about the situation, given that forbidding something tends to make it more attractive, but we can certainly refrain from making the problem worse than it already is.
There is a growing body of research that says some video games promote literacy. Not only do players have to read the text to pass the level, but they learn to quickly decode abstract meaning from symbols, Neiburger said.
This meme needs to be run over with a car and then backed over like a hooker in Grand Theft Auto. I mean, the key phrase is "some games," and what they mean is edutainment, but even in the case of games specifically designed to be educational, I remain unconvinced. Video games promote literacy in the way that Facebook and text messaging encourage literacy, which is to say not at all.
Sure, kids are reading words when they play games. But they are not becoming more literate. One doesn't become more literate by reading "lol i teabag u fuckin n00b." Yes, those are words, and they're strung together in an arrangement that is close to being a sentence, and probably, yes, the kid who typed engages in a greater volume of written communication than a kid in another generation might have done. But don't call it literacy. Oddly enough, I encountered the same sort of thinking as a teenager myself, when writing a standardized literacy test in ninth grade. They had us reading cereal boxes. Yes, there are words on cereal boxes. But being able to decipher them is not the same as being literate.
Everything we know about learning suggests that it happens most when our boundaries are pushed. When we learn to read, we begin with easy books, and then go on to read books with more difficult vocabulary, longer and more complicated sentences, deeper layers of meaning. We leave our comfort zones, either willingly, because we are curious, or by coercion, because Miss Tabby made us read stupid boring Shakespeare. (Not that I'm an English teacher. So it's more like "Miss Tabby made us read a stupid boring article on accessibility concerns in website design.) Facebook may make us readers, but it does not make us better readers, because in general, what we read there does not challenge our previously accumulated knowledge.
Okay, Miss Tabby, what proof do you have? What turned you into a reactionary hardass?
Observation. Gamers don't read. Correlation is not causation; it's possible that gaming attracts "reluctant readers" who wouldn't ever pick up a book by choice, or simply kids who aren't very academically inclined in general. But I don't think that's the case, because my kids who are into gaming aren't necessarily less intelligent or talented than the rest of the kids. But they do spend less time on school, less time in extracurricular activities, and less time expanding their brains in other ways. They tend to be quite addicted. If they're allowed to game in the library, for example, they will forgo eating and even going home to finish that next level. If I catch them doing it in class and I shut off their computer, they've been known to cry out as if in pain. It's not just teenage recalcitrance—they simply can't stop. With many of the games, they'll keep playing long past the point of it being any fun.
Current educational trendiness suggests making educational material more like video games to hook the kids. Hence, we see a proliferation of flashy educational software, SmartBoards, and so on. Fewer words, more "interactivity" and "fun." Except, remember what I said earlier about pushing boundaries? Publishers are being told that kids can't handle large amounts of text and need more flashiness, and so even educational material has less text and more flashiness, and it becomes a vicious cycle in which children never learn to, well, read large amounts of complicated text.
Enter the TPL, making the problem any worse. $300,000 to start a gaming collection? That's $300,000 that won't be spent on new books. Try making a kid read an old book. It's harder than making a kid read a new book. Not to mention the computer use issue. Wanna tell the unemployed woman desperately trying to update her CV that she needs to wait for the gamers to finish one more round?
I love Cory Doctorow, but I didn't know whether to laugh or cry when I read this post. The problem is that he's my age, and gaming was different then. It was intrinsically connected with other geek pursuits (and we had text-based games where you did have to read). Today's gamers aren't going to foment any sort of rebellion any more than a bunch of heroin addicts would, nor do they write for their school papers. I actually did a straw poll in one of my classes about this book, because a lot of the kids are gamers and I thought they might want to read it. But they said they didn't read books. Not even books about gamers.
So I'd be interested in hearing your thoughts, particularly those of you who are educators, librarians, and gamers who haven't defriended me before getting to the end of this post. Am I just being a stick-in-the-mud or is this as batshit insane as I think it is?
no subject
Date: 2010-03-25 12:44 am (UTC)no subject
Date: 2010-03-25 12:46 am (UTC)(no subject)
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Date: 2010-03-25 12:55 am (UTC)(no subject)
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Date: 2010-03-25 12:56 am (UTC)no subject
Date: 2010-03-25 12:58 am (UTC)What is hand-eye coordination useful for, when not combined with other skills? It's important for drawing, but if one is that into games, one is not drawing. Same with athletics.
(no subject)
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Date: 2010-03-25 01:11 am (UTC)no subject
Date: 2010-03-25 01:18 am (UTC)At the risk of beating the drug comparison to death, I experimented quite a bit with illegal drugs, had a blast, didn't fuck up my life, and now barely even drink. But most of my friends who did the same didn't turn out so well.
no subject
Date: 2010-03-25 01:22 am (UTC)Now, if I were permitted to pick and choose the best of videogames? We'd argue. At their best, videogames and the immediacy and involvement that they provoke can be an extraordinarily moving and mind-expanding medium. They can also be examples of really beautiful design. But - they aren't necessarily so. And I think that this post, if I were going to argue with anything in it, is basically decrying the same dynamic that makes fucking "24" popular.
In short, it's more capitalist culture doing what it does: strip-mining anything remotely interesting in the culture until it's not just worthless, it's actively toxic.
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Date: 2010-03-25 01:30 am (UTC)Another anecdote, the plural of which does not equal data: Every so often, interesting workshops and events cross my desktop. Last year, there was a poster for a video game boot camp where kids could work with college instructors to design games. Given that 99% of my students in one particular class were gamers, I showed them the poster, thinking that it might funnel their obsession into something more creative.
"We don't want to make them, [silly teacher], we just want to play them."
Which I find worrying. For all this talk about interactivity, their relationship with gaming is one entirely of passive consumption.
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Date: 2010-03-25 01:27 am (UTC)no subject
Date: 2010-03-25 01:33 am (UTC)(no subject)
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Date: 2010-03-25 01:42 am (UTC)no subject
Date: 2010-03-25 01:45 am (UTC)(no subject)
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Date: 2010-03-25 01:53 am (UTC)I have particularly strong feelings on this because the younger of my two nephews is a really, really hardcore video game addict. As in, he literally seems to do nothing else but game and deal with the basic necessities of physical life, and the latter only grudgingly. When my dad or I come to visit at my sister's place, he'll look up long enough to say hello or goodbye, but that's it. The only way to interact with him at all is to game with him, in which case he'll actually talk to you -- but only about whatever game you're playing with him, or perhaps occasionally about other games he likes. He has no interests or activities outside of gaming. Last I heard, he wouldn't even go to school any more.
I miss the cool, intelligent, creative kid he used to be before he got into gaming. I feel like that kid died, and got replaced by a pod person or something. :-(
no subject
Date: 2010-03-25 02:06 am (UTC)It's kind of like people not wanting academic libraries to have fiction collections or starbucks or computer labs in there. You need to expand the idea of what a library is in order to get people to use it. I have gotten more flexible about it, so the video games thing doesn't bother me much. I guess I'm hoping that they'll maybe see some books on their way past and check them out, too.
But personally, I hate video gaming culture and how it has taken over people's lives. Games are fine for playing, but addiction is another thing. For some reason, a lot of people seem to think that it's fine to do nothing by play games all the time (even if you're almost 40 and have a family!)... how fucked up is that. Libraries are just trying to survive, I think.
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Date: 2010-03-25 02:06 am (UTC)no subject
Date: 2010-03-25 02:13 am (UTC)no subject
Date: 2010-03-25 02:06 am (UTC)Trust me on this one.
Morrowind is a FANTASTIC game for literacy.
no subject
Date: 2010-03-25 02:15 am (UTC)(no subject)
From:welcome, outlander
From:Re: welcome, outlander
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Date: 2010-03-25 02:26 am (UTC)Video games helped my brother who had learning disabilities. He played like platform games like Sonic, Mario, Turtles, and Crash Bandicoot and then he played sports games and used them to memorize all the stats. It for sure helped his hand eye coordination and his planning skills and attention to detail.
I grew up playing classic adventure games, old school arcade games, story based rpgs, and puzzle games. And as an adult I've played the occasional game outside that, like say, this one: http://en.wikipedia.org/wiki/Eternal_Darkness:_Sanity%27s_Requiem
And it was just as awesome as it seems. OMG zombies, multicultural cast with differing ability meters, sanity meter that when it gets too low, the game fucks with you, cthluhu-esque mythos, it goes on and on.
My school uses DDR and Wii sports (in addition to real life sports stations in kind of a rotation) in gym class and I'm 100% for it.
Anyway, my point is, can gaming be bad in the way you say? Yes. So can anything else. Should a library promote them as a literacy tool? Probably not :). Should they lend them? Sure, just like dvds.
I will use an icon of one of my favorite video games for this one.
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Date: 2010-03-25 02:36 am (UTC)I think you have a good point. I don't think there's any doubt video games CAN be used to promote positive educational goals - I just think the whole culture, particularly the influence of market capitalism that drives it, is aligned against it on any wider scale.
Technology in and of itself can be ok. Technology plus capitalism is generally a recipe for disaster.
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Date: 2010-03-25 02:46 am (UTC)for example, i heard from a british kid who came into my library all summer each summer and borrowed a ton of graphic novels, that some british libraries apparently don't have any graphic novels in their collections because they're not "real" books and rot the brains of kids and all that. I see it as the same kind of attitude as yours ;)
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Date: 2010-03-26 03:36 am (UTC)I mentioned in my own post on this issue that it's already next to impossible for me to take my son to the library and be able to actually do anything like read to him, even though he loves books and being read to. The children's section at my local library is dominated by a long desk with computers at it, which I suppose were theoretically intended to be for educational purposes of some sort, but in practice, they're mainly used by preteens playing online games - usually violent ones.
And even if the gamers can bring themselves to shut up for 30 seconds, splashy animations full of blood and gore tend to grab kids' attention and make it hard to direct their attention to actual books. And really, most of the time, the gamers are at minimum talking very loudly, if not actually yelling their heads off, with the majority of their conversation consisting of variations on "DIE FAG DIE" and "I JUST PWNED YOUR HOMO ASS YOU FUCKIN' QUEER" and that sort of thing, which is especially delightful to have your kid exposed to when he's got two moms. :-/
I seem to vaguely remember that at some point in the distant past, librarians used to actually tell people to be quiet if they even spoke in non-hushed tones, but these days I never see any of the library staff come out from behind the check-out desk - no one ever tells these kids to stop yelling, that I've seen anyway. I guess like most places, the libraries are understaffed and don't have enough people to do anything more than the bare minimum of checking out books and collecting fines.
I almost never actually take my son to the library, much as I'd like to, because it's hard to know whether or not it's going to be inundated with gamers at any given point. All I can really do is check out books and bring them home to him. So as far as I'm concerned, gaming is already ruining libraries (well, my local one, anyway - I don't know if it's the same all over or not), and that's why I'm unenthusiastic about the prospect of making it even worse.
If you want to call that a "moral panic", fine - me, I'd just like to be able to actually read a kid's book to a kid in the kids' section of the library once in a while, and find it frustrating that people seem to want to make that even more difficult than it already is.
(no subject)
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Date: 2010-03-25 03:29 am (UTC)Course most games are trashy and a bit rubbish really, but that's the same as with everything else and singling them out over, say, rubbish telly, I find a bit unfair. And the operative word in that quote is tots "some."
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Date: 2010-03-25 05:02 am (UTC)True Story.
Date: 2010-03-25 11:13 am (UTC)As an adult gamer I think video games should stay out of the library (Traditionally, libraries are the turf of table-top gamers, or at least they were in my school days). I'm already trying to think of how I'm going to deal with this when my son is old enough for school (and gaming).
also, I'd say you're being a stick-in-the-mud FOR JUSTICE.
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Date: 2010-03-25 01:40 pm (UTC)I would agree with you that kids who are allowed to do nothing but play video games are going to have problems. But the same goes for kids who do nothing but watch TV. If parents enforce limits, diversions like gaming won't be destructive.
Who's to say that modern kids who game a little aren't also reading a lot and fomenting rebellion? It seems like you just haven't met those kids, and that wouldn't surprise me, because very few parents have the creativity to come up with something like time limits on electronic entertainment.
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Date: 2010-03-25 09:56 pm (UTC)(no subject)
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Date: 2010-03-25 02:24 pm (UTC)no subject
Date: 2010-03-25 02:40 pm (UTC)and building an ark!
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From: (Anonymous) - Date: 2010-03-26 01:56 pm (UTC) - Expandno subject
Date: 2010-03-25 05:32 pm (UTC)The reality is that everyone is a gamer these days. 97% of surveyed teens aged 12-17 play games, and 50% of them played ‘yesterday’. That's 99% of boys, and 94% of girls. So to make sweeping generalizations like "gamers don't read" is literally the same as saying "teenagers don't read" -- which may or may not be true, but doesn't have anything to do with gaming.
Further, there is a lot of evidence that the socialization aspect of MMORPGs and first-person shooters have a measurable effect on civic engagement. Teenagers who take part in online discussion boards about gaming are more civically and politically engaged than teenagers who don't.
The reality is that gaming is pervasive in the lives of teenagers today, and any kind of analysis of the pros/cons of that fact requires a much more nuanced brush than "video games are worse than drugs".
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Date: 2010-03-25 07:56 pm (UTC)(no subject)
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Date: 2010-03-26 08:04 am (UTC)This analogy works for me.
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Date: 2010-03-26 11:53 am (UTC)no subject
Date: 2010-03-26 02:38 pm (UTC)In terms of literacy, I don't think there is a causal link, but I do agree that many factors in our society are pulling young people away from the ability to focus on things beyond sound-bites, FB status updates, etc. I am finding in my own life that my ability to sit down and read for hours on end (like I did when I was a kid) has degraded significantly. I blame it on being a parent :).
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Date: 2010-03-26 10:22 pm (UTC)no subject
Date: 2010-03-26 09:53 pm (UTC)no subject
Date: 2010-03-26 10:00 pm (UTC)(no subject)
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Date: 2010-03-27 10:23 am (UTC)But that is far from literacy - at the most, moderate gaming could serve as a complement to books and stuff. Not a substitute.
Problem is, as you say, I suspect moderate gaming is pretty rare. Gaming is way more addictive than, say, TV (in my experience at any rate. Haven't played any sort of computer game in ages, but when I have done thea addiction's always been pretty heavy). It is virtually impossible to get bored of a reasonably good game. Your soul may be ossifying within, but your senses remain stimulated.
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Date: 2010-03-31 06:01 am (UTC)I think this critique can also be extended to a whole range of new technologies. Librarians are tripping over themselves trying to adopt new technology. It would be unfair to say that they don't think about it at all, but it's sort of assumed that technology of any kind -- Facebook, Twitter (librarians love it -- even kids think it's useless), even gaming -- can and more importantly should be used as a platform for information literacy. The mantra now is "no use is too stupid" when it comes to tech.
And what this misses completely is the cognitive infrastructure, or whatever the fuck you want to call it, that allows a person to stare at a chunk of dense text and understand what the fuck they're looking at. People not only don't read, they can't read, regardless of what technological medium is being used to convey the information, as if shitting out Rousseau on a Nook(tm) is going to get the thing understood. And for reference, I'm thinking here of kids I went to college with. I'm sure whatever I saw then is even more pronounced now.
I don't think deciphering Kant should necessarily be the goal of a good education, but giving someone the ability to do that makes a fuckload more sense to me than simply doing anything to "engage" with new technology. My sense is that this is going to have to backfire pretty hard before people start questioning this shit seriously.
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Date: 2010-03-31 10:39 am (UTC)(no subject)
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