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 Appeared in Technology Review.
Playing computer games doesn’t shorten kids' attention spans—it
helps them to manage competing demands in the new era of "continuous
partial attention."
By Henry Jenkins
Frank Lantz, the head of game design at New York GameLab,
demonstrated Arcadia at the Game Developers Conference a few years
back. Astonishingly, Lantz played four basic Atari-style games on
the screen at the same time. In one window, he was arranging puzzle
pieces. In another, he was making a funny little man run through a
scrolling maze. In another, he was defending the Earth against alien
invaders. And in a fourth, he was moving his paddle to deflect a
Pong ball. His mouse circled between windows, always seeming to be
in the right place at the right place at the right time to avert
disaster or grab an enticing power-up. Each game created a different
spatial orientation—in and out, up and down, right and left. To
anyone who respects skilled game play, Lantz gave a virtuoso
performance.
As Lantz played, Eric Zimmerman, GameLab's cofounder and resident
game theorist, offered explanations for what we were seeing,
demonstrating the fusion of insightful and innovative design that
has been the group's hallmark. The folks at GameLab create games
that make you think about the nature of the medium. I want to use
their provocation to explore some key questions at the intersection
of games, attention, and learning.
I am old enough to have played Pong and to have spent whole evenings
mastering some of those Atari games when they first appeared. Those
games used to be hard. Now, gamers like Lantz can handle four of
them at a time and not break a sweat. What happened?
When I spoke to him by telephone, Zimmerman reassured me that there
was a trick—the games had been simplified and slowed down from the
originals. As soon as any one game got interesting enough that you
wanted to play it on it on its own, it was probably too complicated
for Arcadia. Yet, when I tried to play Arcadia, even on its easiest
setting, I found myself constantly losing lives, frantically racing
from place to place, and always, always, always arriving too late.
To use a technical term, I sucked. Arcadia is set to launch at
Shockwave.com in early August, so you can see how you stack up.
GameLab works outside the mainstream industry, designing games for
the Web, not for the PC or the various game machines. Zimmerman, who
recently finished a book, Rules of Play, with Katie Salen, sees each
game as an experiment in interactive engineering. Much as punk
rockers tried to strip rock music down to its core, GameLab embraces
a minimalist retro aesthetic, shedding fancy graphics to focus on
the mechanics of game play. In one of its games, Loop, there aren't
even mouse clicks: you simply encircle butterflies by moving your
mouse across the screen. Another GameLab title, Sissyfight 2000, was
a staging of Prisoner Dilemma as a multiplayer game set in a
schoolyard. All of the emphasis is on social interactions—the choice
to tattle, tease, bond with or abuse your classmates.
Arcadia began as a game about minigames—small, simple games that are
increasingly embedded within larger and more complicated games. It
evolved into a game about multitasking, one that links the
management of game resources with the management of one's own
attention. That's actually a core issue for many of us right now—how
to manage our perceptual and cognitive resources in what digital
community builder Linda Stone characterizes as an age of continuous
partial attention.
Stone argues that there is a growing tendency for people to move
through life, scanning their environments for signals, and shifting
their attention from one problem to another. This process has
definite downsides—we never give ourselves over fully to any one
interaction. It is like being at a cocktail party and constantly
looking over the shoulders of the person you are talking with to see
if anyone more interesting has arrived. Yet, it is also adaptive to
the demands of the new information environment, allowing us to
accomplish more, to sort through competing demands, and to interact
with a much larger array of people.
For my generation, this process feels highly stressful and socially
disruptive. But for my son's cohort, young men and women in their
late teens or early twenties, it has become second nature. I am
amazed watching my son doing his homework, chatting online with
multiple friends, each in their own chat room window, downloading
stuff off the Web, listening to MP3s, and keeping an eye on the Red
Sox score. My parents couldn't understand how I could do homework
and watch television. My students sit in class discussions, take
detailed notes, and look up relevant Web sites on their wireless
laptops.
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August 1, 2003.
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