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 Appeared in Technology Review.
Our classic notions of literacy assume uninterrupted contemplation
in relative social isolation, a single task at a time. Some have
characterized the younger generation as having limited attention
spans. But these young people have also developed new competencies
at rapidly processing information, forming new connections between
separate spheres of knowledge, and filtering a complex field to
discern those elements that demand immediate attention. Stone argues
that for better or worse, this is the way we are all currently
living. Therefore, she claims, we had better design our technologies
to accommodate continuous partial attention, and we had better
evolve forms of etiquette that allow us to smooth over the social
disruptions such behavior can cause.
Contemporary aesthetic choices—the fragmented, MTV-style editing,
the dense layering of techno music, the more visually complex pages
of some contemporary comic books—reflect consumers' desires for new
forms of perceptual play and their capacity to take in more
information at once than previous generations. Think for a moment
about the scrawl—the layering of informational windows—in today's TV
news. Like Arcadia’s minigames, there is a trick: any given bit of
text is simplified compared to previous news discourse. Such
graphical busyness also has an advantage—we can see the
interrelationship between stories and pay attention to simultaneous
developments. We probably don't read everything on screen, but we
monitor and flit between different media flows.
All of this brings us back to games like Arcadia. Much as earlier
civilizations used play to sharpen their hunting skills, we use
computer games to exercise and enhance our information processing
capabilities. Researchers at the University of Rochester found that
kids who regularly play intense video games show better perceptual
and cognitive skills than those who do not. It isn't just that
people who had quick eyes and nimble fingers liked to play games;
these skills could be acquired by non-gamers who put in the time and
effort to learn how to play.
Zimmerman argues that what makes playing Arcadia possible is the
degree to which each of the minigames builds on conventions. We take
one look at these games and we know what to do. Yet, the Rochester
research suggests something else—that people over time simply become
quicker at processing game information and can play more
sophisticated games. In a new book, What Video Games Can Teach Us
About Learning and Literacy, James Paul Gee argues that games are,
in some senses, the ideal teaching machines. Gee suggests that
educators can learn a great deal about how to sequence a curriculum
from watching how game designers orient players to new challenges
and how they organize the flow of activities so that players acquire
the skills they need just in time for the next task; the goal is for
players to find each level challenging but not overwhelming. Games
teach us, Gee argues, without us even realizing that any education
is taking place.
All of this research points in the same direction. Leaving aside
questions of content, video games are good for kids—within
limits—because game play helps them to adapt to the demands of the
new information environment. Surgeons are already using video games
to refine their hand-eye coordination for the ever more exacting
demands of contemporary procedures. The military uses games to
rehearse the complexity of coordinating group actions in an
environment where participants cannot see each other. And all of us
can use games to learn how to function in the era of continuous
partial attention.
These multitasking skills will be most developed in those who have
had access to games from an early age. Our sons and daughters will
be the natives of the new media environment; others will be
immigrants. Educators have long talked about a hidden curriculum,
things kids absorb outside of formal education that shape their
thoughts, tastes, and skills and that enable some groups to advance
more quickly than others. The same pattern is developing around new
media technologies—those who grow up with them as part of their
recreational life relate to them differently than those who only
encounter them later at school or work.
While the skills derived from playing video games expand human
creative capacity and broaden access to knowledge, they should not
come at the expense of older forms of literacy. The challenge is to
produce children who have a balanced perspective—who know what each
medium does best and what kind of content is most appropriate in
each, who can multitask but can also contemplate, who play games but
also read books.
So, get thee to Arcadia but also get thee to a library.
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August 1, 2003.
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