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'Video game studies' may sound oxymoronic, but academia is beginning
to take it seriously.  Appeared in csmonitor.com.
By Mark Clayton
Always pressing forward to new intellectual frontiers, American
higher education is now probing an academic realm sure to produce
the words that will thrill parents: "Mom, Dad, I've decided to major
in video games!"
That's right. Mario, Luigi, and their compatriots from the world of
PlayStation and Xbox - who for years have been familiar faces of
student dorm life - are jumping to the next level in higher
education: the classroom.
Long the bane of professors who'd rather students do less
game-console thumb-clicking and more schoolwork, video games are
entering the curriculum and the realm of academic research - to the
cheers of some and the boos of others.
Indeed, "video game studies" is an oxymoron to many faculty. As a
result, the study of video games - in computer science, art, and
sociology - is often cloaked in euphemisms such as "interactive
media" or "digital arts.".
"I call it 'the medium that dare not speak its name,' " says Celia
Pearce of the Game Culture & Tech Lab at the University of
California at Irvine. "Nobody wants to call it 'games,' so they call
it something ... acceptable for the academic palate."
Recently, though, video games seem to be gaining academic stature -
perhaps enough to dispense with the euphemisms.
This fall, Southern Methodist University in Dallas will enroll 32
students in its new 18-month master's level certificate program in
video-game design. Shawnee State University in Portsmouth, Ohio, is
offering for the first time a full-blown undergraduate major in
"game and simulation arts" as part of its bachelor of fine arts
degree program.
A few big-name universities are toying with the serious side of
video games. The Massachusetts Institute of Technology, the Georgia
Institute of Technology, and Carnegie Mellon University offer
curricula on video-game criticism, games as educational tools, and
game design.
Georgia Institute of Technology started a PhD program in digital
media and a master's in information design and technology, in which
many students are pursuing video-game design.
Not everyone buys the idea. Adding video games to the curriculum is
merely pandering to students and will lead to an "intellectual
devolution," says Edward Smith, director of American Studies at
American University.
"It's just another concession to the customer," he says. "Kids have
grown up playing Nintendo. They don't read because they don't know
how to read - they don't cultivate the imagination.... They need to
be put through the intellectual rigors of a traditional format for
education. Video games are just an easy way to avoid it."
People who teach video-game studies know it'll be a challenge to
prove the validity of their field.
"There's a generational divide," says James Paul Gee, an education
professor and author of "What Video Games Have to Teach Us About
Learning and Literacy." "Students ... see [games] as connected to
society. But baby-boom faculty ... tend to be opposed or see them as
trivial. They don't realize how closely tied [games] are to computer
simulations used to model environments of all kinds."
At a video-game study room not far from Dr. Gee's office, students
play and analyze the appeal and design of games such as "Grand Theft
Auto" and "Everquest." "I'm interested in how games use learning
principles," Gee says. "Think about it. Your standard computer game
can take 50 hours to play. Imagine if a student loved spending 50
hours learning a language. We have a lot to learn from video games."
He predicts that video-game research will grow as colleges hire a
new generation of professors who grew up playing video games.
The games seem to be catching the attention of serious academic
researchers. Online academic journals like Game Studies solicit
erudite-sounding treatises such as "Interaction Forms and
Communicative Actions in Multi Player Games." or "Computer Games as
a Part of Children's Culture." The Chronicle of Higher Education
this week hosted an online debate over the merits of video games as
teaching tools.
More such research will boom, says Janet Murray at Georgia Tech's
School of Literature, Communication, and Culture. "There is this
critical need for the game designers of the future to be broadly
educated in the liberal arts," she says. "It's not surprising that
several people working in game design at higher levels hold degrees
in film."
The video-game industry is eager for higher education to respond,
foreseeing huge demand for talented workers. " 'Mario' has made
twice the revenue of all the 'Star Wars' movies combined, so it
would seem to me that academia should absolutely be engaged in this
area," says UC Irvine's Dr. Pearce.
The "image problem" for academia has abated, even in the past five
years, says Jason Della Rocca of the International Game Developers
Association. More than 200 people came to an academic conference
IGDA hosted last year.
For Todd Booth, though, it's all about the game. A fine-arts
graduate of Oregon State University, he is newly enrolled in SMU's
video-game design program. Bored in high school, he says he wants to
create educational software as entertaining and compelling as the
multiplayer online games he played in college.
"We'd be playing 'Starcraft,' you know, and you'd have your
dorm-room door open, and someone would yell, 'Ah, you just smashed
my station,' " he says. "We'd be battling into the wee hours of the
morning. Well, I really think education software could be that much
fun. It just hasn't been very successful yet."

August 29, 2003.
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