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Synthetic Words, Player Behavior and Games Research: Digested, Digitized and Distributed

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The Virtual Divide: Simply Knowing Games Exist is Not Enough

12 January, 2008 (15:00) | Video Game Literacy, World of Warcraft, Synthetic Worlds

Recently comments similar to “except I’m old so i don’t know how to play games like you” or “But you younger people just know how to play games, and I won’t be able to understand them” have saturated the classrooms I’ve been in. The disconnect between professors speaking on the subject of games, and those who play games feels as great a divide as the grand canyon. What is it that is scaring everyone away from the actual “doing” of games? One possible explanation is the lack of common vocabulary, or work describing the basic nuts and bolts of games. There is no universal game lingo dictionary, at least not in print.

One guiding principle that should always be followed when speaking to, or writing for, any group is making sure to clearly define what is being discussed. So the blame here can fall both on the shoulders of folks like myself, who blaze through comments in classes with “well when I was raiding, the dps meters showed that I was doing fine, but someone missed a sheep and we all died.” Anyone who doesn’t play, or hasn’t played an extensive amount of World of Warcraft will be completely lost by comments such as that, and rightly so. However, another important guiding principle is the ability to ask questions; inquiry is everything. When comments are made, people should be asking “whats a raid?” “wait, sheep? are you a farmer?” or “DPS? is that some form of cleaner or something?” Funniness aside, the ability to step out of that shell and say “I’m confused. I need some clarification, and some help” would greatly benefit a lot of people, both those who know and do not know what is being discussed.

As for the fear of doing, James Paul Gee in “What Video Games Have to Teach us About Learning and Literacy” says that it is both possible, and in fact, not difficult to learn to play and therefore understand these games. He says that through bringing prior literacies into new environments (in this case games) one can actively build an understanding of and therefore learn to play games. This “bridge building” as he calls it, requires three factors:

“1. The learner must be enticed to try, even if he or she already has good grounds to be affraid to try.

2. The learner must be enticed to put in lots of effort even if he or she begins with no motivation to do so.

3. The learner must achieve some meaningful success when he or she has expended this effort.”

What will motivate people to go through with the process? For academics, at least in a telecommunications department, there is already an enticement to try: The extensive amount of games research going on in thier own classrooms, in courses designed originally around other media, should be prompting them to try to become familiar with the subject matter. Not for themselves necessarily, but for the ability to continue to teach on the same level as before.

If the desire is truly to be able to learn to communicate with a new batch of students, or in some cases, I’m sure, to feel less self conscious in the classroom, the enticement to put in lots of effort exists. Those with no games knowledge or experience are quickly going to become lost or confused when it comes to a lot of what is coming up for the future. Perhaps Kuhn was right though, and I’m being optimistic: maybe dinosaurs really will die, and there’s nothing that can be done about it.

Finally, because most games that can be played anymore are in the Gee sense “good games” (they encourage active and critical learning and therefore facilitate advancement on the part of the player in knowledge expandable to not only other games, but other domains of literacy in their own life), it should not be difficult to find something that peaks one’s fancy. World of Warcraft or LOTRO do not need to be starting points if the goal is for general literacy of the function of games. Gee played a Wellsian steam punk single player game to start with - which appealed to his own literary and academic fancies. One walk down the games isle at Best Buy can be almost dizzying in the choice of titles and genres available for play. There literally is almost something for everyone.

Closing the divide between game players, academics, and game playing academics is going to be an important part of the future in research in this area, and all of those involved must take active steps to facilitate this change. Until the vocabulary is built, and a general understanding is had, I fear we’re going to spend quite a bit more time talking but not communicating as words and phrases and information bounce off of, and fly past each other.

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Comments

Comment from Travis Ross
Time: January 12, 2008, 6:52 pm

Interesting post Matt. First off there is still much stigma to games. At a small conference over break I spoke to resource management scholars about the value of virtual worlds as experimental environments. A funny thing that happened was two of my classmates around my age attacked me saying “Games might be part of a larger picture problem with society”. In America gaming is often looked down upon as apposed to producing or “Enjoying the real world”. Perhaps, there are some cultural implications there? Like it or not, games appear to the close-minded as trivial. Of course these are the same people that say, “Game Theory. How interesting.” Just don’t throw fun or play into the equation for that’s trivial.

Besides people just plain being haters, controlling an avatar in a 3D environment can be tough. The barriers to entry can be difficult, and MMOs are intimidating. For instance my wife first began gaming by playing The Sims with me. She kept burning the house down and feeling very guilty. Finally, along came Animal Crossing, a game I owe so much. She still had trouble with 3D, but the implications of her difficultly were not death or frustration; she could still gather fish, bugs, and stuff for her house. Getting non-gamers into spaces like this is difficult, you address this a bit with the everyone has a genre or title for them comment, but sometimes the spark of gaming needs to be fanned by a trusted friend.

TR

Comment from Intellagirl
Time: January 13, 2008, 8:44 pm

I think it’s all about exigency. I don’t know how to parachute because I’ve never needed to learn but I know how to use most technology because it has an important, functional role in my life. Most people won’t learn to use a new device/software until they’re forced to either by an outside force or by sheer progress.
However, when it comes to games, I think my argument might fall short. No one ever made me learn to play a game and yet I’ve spent hours learning to play them so why? Why have I spent that time when others haven’t? And why is this mostly in line with age/generation? Have MMOs taken the place of a similar activity that previous generations spent as much effort learning to take part in?
Bah! I have more questions than answers but I think we need to figure this out soon.

Comment from HoboRat
Time: January 13, 2008, 10:04 pm

There’s another part of the equation here no one is mentioning. I am an older person, but I live every work day in a fairly high-pressure office situation. Dealing with lots of people, juggling priorities, multi-tasking, etc. When I get out of that environment at the end of the day, the last thing I really feel like doing is jumping back in. I am very computer savvy and have been involved with computers, gaming, I.T., and other facets of computing since the original IBM PC came out. I am not afraid of the online gaming world, I just have little interest in it. To me a “game” is a pleasant bit of entertainment to take my mind away from the pressures of the day. It’s the difference between WOW and WII. I spend all day on real “raids” and “quests.” My idea of entertainment at the end of the day is not getting back together with others to do the same thing again. A pleasant little game, or some enjoyable time with my family, is a much better diversion for me than an online gaming world. I’d rather Wii bowl with my kids than get togheter with my guild for an eight-hour quest. For some of us with a few years under our belts, it is not a fear of the game that keeps us from trying, or even learning, what the online gaming world is all about. We have just come to the conclusion that interactivity with those real people that surround us in our real lives and that we have made a real, lifetime commitment to is much more pleasant, enjoyable, peaceful, and important than “recreating” ourselves in some non-existent world.

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